[Automatic fixed-to-float.sh change] Applies a number fixed to float patches

To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.

Note: again no API changes were made in Clutter, only in Cogl.
This commit is contained in:
Robert Bragg 2009-01-20 16:20:54 +00:00
parent 3336359abb
commit 4e60f2f5b0
16 changed files with 171 additions and 396 deletions

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@ -68,7 +68,7 @@ void cogl_color_set_from_4d (CoglColor *dest,
gdouble alpha);
/**
* cogl_color_set_from_4x:
* cogl_color_set_from_4f:
* @dest: return location for a #CoglColor
* @red: value of the red channel, between 0 and %1.0
* @green: value of the green channel, between 0 and %1.0
@ -79,7 +79,7 @@ void cogl_color_set_from_4d (CoglColor *dest,
*
* Since: 1.0
*/
void cogl_color_set_from_4x (CoglColor *dest,
void cogl_color_set_from_4f (CoglColor *dest,
float red,
float green,
float blue,
@ -248,7 +248,7 @@ float cogl_color_get_alpha (const CoglColor *color);
* Sets the source color using normalized values for each component.
* This color will be used for any subsequent drawing operation.
*
* See also cogl_set_source_color4ub() and cogl_set_source_color4x()
* See also cogl_set_source_color4ub() and cogl_set_source_color4f()
* if you already have the color components.
*
* Since: 1.0
@ -276,7 +276,7 @@ void cogl_set_source_color4ub (guint8 red,
guint8 alpha);
/**
* cogl_set_source_color4x:
* cogl_set_source_color4f:
* @red: value of the red channel, between 0 and %1.0
* @green: value of the green channel, between 0 and %1.0
* @blue: value of the blue channel, between 0 and %1.0
@ -291,7 +291,7 @@ void cogl_set_source_color4ub (guint8 red,
*
* Since: 1.0
*/
void cogl_set_source_color4x (float red,
void cogl_set_source_color4f (float red,
float green,
float blue,
float alpha);

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@ -455,6 +455,18 @@ G_BEGIN_DECLS
*/
CoglFixed cogl_fixed_sin (CoglFixed angle);
/**
* cogl_fixed_tan:
* @angle: a #CoglFixed number
*
* Computes the tangent of @angle.
*
* Return value: the tangent of the passed angle, in fixed point notation
*
* Since: 1.0
*/
CoglFixed cogl_fixed_tan (CoglFixed angle);
/**
* cogl_fixed_cos:
* @angle: a #CoglFixed number

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@ -60,24 +60,10 @@ G_BEGIN_DECLS
* Fills a rectangle at the given coordinates with the current
* drawing color in a highly optimizied fashion.
**/
void cogl_rectangle (gint x,
gint y,
guint width,
guint height);
/**
* cogl_rectanglex:
* @x: X coordinate of the top-left corner
* @y: Y coordinate of the top-left corner
* @width: Width of the rectangle
* @height: Height of the rectangle
*
* A fixed-point version of cogl_fast_fill_rectangle.
**/
void cogl_rectanglex (float x,
float y,
float width,
float height);
void cogl_rectangle (float x,
float y,
float width,
float height);
/**
* cogl_path_fill:

View File

@ -231,7 +231,7 @@ void cogl_scale (float x,
float y);
/**
* cogl_translatex:
* cogl_translate:
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
@ -239,26 +239,12 @@ void cogl_scale (float x,
* Multiplies the current model-view matrix by one that translates the
* model along all three axes according to the given values.
*/
void cogl_translatex (float x,
float y,
float z);
void cogl_translate (float x,
float y,
float z);
/**
* cogl_translate:
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
*
* Integer version of cogl_translatex(). Multiplies the current
* model-view matrix by one that translates the model along all three
* axes according to the given values.
*/
void cogl_translate (gint x,
gint y,
gint z);
/**
* cogl_rotatex:
* cogl_rotate:
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
@ -270,26 +256,10 @@ void cogl_translate (gint x,
* degrees about the vertex (0, 0, 1) causes a small counter-clockwise
* rotation.
*/
void cogl_rotatex (float angle,
gint x,
gint y,
gint z);
/**
* cogl_rotate:
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
* @z: Z-component of vertex to rotate around.
*
* Integer version of cogl_rotatex(). Multiplies the current
* model-view matrix by one that rotates the model around the vertex
* specified by @x, @y and @z.
*/
void cogl_rotate (gint angle,
gint x,
gint y,
gint z);
void cogl_rotate (float angle,
float x,
float y,
float z);
/**
* cogl_get_modelview_matrix:
@ -442,7 +412,7 @@ void cogl_enable_backface_culling (gboolean setting);
* comparing with the value in @ref. The default function is CGL_ALWAYS the
* initial reference value is 1.0.
*/
void cogl_alpha_func (COGLenum func,
void cogl_alpha_func (COGLenum func,
float ref);
/**

