Removes need for casting (const float *) to (GLfloat *) in _cogl_set_clip_planes
This removes cogl.c:apply_matrix(), and makes cogl.c:project_vertex() use cogl_matrix_transform_point instead.
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@ -326,29 +326,20 @@ cogl_set_source_color (const CoglColor *color)
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}
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static void
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apply_matrix (const float *matrix, float *vertex)
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{
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int x, y;
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float vertex_out[4] = { 0 };
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for (y = 0; y < 4; y++)
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for (x = 0; x < 4; x++)
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vertex_out[y] += vertex[x] * matrix[y + x * 4];
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memcpy (vertex, vertex_out, sizeof (vertex_out));
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}
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static void
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project_vertex (float *modelview,
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float *project,
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project_vertex (const CoglMatrix *modelview_matrix,
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const CoglMatrix *projection_matrix,
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float *vertex)
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{
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int i;
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/* Apply the modelview matrix */
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apply_matrix (modelview, vertex);
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cogl_matrix_transform_point (modelview_matrix,
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&vertex[0], &vertex[1],
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&vertex[2], &vertex[3]);
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/* Apply the projection matrix */
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apply_matrix (project, vertex);
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cogl_matrix_transform_point (projection_matrix,
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&vertex[0], &vertex[1],
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&vertex[2], &vertex[3]);
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/* Convert from homogenized coordinates */
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for (i = 0; i < 4; i++)
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vertex[i] /= vertex[3];
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@ -409,8 +400,6 @@ _cogl_set_clip_planes (float x_offset,
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{
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CoglMatrix modelview_matrix;
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CoglMatrix projection_matrix;
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GLfloat *modelview;
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GLfloat *projection;
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float vertex_tl[4] = { x_offset, y_offset, 0, 1.0 };
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float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 };
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@ -418,23 +407,15 @@ _cogl_set_clip_planes (float x_offset,
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float vertex_br[4] = { x_offset + width, y_offset + height,
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0, 1.0 };
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/* hack alert: there's no way to get *and modify*
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* CoglMatrix as a float array. So we just
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* use a cast instead of cogl_matrix_get_array(),
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* and know that we will not call any more CoglMatrix
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* methods after we write to it directly.
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*/
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_cogl_get_matrix (COGL_MATRIX_PROJECTION,
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&projection_matrix);
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projection = (GLfloat*) &projection_matrix;
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_cogl_get_matrix (COGL_MATRIX_MODELVIEW,
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&modelview_matrix);
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modelview = (GLfloat*) &modelview_matrix;
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project_vertex (modelview, projection, vertex_tl);
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project_vertex (modelview, projection, vertex_tr);
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project_vertex (modelview, projection, vertex_bl);
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project_vertex (modelview, projection, vertex_br);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_tl);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_tr);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_bl);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_br);
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/* If the order of the top and bottom lines is different from the
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order of the left and right lines then the clip rect must have
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