paint_volume: Splits out clutter_paint_volume code

This splits out all the clutter_paint_volume code from clutter-actor.c
into clutter-paint-volume.c. Since clutter-actor.c and
clutter-paint-volume.c both needed the functionality of
_fully_transform_vertices, this function has now been moved to
clutter-utils.c as _clutter_util_fully_transform_vertices.
This commit is contained in:
Robert Bragg
2010-09-08 20:39:15 +01:00
parent 72eeb8e809
commit 3040b140bc
5 changed files with 882 additions and 833 deletions

View File

@ -73,3 +73,48 @@ _clutter_gettext (const gchar *str)
{
return g_dgettext (GETTEXT_PACKAGE, str);
}
/* Help macros to scale from OpenGL <-1,1> coordinates system to
* window coordinates ranging [0,window-size]
*/
#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
void
_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
const CoglMatrix *projection,
const int *viewport,
const ClutterVertex *vertices_in,
ClutterVertex *vertices_out,
int n_vertices)
{
CoglMatrix modelview_projection;
int i;
/* XXX: we should find a way to cache this per actor */
cogl_matrix_multiply (&modelview_projection,
projection,
modelview);
for (i = 0; i < n_vertices; i++)
{
const ClutterVertex *vertex_in = &vertices_in[i];
ClutterVertex *vertex_out = &vertices_out[i];
gfloat x, y, z, w;
x = vertex_in->x;
y = vertex_in->y;
z = vertex_in->z;
w = 1.0;
/* Transform the point using the modelview matrix */
cogl_matrix_transform_point (&modelview_projection, &x, &y, &z, &w);
/* Finally translate from OpenGL coords to window coords */
vertex_out->x = MTX_GL_SCALE_X (x, w, viewport[2], viewport[0]);
vertex_out->y = MTX_GL_SCALE_Y (y, w, viewport[3], viewport[1]);
vertex_out->z = MTX_GL_SCALE_Z (z, w, viewport[2], viewport[0]);
}
}