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@ -58,7 +58,7 @@ cogl_color_set_from_4d (CoglColor *dest,
}
void
cogl_color_set_from_4x (CoglColor *dest,
cogl_color_set_from_4f (CoglColor *dest,
float red,
float green,
float blue,
@ -157,13 +157,13 @@ cogl_set_source_color4ub (guint8 red,
}
void
cogl_set_source_color4x (float red,
cogl_set_source_color4f (float red,
float green,
float blue,
float alpha)
{
CoglColor c = { 0, };
cogl_color_set_from_4x (&c, red, green, blue, alpha);
cogl_color_set_from_4f (&c, red, green, blue, alpha);
cogl_set_source_color (&c);
}

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@ -481,6 +481,12 @@ cogl_angle_sin (CoglAngle angle)
return result;
}
CoglFixed
cogl_fixed_tan (CoglFixed angle)
{
return cogl_angle_tan (COGL_ANGLE_FROM_DEGX (angle));
}
CoglFixed
cogl_angle_tan (CoglAngle angle)
{

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@ -33,6 +33,7 @@
#include <string.h>
#include <gmodule.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
@ -42,37 +43,21 @@ void _cogl_path_add_node (gboolean new_sub_path,
float y);
void _cogl_path_fill_nodes ();
void _cogl_path_stroke_nodes ();
void _cogl_rectangle (gint x,
gint y,
guint width,
guint height);
void _cogl_rectanglex (float x,
float y,
float width,
float height);
void _cogl_rectangle (float x,
float y,
float width,
float height);
void
cogl_rectangle (gint x,
gint y,
guint width,
guint height)
cogl_rectangle (float x,
float y,
float width,
float height)
{
cogl_clip_ensure ();
_cogl_rectangle (x, y, width, height);
}
void
cogl_rectanglex (float x,
float y,
float width,
float height)
{
cogl_clip_ensure ();
_cogl_rectanglex (x, y, width, height);
}
void
cogl_path_fill (void)
{

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@ -89,7 +89,7 @@ cogl_path_stroke
cogl_path_stroke_preserve
cogl_set_source_color
cogl_set_source_color4ub
cogl_set_source_color4x
cogl_set_source_color4f
<SUBSECTION>
cogl_rectangle
@ -257,7 +257,7 @@ cogl_color_copy
cogl_color_free
cogl_color_set_from_4ub
cogl_color_set_from_4d
cogl_color_set_from_4x
cogl_color_set_from_4f
<SUBSECTION>
cogl_color_get_red

