From 70a3c9fbe678c1affb0f84df5473991ed65636ea Mon Sep 17 00:00:00 2001 From: Tomas Frydrych Date: Tue, 12 Jun 2007 11:42:29 +0000 Subject: [PATCH] clutter_actor_project_point/vertices --- ChangeLog | 28 ++ clutter/clutter-actor.c | 917 +++++++++++++++++++--------------------------- clutter/clutter-actor.h | 48 +-- clutter/clutter-fixed.h | 1 + clutter/clutter-private.h | 4 + clutter/cogl/cogl.h | 9 + clutter/cogl/gl/cogl.c | 74 +++- clutter/cogl/gles/cogl.c | 18 + 8 files changed, 524 insertions(+), 575 deletions(-) diff --git a/ChangeLog b/ChangeLog index c278f17..7fd13d6 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,3 +1,31 @@ +2007-06-12 Tomas Frydrych + + * clutter/clutter-fixed.h: + Added shorthand CFX_QMUL macro. + + * clutter/clutter-private.h: + * clutter/clutter-actor.h: + * clutter/clutter-actor.c: + Replaced ClutterVertices with ClutterVertex; + + (clutter_actor_get_transformed_vertices): + (clutter_actor_get_transformed_point): + Replaced with clutter_actor_projected_vertices and + clutter_actor_projected_point. + + (_clutter_actor_apply_modelview_transform): + (_clutter_actor_apply_modelview_transform_recursive): + Private functions to push actor modelview transforms on OpenGL + stack. + + * clutter/cogl/cogl.h: + * clutter/cogl/gl/cogl.c: + * clutter/cogl/gles/cogl.c: + (cogl_get_viewport): + (cogl_get_modelview_matrix): + (cogl_get_projection_matrix): + Functions to access OpenGL transforms. + 2007-06-12 Matthew Allum * clutter/clutter-alpha.c: diff --git a/clutter/clutter-actor.c b/clutter/clutter-actor.c index a7db90e..1c63c55 100644 --- a/clutter/clutter-actor.c +++ b/clutter/clutter-actor.c @@ -306,487 +306,135 @@ clutter_actor_pick (ClutterActor *self, */ #define M(m,row,col) (m)[col*4+row] -/* Make indentity matrix */ -static void -mtx_identity (ClutterFixed * m) -{ - memset (m, 0, sizeof (ClutterFixed) * 16); - M (m,0,0) = CFX_ONE; - M (m,1,1) = CFX_ONE; - M (m,2,2) = CFX_ONE; - M (m,3,3) = CFX_ONE; -} - -/* Add translation by (x,y,z) to matrix */ -static void -mtx_translate (ClutterFixed * m, - ClutterFixed x, ClutterFixed y, ClutterFixed z) -{ - M (m,0,3) += CFX_MUL (M (m,0,0), x) + CFX_MUL (M (m,0,1), y) + - CFX_MUL (M (m,0,2), z); - - M (m,1,3) += CFX_MUL (M (m,1,0), x) + CFX_MUL (M (m,1,1), y) + - CFX_MUL (M (m,1,2), z); - - M (m,2,3) += CFX_MUL (M (m,2,0), x) + CFX_MUL (M (m,2,1), y) + - CFX_MUL (M (m,2,2), z); - - M (m,3,3) += CFX_MUL (M (m,3,0), x) + CFX_MUL (M (m,3,1), y) + - CFX_MUL (M (m,3,2), z); -} - -/* Add rotation around Z axis by ang to matrix */ -static void -mtx_rotate_z (ClutterFixed *m, ClutterFixed ang) -{ - ClutterFixed m0, m1; - ClutterAngle a = CLUTTER_ANGLE_FROM_DEGX (ang); - ClutterFixed c = clutter_cosi (a); - ClutterFixed s = clutter_sini (a); - - m0 = CFX_MUL (M (m,0,0), c) + CFX_MUL (M (m,0,1), s); - m1 = CFX_MUL (M (m,0,0), -s) + CFX_MUL (M (m,0,1), c); - M (m,0,0) = m0; - M (m,0,1) = m1; - - m0 = CFX_MUL (M (m,1,0), c) + CFX_MUL (M (m,1,1), s); - m1 = CFX_MUL (M (m,1,0), -s) + CFX_MUL (M (m,1,1), c); - M (m,1,0) = m0; - M (m,1,1) = m1; - - m0 = CFX_MUL (M (m,2,0), c) + CFX_MUL (M (m,2,1), s); - m1 = CFX_MUL (M (m,2,0), -s) + CFX_MUL (M (m,2,1), c); - M (m,2,0) = m0; - M (m,2,1) = m1; - - m0 = CFX_MUL (M (m,3,0), c) + CFX_MUL (M (m,3,1), s); - m1 = CFX_MUL (M (m,3,0), -s) + CFX_MUL (M (m,3,1), c); - M (m,3,0) = m0; - M (m,3,1) = m1; -} - -/* Add rotation around X axis by ang to matrix */ -static void -mtx_rotate_x (ClutterFixed *m, ClutterFixed ang) -{ - ClutterFixed m1, m2; - ClutterAngle a = CLUTTER_ANGLE_FROM_DEGX (ang); - ClutterFixed c = clutter_cosi (a); - ClutterFixed s = clutter_sini (a); - - m1 = CFX_MUL (M (m,0,1), c) + CFX_MUL (M (m,0,2), s); - m2 = CFX_MUL (M (m,0,1), -s) + CFX_MUL (M (m,0,2), c); - M (m,0,1) = m1; - M (m,0,2) = m2; - - m1 = CFX_MUL (M (m,1,1), c) + CFX_MUL (M (m,1,2), s); - m2 = CFX_MUL (M (m,1,1), -s) + CFX_MUL (M (m,1,2), c); - M (m,1,1) = m1; - M (m,1,2) = m2; - - m1 = CFX_MUL (M (m,2,1), c) + CFX_MUL (M (m,2,2), s); - m2 = CFX_MUL (M (m,2,1), -s) + CFX_MUL (M (m,2,2), c); - M (m,2,1) = m1; - M (m,2,2) = m2; - - m1 = CFX_MUL (M (m,3,1), c) + CFX_MUL (M (m,3,2), s); - m2 = CFX_MUL (M (m,3,1), -s) + CFX_MUL (M (m,3,2), c); - M (m,3,1) = m1; - M (m,3,2) = m2; -} - -/* Add rotation around Y axis by ang to matrix */ -static void -mtx_rotate_y (ClutterFixed *m, ClutterFixed ang) -{ - ClutterFixed m0, m2; - ClutterAngle a = CLUTTER_ANGLE_FROM_DEGX (ang); - ClutterFixed c = clutter_cosi (a); - ClutterFixed s = clutter_sini (a); - - m0 = CFX_MUL (M (m,0,0), c) + CFX_MUL (M (m,0,2), -s); - m2 = CFX_MUL (M (m,0,0), s) + CFX_MUL (M (m,0,2), c); - M (m,0,0) = m0; - M (m,0,2) = m2; - - m0 = CFX_MUL (M (m,1,0), c) + CFX_MUL (M (m,1,2), -s); - m2 = CFX_MUL (M (m,1,0), s) + CFX_MUL (M (m,1,2), c); - M (m,1,0) = m0; - M (m,1,2) = m2; - - m0 = CFX_MUL (M (m,2,0), c) + CFX_MUL (M (m,2,2), -s); - m2 = CFX_MUL (M (m,2,0), s) + CFX_MUL (M (m,2,2), c); - M (m,2,0) = m0; - M (m,2,2) = m2; - - m0 = CFX_MUL (M (m,3,0), c) + CFX_MUL (M (m,3,2), -s); - m2 = CFX_MUL (M (m,3,0), s) + CFX_MUL (M (m,3,2), c); - M (m,3,0) = m0; - M (m,3,2) = m2; -} - -/* Apply scale by factors x, y to matrix */ -static void -mtx_scale (ClutterFixed *m, ClutterFixed x, ClutterFixed y) -{ - M (m,0,0) = CFX_MUL (M (m,0,0), x); - M (m,1,1) = CFX_MUL (M (m,1,1), y); -} - /* Transform point (x,y,z) by matrix */ static void -mtx_transform (ClutterFixed *m, - ClutterFixed *x, ClutterFixed *y, ClutterFixed *z) +mtx_transform (ClutterFixed m[16], + ClutterFixed *x, ClutterFixed *y, ClutterFixed *z, + ClutterFixed *w) { - ClutterFixed _x, _y, _z; + ClutterFixed _x, _y, _z, _w; _x = *x; _y = *y; _z = *z; - - *x = CFX_MUL (M (m,0,0), _x) + CFX_MUL (M (m,0,1), _y) + - CFX_MUL (M (m,0,2), _z) + M (m,0,3); + _w = *w; - *y = CFX_MUL (M (m,1,0), _x) + CFX_MUL (M (m,1,1), _y) + - CFX_MUL (M (m,1,2), _z) + M (m,1,3); + *x = CFX_QMUL (M (m,0,0), _x) + CFX_QMUL (M (m,0,1), _y) + + CFX_QMUL (M (m,0,2), _z) + CFX_QMUL (M (m,0,3), _w); - *z = CFX_MUL (M (m,2,0), _x) + CFX_MUL (M (m,2,1), _y) + - CFX_MUL (M (m,2,2), _z) + M (m,2,3); -} + *y = CFX_QMUL (M (m,1,0), _x) + CFX_QMUL (M (m,1,1), _y) + + CFX_QMUL (M (m,1,2), _z) + CFX_QMUL (M (m,1,3), _w); -static void -mtx_mul (ClutterFixed * m1, const ClutterFixed * m2) -{ - ClutterFixed n0, n1, n2, n3; - - n0 = - CFX_MUL (M(m1,0,0),M(m2,0,0)) + - CFX_MUL (M(m1,0,1),M(m2,1,0)) + - CFX_MUL (M(m1,0,2),M(m2,2,0)) + - CFX_MUL (M(m1,0,3),M(m2,3,0)); - - n1 = - CFX_MUL (M(m1,0,0),M(m2,0,1)) + - CFX_MUL (M(m1,0,1),M(m2,1,1)) + - CFX_MUL (M(m1,0,2),M(m2,2,1)) + - CFX_MUL (M(m1,0,3),M(m2,3,1)); - - n2 = - CFX_MUL (M(m1,0,0),M(m2,0,2)) + - CFX_MUL (M(m1,0,1),M(m2,1,2)) + - CFX_MUL (M(m1,0,2),M(m2,2,2)) + - CFX_MUL (M(m1,0,3),M(m2,3,2)); - - n3 = - CFX_MUL (M(m1,0,0),M(m2,0,3)) + - CFX_MUL (M(m1,0,1),M(m2,1,3)) + - CFX_MUL (M(m1,0,2),M(m2,2,3)) + - CFX_MUL (M(m1,0,3),M(m2,3,3)); - - M(m1,0,0) = n0; - M(m1,0,1) = n1; - M(m1,0,2) = n2; - M(m1,0,3) = n3; - - n0 = - CFX_MUL (M(m1,1,0),M(m2,0,0)) + - CFX_MUL (M(m1,1,1),M(m2,1,0)) + - CFX_MUL (M(m1,1,2),M(m2,2,0)) + - CFX_MUL (M(m1,1,3),M(m2,3,0)); - - n1 = - CFX_MUL (M(m1,1,0),M(m2,0,1)) + - CFX_MUL (M(m1,1,1),M(m2,1,1)) + - CFX_MUL (M(m1,1,2),M(m2,2,1)) + - CFX_MUL (M(m1,1,3),M(m2,3,1)); - - n2 = - CFX_MUL (M(m1,1,0),M(m2,0,2)) + - CFX_MUL (M(m1,1,1),M(m2,1,2)) + - CFX_MUL (M(m1,1,2),M(m2,2,2)) + - CFX_MUL (M(m1,1,3),M(m2,3,2)); - - n3 = - CFX_MUL (M(m1,1,0),M(m2,0,3)) + - CFX_MUL (M(m1,1,1),M(m2,1,3)) + - CFX_MUL (M(m1,1,2),M(m2,2,3)) + - CFX_MUL (M(m1,1,3),M(m2,3,3)); - - M(m1,1,0) = n0; - M(m1,1,1) = n1; - M(m1,1,2) = n2; - M(m1,1,3) = n3; - - n0 = - CFX_MUL (M(m1,2,0),M(m2,0,0)) + - CFX_MUL (M(m1,2,1),M(m2,1,0)) + - CFX_MUL (M(m1,2,2),M(m2,2,0)) + - CFX_MUL (M(m1,2,3),M(m2,3,0)); - - n1 = - CFX_MUL (M(m1,2,0),M(m2,0,1)) + - CFX_MUL (M(m1,2,1),M(m2,1,1)) + - CFX_MUL (M(m1,2,2),M(m2,2,1)) + - CFX_MUL (M(m1,2,3),M(m2,3,1)); - - n2 = - CFX_MUL (M(m1,2,0),M(m2,0,2)) + - CFX_MUL (M(m1,2,1),M(m2,1,2)) + - CFX_MUL (M(m1,2,2),M(m2,2,2)) + - CFX_MUL (M(m1,2,3),M(m2,3,2)); - - n3 = - CFX_MUL (M(m1,2,0),M(m2,0,3)) + - CFX_MUL (M(m1,2,1),M(m2,1,3)) + - CFX_MUL (M(m1,2,2),M(m2,2,3)) + - CFX_MUL (M(m1,2,3),M(m2,3,3)); - - M(m1,2,0) = n0; - M(m1,2,1) = n1; - M(m1,2,2) = n2; - M(m1,2,3) = n3; - - n0 = - CFX_MUL (M(m1,3,0),M(m2,0,0)) + - CFX_MUL (M(m1,3,1),M(m2,1,0)) + - CFX_MUL (M(m1,3,2),M(m2,2,0)) + - CFX_MUL (M(m1,3,3),M(m2,3,0)); - - n1 = - CFX_MUL (M(m1,3,0),M(m2,0,1)) + - CFX_MUL (M(m1,3,1),M(m2,1,1)) + - CFX_MUL (M(m1,3,2),M(m2,2,1)) + - CFX_MUL (M(m1,3,3),M(m2,3,1)); - - n2 = - CFX_MUL (M(m1,3,0),M(m2,0,2)) + - CFX_MUL (M(m1,3,1),M(m2,1,2)) + - CFX_MUL (M(m1,3,2),M(m2,2,2)) + - CFX_MUL (M(m1,3,3),M(m2,3,2)); - - n3 = - CFX_MUL (M(m1,3,0),M(m2,0,3)) + - CFX_MUL (M(m1,3,1),M(m2,1,3)) + - CFX_MUL (M(m1,3,2),M(m2,2,3)) + - CFX_MUL (M(m1,3,3),M(m2,3,3)); - - M(m1,3,0) = n0; - M(m1,3,1) = n1; - M(m1,3,2) = n2; - M(m1,3,3) = n3; -} - -/* Creates a transform matrix by combining the actor transformations and the - * stage perspective - */ -static void -mtx_create (ClutterActorPrivate *priv, - ClutterFixed *mtx, - const ClutterFixed * mtx_p) -{ - /* FIXME: need to apply perspective / viewport transforms */ - mtx_identity (mtx); + *z = CFX_QMUL (M (m,2,0), _x) + CFX_QMUL (M (m,2,1), _y) + + CFX_QMUL (M (m,2,2), _z) + CFX_QMUL (M (m,2,3), _w); - mtx_mul (mtx, mtx_p); + *w = CFX_QMUL (M (m,3,0), _x) + CFX_QMUL (M (m,3,1), _y) + + CFX_QMUL (M (m,3,2), _z) + CFX_QMUL (M (m,3,3), _w); #if 0 - g_debug ("Perspective Matrix\n" - " %f, %f, %f, %f\n" - " %f, %f, %f, %f\n" - " %f, %f, %f, %f\n" - " %f, %f, %f, %f", - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,0)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,1)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,2)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,3)), - - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,0)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,1)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,2)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,3)), - - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,0)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,1)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,2)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,3)), - - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,0)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,1)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,2)), - CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,3))); + g_debug ("Transforming %f, %f, %f -> %f, %f, %f (m00 %f)", + CLUTTER_FIXED_TO_FLOAT (_x), + CLUTTER_FIXED_TO_FLOAT (_y), + CLUTTER_FIXED_TO_FLOAT (_z), + CLUTTER_FIXED_TO_FLOAT (*x), + CLUTTER_FIXED_TO_FLOAT (*y), + CLUTTER_FIXED_TO_FLOAT (*z), + CLUTTER_FIXED_TO_FLOAT (M(m,0,0))); #endif - - /* - * All the rotation ops are relative to the actor, not the overall - * coordiante system; so first of all, we carry out a translation from - * 0,0 to where our actor is. - */ - mtx_translate (mtx, - CLUTTER_UNITS_TO_FIXED (priv->coords.x1), - CLUTTER_UNITS_TO_FIXED (priv->coords.y1), - CLUTTER_INT_TO_FIXED (priv->z)); - - if (priv->rzang) - { - mtx_translate (mtx, - CLUTTER_INT_TO_FIXED (priv->rzx), - CLUTTER_INT_TO_FIXED (priv->rzy), - 0); - - mtx_rotate_z (mtx, priv->rzang); - - mtx_translate (mtx, - CLUTTER_INT_TO_FIXED (-priv->rzx), - CLUTTER_INT_TO_FIXED (-priv->rzy), - 0); - } - - if (priv->ryang) - { - mtx_translate (mtx, - CLUTTER_INT_TO_FIXED (priv->ryx), - 0, - CLUTTER_INT_TO_FIXED (priv->z + priv->ryz)); - - mtx_rotate_y (mtx, priv->ryang); - - mtx_translate (mtx, - CLUTTER_INT_TO_FIXED (-priv->ryx), - 0, - CLUTTER_INT_TO_FIXED (-(priv->z + priv->ryz))); - } - - if (priv->rxang) - { - mtx_translate (mtx, - 0, - CLUTTER_INT_TO_FIXED (priv->rxy), - CLUTTER_INT_TO_FIXED (priv->z + priv->rxz)); - - mtx_rotate_x (mtx, priv->rxang); - - mtx_translate (mtx, - 0, - CLUTTER_INT_TO_FIXED (-priv->rxy), - CLUTTER_INT_TO_FIXED (-(priv->z - priv->rxz))); - } - - if (priv->z) - mtx_translate (mtx, 0, 0, CLUTTER_INT_TO_FIXED (priv->z)); - - if (priv->scale_x != CFX_ONE || priv->scale_y != CFX_ONE) - { - mtx_scale (mtx, priv->scale_x, priv->scale_y); - } } static void -mtx_perspective (ClutterFixed * m, ClutterStage * stage) +clutter_actor_transform_point (ClutterActor *actor, + ClutterUnit *x, + ClutterUnit *y, + ClutterUnit *z, + ClutterUnit *w) { - ClutterFixed xmax, ymax; - ClutterPerspective perspective; - ClutterFixed x, y, c, d; + ClutterFixed mtx[16]; + ClutterActorPrivate *priv; - memset (m, 0, sizeof (ClutterFixed) * 16); + g_return_if_fail (CLUTTER_IS_ACTOR (actor)); - clutter_stage_get_perspectivex (stage, &perspective); - - ymax = clutter_qmulx (perspective.z_near, - clutter_tani (perspective.fovy >> 1)); - - xmax = clutter_qmulx (ymax, perspective.aspect); + priv = actor->priv; - x = CFX_DIV (perspective.z_near, xmax); - y = CFX_DIV (perspective.z_near, ymax); - c = CFX_DIV (-(perspective.z_far + perspective.z_near), - ( perspective.z_far - perspective.z_near)); - - d = CFX_DIV (-(clutter_qmulx (2 * perspective.z_far, perspective.z_near)), - (perspective.z_far - perspective.z_near)); + cogl_push_matrix(); + _clutter_actor_apply_modelview_transform_recursive (actor); + + cogl_get_modelview_matrix (mtx); - M(m,0,0) = x; - M(m,1,1) = y; - M(m,2,2) = c; - M(m,2,3) = d; - M(m,3,2) = -CFX_ONE; + mtx_transform (mtx, x, y, z, w); + + cogl_pop_matrix(); } +#define MTX_GL_SCALE(x,w,v1,v2) (CFX_MUL( \ + ((CFX_DIV (x,w) + CFX_ONE) >> 1), v1) \ + + v2) + +#define MTX_GL_SCALE_Z(z,w) ((CFX_DIV (z,w) + CFX_ONE) >> 1) + /** - * clutter_actor_get_transformed_point: + * clutter_actor_project_point: * @self: A #ClutterActor - * @x: X screen position in pixels - * @y: Y screen position in pixels - * @x_return: location to store tranformed X Axis