tests: Use graphene APIs
https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
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@ -33,14 +33,13 @@ actor_pivot (void)
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clutter_actor_set_rotation_angle (actor_implicit, CLUTTER_Z_AXIS, angle);
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/* Explicit transformation */
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cogl_matrix_init_identity (&transform);
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cogl_matrix_rotate (&transform, angle, 0, 0, 1.0);
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graphene_matrix_init_rotate (&transform, angle, graphene_vec3_z_axis ());
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clutter_actor_set_transform (actor_explicit, &transform);
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clutter_actor_get_transform (actor_implicit, &result_implicit);
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clutter_actor_get_transform (actor_explicit, &result_explicit);
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g_assert (cogl_matrix_equal (&result_implicit, &result_explicit));
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g_assert (graphene_matrix_equal (&result_implicit, &result_explicit));
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clutter_actor_destroy (actor_implicit);
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clutter_actor_destroy (actor_explicit);
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@ -45,14 +45,14 @@ frame_cb (ClutterTimeline *timeline,
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{
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TestMultiLayerMaterialState *state = data;
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cogl_matrix_multiply (&state->tex_matrix0,
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graphene_matrix_multiply (&state->rot_matrix0,
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&state->tex_matrix0,
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&state->rot_matrix0);
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&state->tex_matrix0);
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cogl_material_set_layer_matrix (state->material0, 2, &state->tex_matrix0);
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cogl_matrix_multiply (&state->tex_matrix1,
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graphene_matrix_multiply (&state->rot_matrix1,
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&state->tex_matrix1,
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&state->rot_matrix1);
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&state->tex_matrix1);
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cogl_material_set_layer_matrix (state->material1, 2, &state->tex_matrix1);
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}
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@ -196,18 +196,22 @@ test_cogl_multitexture_main (int argc, char *argv[])
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state->tex_coords = tex_coords;
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cogl_matrix_init_identity (&state->tex_matrix0);
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cogl_matrix_init_identity (&state->tex_matrix1);
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cogl_matrix_init_identity (&state->rot_matrix0);
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cogl_matrix_init_identity (&state->rot_matrix1);
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graphene_matrix_init_identity (&state->tex_matrix0);
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graphene_matrix_init_identity (&state->tex_matrix1);
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graphene_matrix_init_identity (&state->rot_matrix0);
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graphene_matrix_init_identity (&state->rot_matrix1);
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cogl_matrix_translate (&state->rot_matrix0, 0.5, 0.5, 0);
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cogl_matrix_rotate (&state->rot_matrix0, 10.0, 0, 0, 1.0);
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cogl_matrix_translate (&state->rot_matrix0, -0.5, -0.5, 0);
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graohene_matrix_translate (&state->rot_matrix0,
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&GRAPHENE_POINT3D_INIT (-0.5, -0.5, 0));
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graohene_matrix_rotate (&state->rot_matrix0, 10.0, graphene_vec3_z_axis ());
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graphene_matrix_translate (&state->rot_matrix0,
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&GRAPHENE_POINT3D_INIT (0.5, 0.5, 0));
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cogl_matrix_translate (&state->rot_matrix1, 0.5, 0.5, 0);
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cogl_matrix_rotate (&state->rot_matrix1, -10.0, 0, 0, 1.0);
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cogl_matrix_translate (&state->rot_matrix1, -0.5, -0.5, 0);
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graphene_matrix_translate (&state->rot_matrix1,
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&GRAPHENE_POINT3D_INIT (-0.5, -0.5, 0));
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graohene_matrix_rotate (&state->rot_matrix1, -10.0, graphene_vec3_z_axis ());
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graphene_matrix_translate (&state->rot_matrix1,
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&GRAPHENE_POINT3D_INIT (0.5, 0.5, 0));
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clutter_actor_set_translation (data->parent_container, -86.f, -125.f, 0.f);
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clutter_container_add_actor (CLUTTER_CONTAINER(stage),
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@ -232,12 +232,15 @@ setup_viewport (CoglFramebuffer *framebuffer,
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*/
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cogl_framebuffer_get_projection_matrix (framebuffer, &projection_matrix);
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z_camera = 0.5 * cogl_matrix_get_value (&projection_matrix, 0, 0);
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z_camera = 0.5 * graphene_matrix_get_value (&projection_matrix, 0, 0);
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cogl_matrix_init_identity (&mv_matrix);
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cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
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cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
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graphene_matrix_init_translate (&mv_matrix,
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&GRAPHENE_POINT3D_INIT (0.0f,
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-1.0 * height,
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0.0f));
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graphene_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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graphene_matrix_translate (&mv_matrix,
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&GRAPHENE_POINT3D_INIT (-0.5f, -0.5f, -z_camera));
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cogl_framebuffer_set_modelview_matrix (framebuffer, &mv_matrix);
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}
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@ -109,7 +109,7 @@ paint_cb (ClutterActor *stage,
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cogl_framebuffer_get_projection_matrix (framebuffer, &old_matrix);
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/* Use an orthogonal projection from -1 -> 1 in both axes */
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cogl_matrix_init_identity (&new_matrix);
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graphene_matrix_init_identity (&new_matrix);
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cogl_framebuffer_set_projection_matrix (framebuffer, &new_matrix);
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cogl_framebuffer_push_matrix (framebuffer);
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