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@ -34,39 +34,22 @@
#include <string.h>
#include <gmodule.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
void
_cogl_rectangle (gint x,
gint y,
guint width,
guint height)
_cogl_rectangle (float x,
float y,
float width,
float height)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0);
GE( glRecti (x, y, x + width, y + height) );
}
void
_cogl_rectanglex (float x,
float y,
float width,
float height)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0);
GE( glRectf ( (x),
(y),
(x + width),
(y + height)) );
GE( glRectf (x, y, x + width, y + height) );
}
void
@ -131,17 +114,15 @@ _cogl_path_stroke_nodes ()
static void
_cogl_path_get_bounds (floatVec2 nodes_min,
floatVec2 nodes_max,
gint *bounds_x,
gint *bounds_y,
guint *bounds_w,
guint *bounds_h)
float *bounds_x,
float *bounds_y,
float *bounds_w,
float *bounds_h)
{
*bounds_x = floorf (nodes_min.x);
*bounds_y = floorf (nodes_min.y);
*bounds_w = ceilf (nodes_max.x
- (float)(*bounds_x));
*bounds_h = ceilf (nodes_max.y
- (float)(*bounds_y));
*bounds_x = nodes_min.x;
*bounds_y = nodes_min.y;
*bounds_w = nodes_max.x - *bounds_x;
*bounds_h = nodes_max.y - *bounds_y;
}
void
@ -153,10 +134,10 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
{
guint path_start = 0;
guint sub_path_num = 0;
gint bounds_x;
gint bounds_y;
guint bounds_w;
guint bounds_h;
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
_cogl_path_get_bounds (nodes_min, nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
@ -238,10 +219,10 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
void
_cogl_path_fill_nodes ()
{
gint bounds_x;
gint bounds_y;
guint bounds_w;
guint bounds_h;
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);

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@ -37,6 +37,7 @@
#include <string.h>
#include <stdlib.h>
#include <math.h>
/*
#define COGL_DEBUG 1
@ -555,7 +556,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint wx, wy;
src = source_bmp->data
+ (src_y + (y_iter.intersect_start)
+ (src_y + ((int)y_iter.intersect_start)
- dst_y)
* source_bmp->rowstride
+ (src_x + x_span->start + x_span->size - x_span->waste
@ -600,7 +601,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint copy_width;
src = source_bmp->data
+ (src_x + (x_iter.intersect_start)
+ (src_x + ((int)x_iter.intersect_start)
- dst_x)
* bpp
+ (src_y + y_span->start + y_span->size - y_span->waste

113
gl/cogl.c
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@ -211,38 +211,21 @@ cogl_pop_matrix (void)
void
cogl_scale (float x, float y)
{
glScaled ((double)(x),
(double)(y),
glScalef ((float)(x),
(float)(y),
1.0);
}
void
cogl_translatex (float x, float y, float z)
cogl_translate (float x, float y, float z)
{
glTranslated ((double)(x),
(double)(y),
(double)(z));
glTranslatef (x, y, z);
}
void
cogl_translate (gint x, gint y, gint z)
cogl_rotate (float angle, float x, float y, float z)
{
glTranslatef ((float)x, (float)y, (float)z);
}
void
cogl_rotatex (float angle, gint x, gint y, gint z)
{
glRotated ((double)(angle),
(double)(x),
(double)(y),
(double)(z));
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
glRotatef ((float)angle, (float)x, (float)y, (float)z);
glRotatef (angle, x, y, z);
}
static inline gboolean
@ -645,17 +628,13 @@ cogl_perspective (float fovy,
* 2) When working with small numbers, we are loosing significant
* precision
*/
ymax =
(zNear *
(sinf (fovy_rad_half) /
cosf (fovy_rad_half)));
ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
xmax = (ymax * aspect);
x = (zNear / xmax);
y = (zNear / ymax);
c = (-(zFar + zNear) / ( zFar - zNear));
d = cogl_fixed_mul_div (-(2 * zFar), zNear, (zFar - zNear));
d = (-(2 * zFar) * zNear) / (zFar - zNear);
#define M(row,col) m[col*4+row]
M(0,0) = (x);
@ -696,12 +675,12 @@ cogl_frustum (float left,
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
GE( glFrustum ((double)(left),
(double)(right),
(double)(bottom),
(double)(top),
(double)(z_near),
(double)(z_far)) );
GE( glFrustum ((GLdouble)(left),
(GLdouble)(right),
(GLdouble)(bottom),
(GLdouble)(top),
(GLdouble)(z_near),
(GLdouble)(z_far)) );
GE( glMatrixMode (GL_MODELVIEW) );
@ -773,9 +752,7 @@ cogl_setup_viewport (guint width,
{
float fovy_rad = (fovy * G_PI) / 180;
z_camera =
((sinf (fovy_rad) /
cosf (fovy_rad)) >> 1);
z_camera = ((sinf (fovy_rad) / cosf (fovy_rad)) / 2);
}
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
@ -1166,73 +1143,19 @@ cogl_features_available (CoglFeatureFlags features)
void
cogl_get_modelview_matrix (float m[16])
{
GLdouble md[16];
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = (M(md,0,0));
M(m,0,1) = (M(md,0,1));
M(m,0,2) = (M(md,0,2));
M(m,0,3) = (M(md,0,3));
M(m,1,0) = (M(md,1,0));
M(m,1,1) = (M(md,1,1));
M(m,1,2) = (M(md,1,2));
M(m,1,3) = (M(md,1,3));
M(m,2,0) = (M(md,2,0));
M(m,2,1) = (M(md,2,1));
M(m,2,2) = (M(md,2,2));
M(m,2,3) = (M(md,2,3));
M(m,3,0) = (M(md,3,0));
M(m,3,1) = (M(md,3,1));
M(m,3,2) = (M(md,3,2));
M(m,3,3) = (M(md,3,3));
#undef M
glGetFloatv (GL_MODELVIEW_MATRIX, m);
}
void
cogl_get_projection_matrix (float m[16])
{
GLdouble md[16];
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = (M(md,0,0));
M(m,0,1) = (M(md,0,1));
M(m,0,2) = (M(md,0,2));
M(m,0,3) = (M(md,0,3));
M(m,1,0) = (M(md,1,0));
M(m,1,1) = (M(md,1,1));
M(m,1,2) = (M(md,1,2));
M(m,1,3) = (M(md,1,3));
M(m,2,0) = (M(md,2,0));
M(m,2,1) = (M(md,2,1));
M(m,2,2) = (M(md,2,2));
M(m,2,3) = (M(md,2,3));
M(m,3,0) = (M(md,3,0));
M(m,3,1) = (M(md,3,1));
M(m,3,2) = (M(md,3,2));
M(m,3,3) = (M(md,3,3));
#undef M
glGetFloatv (GL_PROJECTION_MATRIX, m);
}
void
cogl_get_viewport (float v[4])
{
GLdouble vd[4];
glGetDoublev(GL_VIEWPORT, &vd[0]);
v[0] = (vd[0]);
v[1] = (vd[1]);
v[2] = (vd[2]);
v[3] = (vd[3]);
glGetFloatv (GL_VIEWPORT, v);
}
void

