cogl/matrix-stack: Use graphene types on entries
This will help moving to graphene_matrix_t, since the convertions between nodes and graphene types won't be necessary anymore. https://gitlab.gnome.org/GNOME/mutter/merge_requests/458
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@ -68,9 +68,7 @@ typedef struct _CoglMatrixEntryTranslate
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{
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CoglMatrixEntry _parent_data;
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float x;
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float y;
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float z;
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graphene_point3d_t translate;
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} CoglMatrixEntryTranslate;
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@ -79,9 +77,7 @@ typedef struct _CoglMatrixEntryRotate
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CoglMatrixEntry _parent_data;
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float angle;
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float x;
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float y;
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float z;
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graphene_vec3_t axis;
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} CoglMatrixEntryRotate;
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@ -158,9 +158,7 @@ cogl_matrix_stack_translate (CoglMatrixStack *stack,
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entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_TRANSLATE);
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entry->x = x;
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entry->y = y;
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entry->z = z;
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graphene_point3d_init (&entry->translate, x, y, z);
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}
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void
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@ -175,9 +173,7 @@ cogl_matrix_stack_rotate (CoglMatrixStack *stack,
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entry = _cogl_matrix_stack_push_operation (stack, COGL_MATRIX_OP_ROTATE);
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entry->angle = angle;
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entry->x = x;
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entry->y = y;
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entry->z = z;
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graphene_vec3_init (&entry->axis, x, y, z);
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}
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void
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@ -540,9 +536,9 @@ initialized:
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CoglMatrixEntryTranslate *translate =
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(CoglMatrixEntryTranslate *)children[i];
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cogl_matrix_translate (matrix,
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translate->x,
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translate->y,
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translate->z);
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translate->translate.x,
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translate->translate.y,
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translate->translate.z);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE:
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@ -551,9 +547,9 @@ initialized:
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(CoglMatrixEntryRotate *)children[i];
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cogl_matrix_rotate (matrix,
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rotate->angle,
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rotate->x,
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rotate->y,
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rotate->z);
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graphene_vec3_get_x (&rotate->axis),
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graphene_vec3_get_y (&rotate->axis),
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graphene_vec3_get_z (&rotate->axis));
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continue;
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}
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case COGL_MATRIX_OP_ROTATE_EULER:
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@ -756,9 +752,9 @@ cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0,
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translate = (CoglMatrixEntryTranslate *)node0;
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*x = *x - translate->x;
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*y = *y - translate->y;
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*z = *z - translate->z;
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*x = *x - translate->translate.x;
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*y = *y - translate->translate.y;
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*z = *z - translate->translate.z;
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}
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for (head1 = common_ancestor1->next; head1; head1 = head1->next)
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{
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@ -771,9 +767,9 @@ cogl_matrix_entry_calculate_translation (CoglMatrixEntry *entry0,
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translate = (CoglMatrixEntryTranslate *)node1;
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*x = *x + translate->x;
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*y = *y + translate->y;
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*z = *z + translate->z;
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*x = *x + translate->translate.x;
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*y = *y + translate->translate.y;
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*z = *z + translate->translate.z;
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}
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return TRUE;
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@ -936,9 +932,8 @@ cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
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/* We could perhaps use an epsilon to compare here?
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* I expect the false negatives are probaly never going to
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* be a problem and this is a bit cheaper. */
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if (translate0->x != translate1->x ||
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translate0->y != translate1->y ||
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translate0->z != translate1->z)
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if (!graphene_point3d_equal (&translate0->translate,
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&translate1->translate))
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return FALSE;
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}
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break;
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@ -949,9 +944,7 @@ cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
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CoglMatrixEntryRotate *rotate1 =
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(CoglMatrixEntryRotate *)entry1;
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if (rotate0->angle != rotate1->angle ||
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rotate0->x != rotate1->x ||
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rotate0->y != rotate1->y ||
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rotate0->z != rotate1->z)
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!graphene_vec3_equal (&rotate0->axis, &rotate1->axis))
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return FALSE;
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}
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break;
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@ -1038,9 +1031,9 @@ cogl_debug_matrix_entry_print (CoglMatrixEntry *entry)
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CoglMatrixEntryTranslate *translate =
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(CoglMatrixEntryTranslate *)entry;
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g_print (" TRANSLATE X=%f Y=%f Z=%f\n",
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translate->x,
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translate->y,
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translate->z);
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translate->translate.x,
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translate->translate.y,
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translate->translate.z);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE:
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@ -1049,9 +1042,9 @@ cogl_debug_matrix_entry_print (CoglMatrixEntry *entry)
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(CoglMatrixEntryRotate *)entry;
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g_print (" ROTATE ANGLE=%f X=%f Y=%f Z=%f\n",
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rotate->angle,
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rotate->x,
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rotate->y,
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rotate->z);
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graphene_vec3_get_x (&rotate->axis),
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graphene_vec3_get_y (&rotate->axis),
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graphene_vec3_get_z (&rotate->axis));
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continue;
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}
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case COGL_MATRIX_OP_ROTATE_EULER:
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