value in #ClutterUnits - * @y_return: location to store tranformed Y Axis value in #ClutterUnits - * @z_return: location to store tranformed Z Axis value in #ClutterUnits + * @x: in/out X + * @y: in/out Y + * @z: in * - * Transforms a 2D point (relative to the actor) into 3D space defined by - * the actors current tranformation matrix. + * Transforms point [x,y,z] in coordinance relative to the actor + * into screen coordiances [x,y] * * Since: 0.4 **/ void -clutter_actor_get_transformed_point (ClutterActor *actor, - gint x, - gint y, - ClutterUnit *x_return, - ClutterUnit *y_return, - ClutterUnit *z_return) -{ - ClutterFixed mtx[16]; - ClutterFixed mtx_p[16]; - ClutterActorPrivate *priv; +clutter_actor_project_point (ClutterActor *self, + ClutterUnit *x, + ClutterUnit *y, + ClutterUnit *z) +{ + ClutterFixed mtx_p[16]; + ClutterFixed v[4]; + ClutterFixed w = CFX_ONE; - g_return_if_fail (CLUTTER_IS_ACTOR (actor)); + g_return_if_fail (CLUTTER_IS_ACTOR (self)); - priv = actor->priv; + clutter_actor_transform_point (self, x, y, z, &w); - mtx_perspective (&mtx_p[0], CLUTTER_STAGE (clutter_stage_get_default())); + cogl_get_projection_matrix (mtx_p); + cogl_get_viewport (v); - mtx_create (priv, &mtx[0], &mtx_p[0]); + mtx_transform (mtx_p, x, y, z, &w); - *x_return = CLUTTER_UNITS_FROM_INT(x); - *y_return = CLUTTER_UNITS_FROM_INT(y); - *z_return = CLUTTER_INT_TO_FIXED (priv->z); - - mtx_transform (&mtx[0], x_return, y_return, z_return); + *x = MTX_GL_SCALE(*x,w,v[2],v[0]); + *y = MTX_GL_SCALE(*y,w,v[3],v[1]); + *z = MTX_GL_SCALE_Z(*z,w); } -/** - * clutter_actor_get_transformed_vertices: - * @self: A #ClutterActor - * @verts: Pointer to a location of #ClutterVertices where to store the result. - * Calculates the vertices of the translated, rotated and scaled actor in 3D - * space. - * - * Since: 0.4 - **/ -void -clutter_actor_get_transformed_vertices (ClutterActor * self, - ClutterVertices * verts) +/* Recursively tranform supplied vertices with the tranform for the current + * actor and all its ancestors + */ +static void +clutter_actor_transform_vertices (ClutterActor * self, + ClutterVertex verts[4], + ClutterFixed w[4]) { ClutterFixed mtx[16]; - ClutterFixed mtx_p[16]; - ClutterFixed x, y, z; + ClutterFixed _x, _y, _z, _w; ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); - /* FIXME: we should probably call allocate_cords on the actor to make - * sure untransformed box is up to date. - */ - priv = self->priv; - mtx_perspective (&mtx_p[0], CLUTTER_STAGE (clutter_stage_get_default())); + cogl_push_matrix(); + _clutter_actor_apply_modelview_transform_recursive (self); - mtx_create (priv, &mtx[0], &mtx_p[0]); + cogl_get_modelview_matrix (mtx); #if 0 - g_debug ("Matrix\n" - " %f, %f, %f, %f\n" - " %f, %f, %f, %f\n" - " %f, %f, %f, %f\n" - " %f, %f, %f, %f", + g_debug ("Modelview Matrix:\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n", CLUTTER_FIXED_TO_FLOAT (M(mtx,0,0)), CLUTTER_FIXED_TO_FLOAT (M(mtx,0,1)), CLUTTER_FIXED_TO_FLOAT (M(mtx,0,2)), @@ -807,117 +455,204 @@ clutter_actor_get_transformed_vertices (ClutterActor * self, CLUTTER_FIXED_TO_FLOAT (M(mtx,3,2)), CLUTTER_FIXED_TO_FLOAT (M(mtx,3,3))); #endif + _x = 0; + _y = 0; + _z = 0; + _w = CFX_ONE; - x = 0; - y = 0; - z = 0; - - mtx_transform (&mtx[0], &x, &y, &z); - - verts->topleft.x = CLUTTER_UNITS_FROM_FIXED (x); - verts->topleft.y = CLUTTER_UNITS_FROM_FIXED (y); - verts->topleft.z = CLUTTER_UNITS_FROM_FIXED (z); + mtx_transform (mtx, &_x, &_y, &_z, &_w); - x = CLUTTER_UNITS_TO_FIXED (priv->coords.x2 - priv->coords.x1); - y = CLUTTER_UNITS_TO_FIXED (priv->coords.y2 - priv->coords.y1); - z = CLUTTER_INT_TO_FIXED (priv->z); + verts[0].x = _x; + verts[0].y = _y; + verts[0].z = _z; + w[0] = _w; - mtx_transform (&mtx[0], &x, &y, &z); + _x = priv->coords.x2 - priv->coords.x1; + _y = 0; + _z = 0; + _w = CFX_ONE; - verts->bottomright.x = CLUTTER_UNITS_FROM_FIXED (x); - verts->bottomright.y = CLUTTER_UNITS_FROM_FIXED (y); - verts->bottomright.z = CLUTTER_UNITS_FROM_FIXED (z); - - x = 0; - y = CLUTTER_UNITS_TO_FIXED (priv->coords.y2 - priv->coords.y1); - z = CLUTTER_INT_TO_FIXED (priv->z); + mtx_transform (mtx, &_x, &_y, &_z, &_w); + + verts[1].x = _x; + verts[1].y = _y; + verts[1].z = _z; + w[1] = _w; + + _x = 0; + _y = priv->coords.y2 - priv->coords.y1; + _z = 0; + _w = CFX_ONE; - mtx_transform (&mtx[0], &x, &y, &z); + mtx_transform (mtx, &_x, &_y, &_z, &_w); - verts->bottomleft.x = CLUTTER_UNITS_FROM_FIXED (x); - verts->bottomleft.y = CLUTTER_UNITS_FROM_FIXED (y); - verts->bottomleft.z = CLUTTER_UNITS_FROM_FIXED (z); + verts[2].x = _x; + verts[2].y = _y; + verts[2].z = _z; + w[2] = _w; - x = CLUTTER_UNITS_TO_FIXED (priv->coords.x2 - priv->coords.x1); - y = 0; - z = CLUTTER_INT_TO_FIXED (priv->z); + _x = priv->coords.x2 - priv->coords.x1; + _y = priv->coords.y2 - priv->coords.y1; + _z = 0; + _w = CFX_ONE; - mtx_transform (&mtx[0], &x, &y, &z); + mtx_transform (mtx, &_x, &_y, &_z, &_w); - verts->topright.x = CLUTTER_UNITS_FROM_FIXED (x); - verts->topright.y = CLUTTER_UNITS_FROM_FIXED (y); - verts->topright.z = CLUTTER_UNITS_FROM_FIXED (z); + verts[3].x = _x; + verts[3].y = _y; + verts[3].z = _z; + w[3] = _w; -#if 0 - if (priv->coords.x1 != verts->topleft.x || - priv->coords.y1 != verts->topleft.y || - priv->coords.x2 != verts->bottomright.x || - priv->coords.y2 != verts->bottomright.y) - g_debug ("Box [%f,%f],[%f,%f], \n" - " rxy %d, rxz %d, rxa %f\n" - " ryx %d, ryz %d, rya %f\n" - " rzx %d, rzy %d, rza %f\n" - "Vertices: \n" - " tl [%f,%f,%f], tr [%f,%f,%f] \n" - " bl [%f,%f,%f], br [%f,%f,%f] \n", - CLUTTER_FIXED_TO_FLOAT (priv->coords.x1), - CLUTTER_FIXED_TO_FLOAT (priv->coords.y1), - CLUTTER_FIXED_TO_FLOAT (priv->coords.x2), - CLUTTER_FIXED_TO_FLOAT (priv->coords.y2), - priv->rxy, priv->rxz, CLUTTER_FIXED_TO_FLOAT (priv->rxang), - priv->ryx, priv->ryz, CLUTTER_FIXED_TO_FLOAT (priv->ryang), - priv->rzx, priv->rzy, CLUTTER_FIXED_TO_FLOAT (priv->rzang), - CLUTTER_FIXED_TO_FLOAT (verts->topleft.x), - CLUTTER_FIXED_TO_FLOAT (verts->topleft.y), - CLUTTER_FIXED_TO_FLOAT (verts->topleft.z), - CLUTTER_FIXED_TO_FLOAT (verts->topright.x), - CLUTTER_FIXED_TO_FLOAT (verts->topright.y), - CLUTTER_FIXED_TO_FLOAT (verts->topright.z), - CLUTTER_FIXED_TO_FLOAT (verts->bottomleft.x), - CLUTTER_FIXED_TO_FLOAT (verts->bottomleft.y), - CLUTTER_FIXED_TO_FLOAT (verts->bottomleft.z), - CLUTTER_FIXED_TO_FLOAT (verts->bottomright.x), - CLUTTER_FIXED_TO_FLOAT (verts->bottomright.y), - CLUTTER_FIXED_TO_FLOAT (verts->bottomright.z)); -#endif + cogl_pop_matrix(); } -#undef M - /** - * clutter_actor_paint: + * clutter_actor_project_vertices: * @self: A #ClutterActor + * @verts: Pointer to a location of an array of 4 #ClutterVertex where to + * store the result. + * + * Calculates the screen coordinaces of the four corners or the actor; the + * returned corners are in the following order: bottomleft, bottomright, + * topright, topleft. * - * Renders the actor to display. - * - * This function should not be called directly by applications instead - * #clutter_actor_queue_redraw should be used to queue paints. + * Since: 0.4 **/ void -clutter_actor_paint (ClutterActor *self) +clutter_actor_project_vertices (ClutterActor * self, + ClutterVertex verts[4]) { - ClutterActorPrivate *priv; - ClutterActorClass *klass; - ClutterMainContext *context; + ClutterFixed mtx_p[16]; + ClutterFixed v[4]; + ClutterFixed w[4]; + ClutterActorPrivate *priv; + g_return_if_fail (CLUTTER_IS_ACTOR (self)); + + /* FIXME: we should probably call allocate_cords on the actor to make + * sure untransformed box is up to date. + */ priv = self->priv; - if (!CLUTTER_ACTOR_IS_REALIZED (self)) - { - CLUTTER_NOTE (PAINT, "Attempting realize via paint()"); - clutter_actor_realize(self); + clutter_actor_transform_vertices (self, verts, w); - if (!CLUTTER_ACTOR_IS_REALIZED (self)) - { - CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint"); - return; - } - } +#if 0 + g_debug ("Transformed Vertices:\n" + "tl: %f, %f, %f, %f\n" + "tr: %f, %f, %f, %f\n" + "bl: %f, %f, %f, %f\n" + "br: %f, %f, %f, %f\n", + CLUTTER_FIXED_TO_FLOAT (verts[0].x), + CLUTTER_FIXED_TO_FLOAT (verts[0].y), + CLUTTER_FIXED_TO_FLOAT (verts[0].z), + CLUTTER_FIXED_TO_FLOAT (w[0]), + CLUTTER_FIXED_TO_FLOAT (verts[1].x), + CLUTTER_FIXED_TO_FLOAT (verts[1].y), + CLUTTER_FIXED_TO_FLOAT (verts[1].z), + CLUTTER_FIXED_TO_FLOAT (w[1]), + CLUTTER_FIXED_TO_FLOAT (verts[2].x), + CLUTTER_FIXED_TO_FLOAT (verts[2].y), + CLUTTER_FIXED_TO_FLOAT (verts[2].z), + CLUTTER_FIXED_TO_FLOAT (w[2]), + CLUTTER_FIXED_TO_FLOAT (verts[3].x), + CLUTTER_FIXED_TO_FLOAT (verts[3].y), + CLUTTER_FIXED_TO_FLOAT (verts[3].z), + CLUTTER_FIXED_TO_FLOAT (w[3])); +#endif + + cogl_get_projection_matrix (mtx_p); + cogl_get_viewport (v); + + mtx_transform (mtx_p, + &verts[0].x, + &verts[0].y, + &verts[0].z, + &w[0]); + + verts[0].x = MTX_GL_SCALE (verts[0].x, w[0], v[2], v[0]); + verts[0].y = MTX_GL_SCALE (verts[0].y, w[0], v[3], v[1]); + verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0]); + + mtx_transform (mtx_p, + &verts[1].x, + &verts[1].y, + &verts[1].z, + &w[1]); + + verts[1].x = MTX_GL_SCALE (verts[1].x, w[1], v[2], v[0]); + verts[1].y = MTX_GL_SCALE (verts[1].y, w[1], v[3], v[1]); + verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1]); + + mtx_transform (mtx_p, + &verts[2].x, + &verts[2].y, + &verts[2].z, + &w[2]); + + verts[2].x = MTX_GL_SCALE (verts[2].x, w[2], v[2], v[0]); + verts[2].y = MTX_GL_SCALE (verts[2].y, w[2], v[3], v[1]); + verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2]); + + mtx_transform (mtx_p, + &verts[3].x, + &verts[3].y, + &verts[3].z, + &w[3]); + + verts[3].x = MTX_GL_SCALE (verts[3].x, w[3], v[2], v[0]); + verts[3].y = MTX_GL_SCALE (verts[3].y, w[3], v[3], v[1]); + verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3]); + +#if 0 + g_debug ("Projection Matrix:\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n", + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,0)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,1)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,2)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,3)), - context = clutter_context_get_default (); - klass = CLUTTER_ACTOR_GET_CLASS (self); + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,0)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,1)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,2)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,3)), + + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,0)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,1)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,2)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,3)), - cogl_push_matrix(); + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,0)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,1)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,2)), + CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,3))); + + g_debug ("Projected Vertices:\n" + "tl: %f, %f, %f\n" + "tr: %f, %f, %f\n" + "bl: %f, %f, %f\n" + "br: %f, %f, %f\n", + CLUTTER_FIXED_TO_FLOAT (verts[0].x), + CLUTTER_FIXED_TO_FLOAT (verts[0].y), + CLUTTER_FIXED_TO_FLOAT (verts[0].z), + CLUTTER_FIXED_TO_FLOAT (verts[1].x), + CLUTTER_FIXED_TO_FLOAT (verts[1].y), + CLUTTER_FIXED_TO_FLOAT (verts[1].z), + CLUTTER_FIXED_TO_FLOAT (verts[2].x), + CLUTTER_FIXED_TO_FLOAT (verts[2].y), + CLUTTER_FIXED_TO_FLOAT (verts[2].z), + CLUTTER_FIXED_TO_FLOAT (verts[3].x), + CLUTTER_FIXED_TO_FLOAT (verts[3].y), + CLUTTER_FIXED_TO_FLOAT (verts[3].z)); +#endif +} + +void +_clutter_actor_apply_modelview_transform (ClutterActor * self) +{ + ClutterActorPrivate *priv = self->priv; if (clutter_actor_get_parent (self) != NULL) { @@ -926,32 +661,32 @@ clutter_actor_paint (ClutterActor *self) 0); } - if (self->priv->rzang) + if (priv->rzang) { cogl_translate (priv->rzx, priv->rzy, 0); cogl_rotatex (priv->rzang, 0, 0, CFX_ONE); cogl_translate (-priv->rzx, -priv->rzy, 0); } - if (self->priv->ryang) + if (priv->ryang) { cogl_translate (priv->ryx, 0, priv->z + priv->ryz); cogl_rotatex (priv->ryang, 0, CFX_ONE, 0); cogl_translate (-priv->ryx, 0, -(priv->z + priv->ryz)); } - if (self->priv->rxang) + if (priv->rxang) { cogl_translate (0, priv->rxy, priv->z + priv->rxz); cogl_rotatex (priv->rxang, CFX_ONE, 0, CFX_ONE); cogl_translate (0, -priv->rxy, -(priv->z - priv->rxz)); } - if (self->priv->z) + if (priv->z) cogl_translate (0, 0, priv->z); - if (self->priv->scale_x != CFX_ONE || - self->priv->scale_y != CFX_ONE) + if (priv->scale_x != CFX_ONE || + priv->scale_y != CFX_ONE) { cogl_scale (priv->scale_x, priv->scale_y); } @@ -959,6 +694,117 @@ clutter_actor_paint (ClutterActor *self) if (priv->has_clip) cogl_clip_set (&(priv->clip)); +#if 0 + float gl_mtx[16]; + glGetFloatv (GL_MODELVIEW_MATRIX, &gl_mtx[0]); + g_debug ("Modelview Matrix (draw)\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n", + M(gl_mtx,0,0), + M(gl_mtx,0,1), + M(gl_mtx,0,2), + M(gl_mtx,0,3), + + M(gl_mtx,1,0), + M(gl_mtx,1,1), + M(gl_mtx,1,2), + M(gl_mtx,1,3), + + M(gl_mtx,2,0), + M(gl_mtx,2,1), + M(gl_mtx,2,2), + M(gl_mtx,2,3), + + M(gl_mtx,3,0), + M(gl_mtx,3,1), + M(gl_mtx,3,2), + M(gl_mtx,3,3)); +#endif + +} + +void +_clutter_actor_apply_modelview_transform_recursive (ClutterActor * self) +{ + ClutterActor * parent; + + _clutter_actor_apply_modelview_transform (self); + +#if 0 + float gl_mtx[16]; + glGetFloatv (GL_MODELVIEW_MATRIX, &gl_mtx[0]); + g_debug ("Modelview Matrix (partial), %s\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n" + "%f, %f, %f, %f\n", + g_type_name (G_OBJECT_TYPE (self)), + M(gl_mtx,0,0), + M(gl_mtx,0,1), + M(gl_mtx,0,2), + M(gl_mtx,0,3), + + M(gl_mtx,1,0), + M(gl_mtx,1,1), + M(gl_mtx,1,2), + M(gl_mtx,1,3), + + M(gl_mtx,2,0), + M(gl_mtx,2,1), + M(gl_mtx,2,2), + M(gl_mtx,2,3), + + M(gl_mtx,3,0), + M(gl_mtx,3,1), + M(gl_mtx,3,2), + M(gl_mtx,3,3)); +#endif + + parent = clutter_actor_get_parent (self); + + if (parent) + _clutter_actor_apply_modelview_transform_recursive (parent); +} + +/** + * clutter_actor_paint: + * @self: A #ClutterActor + * + * Renders the actor to display. + * + * This function should not be called directly by applications instead + * #clutter_actor_queue_redraw should be used to queue paints. + **/ +void +clutter_actor_paint (ClutterActor *self) +{ + ClutterActorPrivate *priv; + ClutterActorClass *klass; + ClutterMainContext *context; + g_return_if_fail (CLUTTER_IS_ACTOR (self)); + priv = self->priv; + + if (!CLUTTER_ACTOR_IS_REALIZED (self)) + { + CLUTTER_NOTE (PAINT, "Attempting realize via paint()"); + clutter_actor_realize(self); + + if (!CLUTTER_ACTOR_IS_REALIZED (self)) + { + CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint"); + return; + } + } + + context = clutter_context_get_default (); + klass = CLUTTER_ACTOR_GET_CLASS (self); + + cogl_push_matrix(); + + _clutter_actor_apply_modelview_transform (self); + if (G_UNLIKELY(context->pick_mode == TRUE)) { ClutterColor col; @@ -986,12 +832,11 @@ clutter_actor_paint (ClutterActor *self) if (priv->has_clip) cogl_clip_unset(); - if (priv->scale_x != CFX_ONE || priv->scale_y != CFX_ONE) - cogl_scale (CFX_ONE, CFX_ONE); - cogl_pop_matrix(); } +#undef M + /** * clutter_actor_request_coords: * @self: A #ClutterActor @@ -2734,25 +2579,25 @@ clutter_geometry_get_type (void) * ClutterVertices */ -static ClutterVertices* -clutter_vertices_copy (const ClutterVertices *vertices) +static ClutterVertex* +clutter_vertex_copy (const ClutterVertex *vertex) { - ClutterVertices *result = g_new (ClutterVertices, 1); + ClutterVertex *result = g_new (ClutterVertex, 1); - *result = *vertices; + *result = *vertex; return result; } GType -clutter_vertices_get_type (void) +clutter_vertex_get_type (void) { static GType our_type = 0; if (our_type == 0) our_type = g_boxed_type_register_static ( - g_intern_static_string ("ClutterVertices"), - (GBoxedCopyFunc) clutter_vertices_copy, + g_intern_static_string ("ClutterVertex"), + (GBoxedCopyFunc) clutter_vertex_copy, (GBoxedFreeFunc) g_free); return our_type; diff --git a/clutter/clutter-actor.h b/clutter/clutter-actor.h index ec2d63b..0555bcb 100644 --- a/clutter/clutter-actor.h +++ b/clutter/clutter-actor.h @@ -77,7 +77,7 @@ typedef struct _ClutterActorClass ClutterActorClass; typedef struct _ClutterActorBox ClutterActorBox; typedef struct _ClutterActorPrivate ClutterActorPrivate; typedef struct _ClutterGeometry ClutterGeometry; -typedef struct _ClutterVertices ClutterVertices; +typedef struct _ClutterVertex ClutterVertex; typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data); #define CLUTTER_CALLBACK(f) ((ClutterCallback) (f)) @@ -108,35 +108,11 @@ struct _ClutterActorBox { ClutterUnit x1, y1, x2, y2; }; GType clutter_actor_box_get_type (void) G_GNUC_CONST; -struct _ClutterVertices +struct _ClutterVertex { - struct - { - ClutterUnit x; - ClutterUnit y; - ClutterUnit z; - }topleft; - - struct - { - ClutterUnit x; - ClutterUnit y; - ClutterUnit z; - }topright; - - struct - { - ClutterUnit x; - ClutterUnit y; - ClutterUnit z; - }bottomleft; - - struct - { - ClutterUnit x; - ClutterUnit y; - ClutterUnit z; - }bottomright; + ClutterUnit x; + ClutterUnit y; + ClutterUnit z; }; GType clutter_vertices_get_type (void) G_GNUC_CONST; @@ -306,15 +282,13 @@ void clutter_actor_move_by (ClutterActor *sel gint dx, gint dy); -void clutter_actor_get_transformed_vertices (ClutterActor *self, - ClutterVertices * verts); +void clutter_actor_project_vertices (ClutterActor *self, + ClutterVertex verts[4]); -void clutter_actor_get_transformed_point (ClutterActor *actor, - gint x, - gint y, - ClutterUnit *x_return, - ClutterUnit *y_return, - ClutterUnit *z_return); +void clutter_actor_project_point (ClutterActor *actor, + ClutterUnit *x, + ClutterUnit *y, + ClutterUnit *z); G_END_DECLS diff --git a/clutter/clutter-fixed.h b/clutter/clutter-fixed.h index 70fb6cc..63e8a61 100644 --- a/clutter/clutter-fixed.h +++ b/clutter/clutter-fixed.h @@ -143,6 +143,7 @@ typedef gint32 ClutterAngle; /* angle such that 1024 == 2*PI */ #define CFX_INT CLUTTER_FIXED_INT #define CFX_MUL CLUTTER_FIXED_MUL #define CFX_DIV CLUTTER_FIXED_DIV +#define CFX_QMUL(x,y) clutter_qmulx (x,y) /* Fixed point math routines */ extern inline diff --git a/clutter/clutter-private.h b/clutter/clutter-private.h index 9a5e292..3ef6ce0 100644 --- a/clutter/clutter-private.h +++ b/clutter/clutter-private.h @@ -123,6 +123,10 @@ void _clutter_feature_init (void); /* Does this need to be private ? */ void clutter_do_event (ClutterEvent *event); +void _clutter_actor_apply_modelview_transform (ClutterActor * self); + +void _clutter_actor_apply_modelview_transform_recursive (ClutterActor * self); + G_END_DECLS #endif /* _HAVE_CLUTTER_PRIVATE_H */ diff --git a/clutter/cogl/cogl.h b/clutter/cogl/cogl.h index 1679dac..8f961e8 100644 --- a/clutter/cogl/cogl.h +++ b/clutter/cogl/cogl.h @@ -189,6 +189,15 @@ cogl_alpha_func (COGLenum func, ClutterFeatureFlags cogl_get_features (); +void +cogl_get_modelview_matrix (ClutterFixed m[16]); + +void +cogl_get_projection_matrix (ClutterFixed m[16]); + +void +cogl_get_viewport (ClutterFixed v[4]); + G_END_DECLS #endif /* __COGL_H__ */ diff --git a/clutter/cogl/gl/cogl.c b/clutter/cogl/gl/cogl.c index 3d70b92..ec7f42d 100644 --- a/clutter/cogl/gl/cogl.c +++ b/clutter/cogl/gl/cogl.c @@ -506,7 +506,7 @@ cogl_perspective (ClutterAngle fovy, M(2,2) = CLUTTER_FIXED_TO_FLOAT (c); M(2,3) = CLUTTER_FIXED_TO_FLOAT (d); M(3,2) = -1.0F; - + GE( glMultMatrixf (m) ); #undef M } @@ -533,7 +533,6 @@ cogl_setup_viewport (guint width, /* camera distance from screen, 0.5 * tan (FOV) */ #define DEFAULT_Z_CAMERA 0.866025404f - z_camera = CLUTTER_FIXED_TO_FLOAT (clutter_tani (fovy) >> 1); GE( glTranslatef (-0.5f, -0.5f, -z_camera) ); @@ -585,3 +584,74 @@ cogl_get_features () return flags; } +void +cogl_get_modelview_matrix (ClutterFixed m[16]) +{ + GLdouble md[16]; + + glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]); + +#define M(m,row,col) m[col*4+row] + M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0)); + M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1)); + M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2)); + M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3)); + + M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0)); + M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1)); + M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2)); + M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3)); + + M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0)); + M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1)); + M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2)); + M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3)); + + M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0)); + M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1)); + M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2)); + M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3)); +#undef M +} + +void +cogl_get_projection_matrix (ClutterFixed m[16]) +{ + GLdouble md[16]; + + glGetDoublev(GL_PROJECTION_MATRIX, &md[0]); + +#define M(m,row,col) m[col*4+row] + M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0)); + M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1)); + M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2)); + M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3)); + + M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0)); + M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1)); + M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2)); + M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3)); + + M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0)); + M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1)); + M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2)); + M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3)); + + M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0)); + M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1)); + M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2)); + M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3)); +#undef M +} + +void +cogl_get_viewport (ClutterFixed v[4]) +{ + GLdouble vd[4]; + glGetDoublev(GL_VIEWPORT, &vd[0]); + + v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]); + v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]); + v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]); + v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]); +} diff --git a/clutter/cogl/gles/cogl.c b/clutter/cogl/gles/cogl.c index 3926c24..033bae0 100644 --- a/clutter/cogl/gles/cogl.c +++ b/clutter/cogl/gles/cogl.c @@ -533,3 +533,21 @@ cogl_get_features () /* Suck */ return 0; } + +void +cogl_get_modelview_matrix (ClutterFixed m[16]) +{ + glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]); +} + +void +cogl_get_projection_matrix (ClutterFixed m[16]) +{ + glGetFixedv(GL_PROJECTION_MATRIX, &m[0]); +} + +void +cogl_get_viewport (ClutterFixed v[4]) +{ + glGetFixedv(GL_VIEWPORT, &v[0]); +} -- 2.7.4