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@ -514,15 +514,6 @@ cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
}
}
void
cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
{
glClearColor ( (r),
(g),
(b),
(a));
}
void
cogl_wrap_glPushMatrix ()
{
@ -1143,13 +1134,9 @@ cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
}
void
cogl_wrap_glColor4f (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a)
{
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
(r),
(g),
(b),
(a));
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB, r, g, b, a);
}
void
@ -1158,15 +1145,6 @@ cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation)
/* FIXME */
}
static void
cogl_gles2_float_array_to_fixed (int size,
const GLfloat *floats,
GLfloat *fixeds)
{
while (size-- > 0)
*(fixeds++) = (*(floats++));
}
void
cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
{
@ -1185,31 +1163,24 @@ cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
}
void
cogl_wrap_glGetFixedv (GLenum pname, GLfloat *params)
cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (pname)
{
case GL_MODELVIEW_MATRIX:
cogl_gles2_float_array_to_fixed (16, w->modelview_stack
+ w->modelview_stack_pos * 16,
params);
memcpy (params, w->modelview_stack + w->modelview_stack_pos * 16,
sizeof (GLfloat) * 16);
break;
case GL_PROJECTION_MATRIX:
cogl_gles2_float_array_to_fixed (16, w->projection_stack
+ w->projection_stack_pos * 16,
params);
memcpy (params, w->projection_stack + w->projection_stack_pos * 16,
sizeof (GLfloat) * 16);
break;
case GL_VIEWPORT:
{
GLfloat v[4];
glGetFloatv (GL_VIEWPORT, v);
cogl_gles2_float_array_to_fixed (4, v, params);
}
glGetFloatv (GL_VIEWPORT, params);
break;
}
}

