clutter_actor_project_point/vertices
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9
cogl.h
9
cogl.h
@ -189,6 +189,15 @@ cogl_alpha_func (COGLenum func,
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ClutterFeatureFlags
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cogl_get_features ();
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void
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cogl_get_modelview_matrix (ClutterFixed m[16]);
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void
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cogl_get_projection_matrix (ClutterFixed m[16]);
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void
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cogl_get_viewport (ClutterFixed v[4]);
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G_END_DECLS
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#endif /* __COGL_H__ */
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72
gl/cogl.c
72
gl/cogl.c
@ -533,7 +533,6 @@ cogl_setup_viewport (guint width,
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = CLUTTER_FIXED_TO_FLOAT (clutter_tani (fovy) >> 1);
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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@ -585,3 +584,74 @@ cogl_get_features ()
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return flags;
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}
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void
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cogl_get_modelview_matrix (ClutterFixed m[16])
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{
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GLdouble md[16];
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glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
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#define M(m,row,col) m[col*4+row]
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M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
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M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
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M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
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M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
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M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
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M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
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M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
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M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
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M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
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M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
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M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
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M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
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M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
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M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
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M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
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M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
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#undef M
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}
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void
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cogl_get_projection_matrix (ClutterFixed m[16])
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{
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GLdouble md[16];
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glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
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#define M(m,row,col) m[col*4+row]
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M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
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M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
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M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
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M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
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M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
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M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
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M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
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M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
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M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
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M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
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M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
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M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
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M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
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M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
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M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
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M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
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#undef M
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}
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void
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cogl_get_viewport (ClutterFixed v[4])
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{
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GLdouble vd[4];
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glGetDoublev(GL_VIEWPORT, &vd[0]);
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v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
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v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
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v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
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v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]);
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}
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18
gles/cogl.c
18
gles/cogl.c
@ -533,3 +533,21 @@ cogl_get_features ()
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/* Suck */
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return 0;
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}
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void
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cogl_get_modelview_matrix (ClutterFixed m[16])
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{
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glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
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}
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void
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cogl_get_projection_matrix (ClutterFixed m[16])
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{
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glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
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}
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void
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cogl_get_viewport (ClutterFixed v[4])
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{
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glGetFixedv(GL_VIEWPORT, &v[0]);
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}
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