kmscon/src/gl_math.c
David Herrmann 25f41f84f7 gl: add GL subsystem
The GL subsystem is copied from the old output_context subsystem and now
provides shader and GL-math. It will replace the old output_context subs
soon.

Signed-off-by: David Herrmann <dh.herrmann@googlemail.com>
2012-03-23 12:50:35 +01:00

305 lines
5.3 KiB
C

/*
* GL - Graphics Layer
*
* Copyright (c) 2011 David Herrmann <dh.herrmann@googlemail.com>
* Copyright (c) 2011 University of Tuebingen
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Math Helper
* Basic linear algebra.
*/
#include <errno.h>
#include <stdlib.h>
#include <string.h>
#include "gl.h"
struct gl_m4_entry {
struct gl_m4_entry *next;
float matrix[16];
};
struct gl_m4_stack {
struct gl_m4_entry stack;
struct gl_m4_entry *cache;
};
void gl_m4_identity(float *m)
{
if (!m)
return;
m[0] = 1;
m[1] = 0;
m[2] = 0;
m[3] = 0;
m[4] = 0;
m[5] = 1;
m[6] = 0;
m[7] = 0;
m[8] = 0;
m[9] = 0;
m[10] = 1;
m[11] = 0;
m[12] = 0;
m[13] = 0;
m[14] = 0;
m[15] = 1;
}
void gl_m4_copy(float *dest, const float *src)
{
if (!dest || !src)
return;
dest[0] = src[0];
dest[1] = src[1];
dest[2] = src[2];
dest[3] = src[3];
dest[4] = src[4];
dest[5] = src[5];
dest[6] = src[6];
dest[7] = src[7];
dest[8] = src[8];
dest[9] = src[9];
dest[10] = src[10];
dest[11] = src[11];
dest[12] = src[12];
dest[13] = src[13];
dest[14] = src[14];
dest[15] = src[15];
}
/* Matrix Multiplication
* This is the simplest algorithm to multiply two matrices. It computes:
* dest = n * m
* That is, n is left side and m is right side.
*
* Matrix-multiplication is heavy, avoid it if possible.
*/
void gl_m4_mult_dest(float *dest, const float *n, const float *m)
{
unsigned int row, col, j;
if (!dest || !n || !m)
return;
for (row = 0; row < 4; ++row) {
for (col = 0; col < 4; ++col) {
dest[row * 4 + col] = 0;
for (j = 0; j < 4; ++j)
dest[row * 4 + col] +=
n[row * 4 + j] * m[j * 4 + col];
}
}
}
/* this computes n = n * m */
void gl_m4_mult(float *n, const float *m)
{
float tmp[16];
if (!n || !m)
return;
gl_m4_mult_dest(tmp, n, m);
gl_m4_copy(n, tmp);
}
void gl_m4_translate(float *m, float x, float y, float z)
{
float trans[16] = { 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 };
if (!m)
return;
gl_m4_mult(m, trans);
}
void gl_m4_scale(float *m, float x, float y, float z)
{
float scale[16] = { x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 };
if (!m)
return;
gl_m4_mult(m, scale);
}
void gl_m4_transpose_dest(float *dest, const float *src)
{
if (!dest || !src)
return;
dest[0] = src[0];
dest[5] = src[5];
dest[10] = src[10];
dest[15] = src[15];
dest[1] = src[4];
dest[4] = src[1];
dest[8] = src[2];
dest[2] = src[8];
dest[3] = src[12];
dest[12] = src[3];
dest[7] = src[13];
dest[13] = src[7];
dest[11] = src[14];
dest[14] = src[11];
dest[6] = src[9];
dest[9] = src[6];
}
void gl_m4_transpose(float *m)
{
float tmp;
if (!m)
return;
tmp = m[1];
m[1] = m[4];
m[4] = tmp;
tmp = m[8];
m[8] = m[2];
m[2] = tmp;
tmp = m[3];
m[3] = m[12];
m[12] = tmp;
tmp = m[7];
m[7] = m[13];
m[13] = tmp;
tmp = m[11];
m[11] = m[14];
m[14] = tmp;
tmp = m[6];
m[6] = m[9];
m[9] = tmp;
}
int gl_m4_stack_new(struct gl_m4_stack **out)
{
struct gl_m4_stack *stack;
if (!out)
return -EINVAL;
stack = malloc(sizeof(*stack));
if (!stack)
return -ENOMEM;
memset(stack, 0, sizeof(*stack));
gl_m4_identity(stack->stack.matrix);
*out = stack;
return 0;
}
void gl_m4_stack_free(struct gl_m4_stack *stack)
{
struct gl_m4_entry *tmp;
if (!stack)
return;
while (stack->stack.next) {
tmp = stack->stack.next;
stack->stack.next = tmp->next;
free(tmp);
}
while (stack->cache) {
tmp = stack->cache;
stack->cache = tmp->next;
free(tmp);
}
free(stack);
}
float *gl_m4_stack_push(struct gl_m4_stack *stack)
{
struct gl_m4_entry *entry;
if (stack->cache) {
entry = stack->cache;
stack->cache = entry->next;
} else {
entry = malloc(sizeof(*entry));
if (!entry)
return NULL;
}
gl_m4_copy(entry->matrix, stack->stack.matrix);
entry->next = stack->stack.next;
stack->stack.next = entry;
return stack->stack.matrix;
}
float *gl_m4_stack_pop(struct gl_m4_stack *stack)
{
struct gl_m4_entry *entry;
if (!stack)
return NULL;
entry = stack->stack.next;
if (!entry) {
gl_m4_identity(stack->stack.matrix);
return stack->stack.matrix;
}
stack->stack.next = entry->next;
entry->next = stack->cache;
stack->cache = entry;
gl_m4_copy(stack->stack.matrix, entry->matrix);
return stack->stack.matrix;
}
float *gl_m4_stack_tip(struct gl_m4_stack *stack)
{
if (!stack)
return NULL;
return stack->stack.matrix;
}