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@ -203,8 +203,6 @@ struct _CoglGles2WrapperShader
void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
void cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
void cogl_wrap_glPushMatrix ();
void cogl_wrap_glPopMatrix ();
void cogl_wrap_glMatrixMode (GLenum mode);
@ -239,12 +237,12 @@ void cogl_wrap_glDisableClientState (GLenum array);
void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
void cogl_wrap_glColor4f (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
void cogl_wrap_glGetFixedv (GLenum pname, GLfloat *params);
void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params);
void cogl_wrap_glFogf (GLenum pname, GLfloat param);
void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params);
@ -273,35 +271,34 @@ void _cogl_gles2_clear_cache_for_program (CoglHandle program);
/* If we're not using GL ES 2 then just use the GL functions
directly */
#define cogl_wrap_glClearColorx glClearColorx
#define cogl_wrap_glDrawArrays glDrawArrays
#define cogl_wrap_glDrawElements glDrawElements
#define cogl_wrap_glPushMatrix glPushMatrix
#define cogl_wrap_glPopMatrix glPopMatrix
#define cogl_wrap_glMatrixMode glMatrixMode
#define cogl_wrap_glLoadIdentity glLoadIdentity
#define cogl_wrap_glMultMatrixf glMultMatrixx
#define cogl_wrap_glFrustumf glFrustumx
#define cogl_wrap_glScalef glScalex
#define cogl_wrap_glTranslatef glTranslatex
#define cogl_wrap_glRotatef glRotatex
#define cogl_wrap_glOrthof glOrthox
#define cogl_wrap_glMultMatrixf glMultMatrixf
#define cogl_wrap_glFrustumf glFrustumf
#define cogl_wrap_glScalef glScalef
#define cogl_wrap_glTranslatef glTranslatef
#define cogl_wrap_glRotatef glRotatef
#define cogl_wrap_glOrthof glOrthof
#define cogl_wrap_glEnable glEnable
#define cogl_wrap_glDisable glDisable
#define cogl_wrap_glTexCoordPointer glTexCoordPointer
#define cogl_wrap_glVertexPointer glVertexPointer
#define cogl_wrap_glColorPointer glColorPointer
#define cogl_wrap_glNormalPointer glNormalPointer
#define cogl_wrap_glTexEnvf glTexEnvx
#define cogl_wrap_glTexEnvf glTexEnvf
#define cogl_wrap_glEnableClientState glEnableClientState
#define cogl_wrap_glDisableClientState glDisableClientState
#define cogl_wrap_glAlphaFunc glAlphaFunc
#define cogl_wrap_glColor4f glColor4x
#define cogl_wrap_glClipPlanef glClipPlanex
#define cogl_wrap_glColor4f glColor4f
#define cogl_wrap_glClipPlanef glClipPlanef
#define cogl_wrap_glGetIntegerv glGetIntegerv
#define cogl_wrap_glGetFixedv glGetFixedv
#define cogl_wrap_glFogf glFogx
#define cogl_wrap_glFogfv glFogxv
#define cogl_wrap_glGetFloatv glGetFloatv
#define cogl_wrap_glFogf glFogf
#define cogl_wrap_glFogfv glFogfv
#define cogl_wrap_glTexParameteri glTexParameteri
/* The extra third parameter of the bind texture wrapper isn't needed

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@ -34,59 +34,31 @@
#include <string.h>
#include <gmodule.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
void
_cogl_rectangle (gint x,
gint y,
guint width,
guint height)
_cogl_rectangle (float x,
float y,
float width,
float height)
{
/* 32-bit integers are not supported as coord types
in GLES . Fixed type has got 16 bits left of the
point which is equal to short anyway. */
GLshort rect_verts[8] = {
(GLshort) x, (GLshort) y,
(GLshort) (x + width), (GLshort) y,
(GLshort) x, (GLshort) (y + height),
(GLshort) (x + width), (GLshort) (y + height)
GLfloat rect_verts[8] = {
(GLfloat) x, (GLfloat) y,
(GLfloat) (x + width), (GLfloat) y,
(GLfloat) x, (GLfloat) (y + height),
(GLfloat) (x + width), (GLfloat) (y + height)
};
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE ( cogl_wrap_glVertexPointer (2, GL_SHORT, 0, rect_verts ) );
GE ( cogl_wrap_glVertexPointer (2, GL_FLOAT, 0, rect_verts ) );
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void
_cogl_rectanglex (float x,
float y,
float width,
float height)
{
GLfloat rect_verts[8] = {
x, y,
x + width, y,
x, y + height,
x + width, y + height
};
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0));
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, rect_verts) );
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void
_cogl_path_add_node (gboolean new_sub_path,
float x,
@ -149,17 +121,15 @@ _cogl_path_stroke_nodes ()
static void
_cogl_path_get_bounds (floatVec2 nodes_min,
floatVec2 nodes_max,
gint *bounds_x,
gint *bounds_y,
guint *bounds_w,
guint *bounds_h)
float *bounds_x,
float *bounds_y,
float *bounds_w,
float *bounds_h)
{
*bounds_x = floorf (nodes_min.x);
*bounds_y = floorf (nodes_min.y);
*bounds_w = ceilf (nodes_max.x
- (float)(*bounds_x));
*bounds_h = ceilf (nodes_max.y
- (float)(*bounds_y));
*bounds_x = nodes_min.x;
*bounds_y = nodes_min.y;
*bounds_w = nodes_max.x - *bounds_x;
*bounds_h = nodes_max.y - *bounds_y;
}
static gint compare_ints (gconstpointer a,
@ -177,10 +147,10 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
{
guint path_start = 0;
guint sub_path_num = 0;
gint bounds_x;
gint bounds_y;
guint bounds_w;
guint bounds_h;
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
_cogl_path_get_bounds (nodes_min, nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
@ -244,12 +214,8 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
cogl_rectanglex (-1.0, -1.0,
(float)(2),
(float)(2));
cogl_rectanglex (-1.0, -1.0,
(float)(2),
(float)(2));
cogl_rectangle (-1.0, -1.0, 2, 2);
cogl_rectangle (-1.0, -1.0, 2, 2);
GE( cogl_wrap_glPopMatrix () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPopMatrix () );
@ -435,10 +401,10 @@ _cogl_path_fill_nodes_scanlines (CoglPathNode *path,
void
_cogl_path_fill_nodes ()
{
gint bounds_x;
gint bounds_y;
guint bounds_w;
guint bounds_h;
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);

View File

@ -39,6 +39,7 @@
#include <string.h>
#include <stdlib.h>
#include <math.h>
#define glVertexPointer cogl_wrap_glVertexPointer
#define glTexCoordPointer cogl_wrap_glTexCoordPointer
@ -768,7 +769,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint wx, wy;
src = source_bmp->data
+ (src_y + (y_iter.intersect_start)
+ (src_y + ((int)y_iter.intersect_start)
- dst_y)
* source_bmp->rowstride
+ (src_x + x_span->start + x_span->size - x_span->waste
@ -813,7 +814,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint copy_width;
src = source_bmp->data
+ (src_x + (x_iter.intersect_start)
+ (src_x + ((int)x_iter.intersect_start)
- dst_x)
* bpp
+ (src_y + y_span->start + y_span->size - y_span->waste

View File

@ -37,6 +37,7 @@
#include "cogl-context.h"
#include "cogl-gles2-wrapper.h"
#include <math.h>
/* GL error to string conversion */
#if COGL_DEBUG
@ -92,10 +93,10 @@ cogl_paint_init (const CoglColor *color)
fprintf(stderr, "\n ============== Paint Start ================ \n");
#endif
cogl_wrap_glClearColorx (cogl_color_get_red (color),
cogl_color_get_green (color),
cogl_color_get_blue (color),
0);
glClearColor (cogl_color_get_red (color),
cogl_color_get_green (color),
cogl_color_get_blue (color),
0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
cogl_wrap_glDisable (GL_LIGHTING);
@ -122,35 +123,15 @@ cogl_scale (float x, float y)
}
void
cogl_translatex (float x, float y, float z)
cogl_translate (float x, float y, float z)
{
GE( cogl_wrap_glTranslatef (x, y, z) );
}
void
cogl_translate (gint x, gint y, gint z)
cogl_rotate (float angle, float x, float y, float z)
{
GE( cogl_wrap_glTranslatef ((float)(x),
(float)(y),
(float)(z)) );
}
void
cogl_rotatex (float angle,
float x,
float y,
float z)
{
GE( cogl_wrap_glRotatef (angle,x,y,z) );
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
GE( cogl_wrap_glRotatef ((float)(angle),
(float)(x),
(float)(y),
(float)(z)) );
GE( cogl_wrap_glRotatef (angle, x, y, z) );
}
static inline gboolean
@ -365,9 +346,8 @@ set_clip_plane (GLint plane_num,
/* Calculate the angle between the axes and the line crossing the
two points */
angle = (atan2f (vertex_b[1] - vertex_a[1] *
vertex_b[0] - vertex_a[0]),
COGL_RADIANS_TO_DEGREES);
angle = atan2f (vertex_b[1] - vertex_a[1],
vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
GE( cogl_wrap_glPushMatrix () );
/* Load the identity matrix and multiply by the reverse of the
@ -405,8 +385,8 @@ _cogl_set_clip_planes (float x_offset,
float vertex_br[4] = { x_offset + width, y_offset + height,
0, 1.0 };
GE( cogl_wrap_glGetFixedv (GL_MODELVIEW_MATRIX, modelview) );
GE( cogl_wrap_glGetFixedv (GL_PROJECTION_MATRIX, projection) );
GE( cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
GE( cogl_wrap_glGetFloatv (GL_PROJECTION_MATRIX, projection) );
project_vertex (modelview, projection, vertex_tl);
project_vertex (modelview, projection, vertex_tr);
@ -457,7 +437,7 @@ _cogl_add_stencil_clip (float x_offset,
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
cogl_rectanglex (x_offset, y_offset, width, height);
cogl_rectangle (x_offset, y_offset, width, height);
}
else
{
@ -465,7 +445,7 @@ _cogl_add_stencil_clip (float x_offset,
rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
cogl_rectanglex (x_offset, y_offset, width, height);
cogl_rectangle (x_offset, y_offset, width, height);
/* Subtract one from all pixels in the stencil buffer so that
only pixels where both the original stencil buffer and the
@ -476,9 +456,7 @@ _cogl_add_stencil_clip (float x_offset,
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
cogl_rectanglex (-1.0, -1.0,
(float)(2),
(float)(2));
cogl_rectangle (-1.0, -1.0, 2, 2);
GE( cogl_wrap_glPopMatrix () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPopMatrix () );
@ -558,15 +536,13 @@ cogl_perspective (float fovy,
* 2) When working with small numbers, we can are loosing significant
* precision
*/
ymax = (zNear *
(sinf (fovy_rad_half) /
cosf (fovy_rad_half)));
ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
xmax = (ymax * aspect);
x = (zNear / xmax);
y = (zNear / ymax);
c = (-(zFar + zNear) / ( zFar - zNear));
d = (-((2 * zFar * zNear)) / (zFar - zNear));
d = (-(2 * zFar) * zNear) / (zFar - zNear);
#define M(row,col) m[col*4+row]
M(0,0) = x;
@ -671,13 +647,13 @@ cogl_setup_viewport (guint w,
if (fovy != 60.0)
{
float fovy_rad = (fovy * G_PI) / 180;
z_camera = (sinf (fovy_rad) /
cosf (fovy_rad)) >> 1;
z_camera = (sinf (fovy_rad) / cosf (fovy_rad)) / 2;
}
GE( cogl_wrap_glTranslatef (-1 << 15, -1 << 15, -z_camera) );
GE( cogl_wrap_glTranslatef (-0.5f, -0.5f, -z_camera) );
GE( cogl_wrap_glScalef ( 1.0 / width,
-1.0 / height,
@ -737,13 +713,13 @@ cogl_features_available (CoglFeatureFlags features)
void
cogl_get_modelview_matrix (float m[16])
{
cogl_wrap_glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, m);
}
void
cogl_get_projection_matrix (float m[16])
{
cogl_wrap_glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
cogl_wrap_glGetFloatv (GL_PROJECTION_MATRIX, m);
}
void