ea1d9f5522
The GL versions of get_modelview_matrix, get_projection_matrix and get_viewport were using glGetDoublev and then converting them to floats, but it might as well just call glGetFloatv directly. The GL ES versions were using glGetFixedv but this was being replaced with glGetFloatv by the #define in the GLES 2 wrappers. The patch also replaces the glGetFixedv wrapper with glGetFloatv. Previously this was calling cogl_gles2_float_array_to_fixed which actually converted to float. That function has been removed and memcpy is used instead.
173 lines
3.8 KiB
Diff
173 lines
3.8 KiB
Diff
diff --git a/clutter/cogl/gl/cogl.c b/clutter/cogl/gl/cogl.c
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index 7b61b63..d815e3b 100644
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--- a/clutter/cogl/gl/cogl.c
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+++ b/clutter/cogl/gl/cogl.c
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@@ -211,17 +211,17 @@ cogl_pop_matrix (void)
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void
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cogl_scale (float x, float y)
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{
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- glScaled ((double)(x),
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- (double)(y),
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+ glScalef ((float)(x),
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+ (float)(y),
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1.0);
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}
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void
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cogl_translatex (float x, float y, float z)
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{
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- glTranslated ((double)(x),
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- (double)(y),
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- (double)(z));
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+ glTranslatef ((float)(x),
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+ (float)(y),
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+ (float)(z));
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}
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void
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@@ -231,12 +231,12 @@ cogl_translate (gint x, gint y, gint z)
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}
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void
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-cogl_rotatex (float angle, gint x, gint y, gint z)
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+cogl_rotatex (float angle, float x, float y, float z)
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{
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- glRotated ((double)(angle),
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- (double)(x),
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- (double)(y),
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- (double)(z));
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+ glRotatef ((float)(angle),
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+ (float)(x),
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+ (float)(y),
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+ (float)(z));
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}
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void
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@@ -645,17 +645,13 @@ cogl_perspective (float fovy,
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* 2) When working with small numbers, we are loosing significant
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* precision
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*/
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- ymax =
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- (zNear *
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- (sinf (fovy_rad_half) /
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- cosf (fovy_rad_half)));
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-
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+ ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
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xmax = (ymax * aspect);
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x = (zNear / xmax);
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y = (zNear / ymax);
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c = (-(zFar + zNear) / ( zFar - zNear));
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- d = cogl_fixed_mul_div (-(2 * zFar), zNear, (zFar - zNear));
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+ d = (-(2 * zFar) * zNear) / (zFar - zNear);
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#define M(row,col) m[col*4+row]
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M(0,0) = (x);
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@@ -696,12 +692,12 @@ cogl_frustum (float left,
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glLoadIdentity () );
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- GE( glFrustum ((double)(left),
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- (double)(right),
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- (double)(bottom),
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- (double)(top),
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- (double)(z_near),
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- (double)(z_far)) );
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+ GE( glFrustum ((GLdouble)(left),
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+ (GLdouble)(right),
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+ (GLdouble)(bottom),
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+ (GLdouble)(top),
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+ (GLdouble)(z_near),
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+ (GLdouble)(z_far)) );
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GE( glMatrixMode (GL_MODELVIEW) );
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@@ -773,9 +769,7 @@ cogl_setup_viewport (guint width,
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{
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float fovy_rad = (fovy * G_PI) / 180;
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- z_camera =
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- ((sinf (fovy_rad) /
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- cosf (fovy_rad)) >> 1);
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+ z_camera = ((sinf (fovy_rad) / cosf (fovy_rad)) / 2);
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}
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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@@ -1166,73 +1160,19 @@ cogl_features_available (CoglFeatureFlags features)
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void
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cogl_get_modelview_matrix (float m[16])
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{
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- GLdouble md[16];
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-
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- glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
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-
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-#define M(m,row,col) m[col*4+row]
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- M(m,0,0) = (M(md,0,0));
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- M(m,0,1) = (M(md,0,1));
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- M(m,0,2) = (M(md,0,2));
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- M(m,0,3) = (M(md,0,3));
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-
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- M(m,1,0) = (M(md,1,0));
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- M(m,1,1) = (M(md,1,1));
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- M(m,1,2) = (M(md,1,2));
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- M(m,1,3) = (M(md,1,3));
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-
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- M(m,2,0) = (M(md,2,0));
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- M(m,2,1) = (M(md,2,1));
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- M(m,2,2) = (M(md,2,2));
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- M(m,2,3) = (M(md,2,3));
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-
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- M(m,3,0) = (M(md,3,0));
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- M(m,3,1) = (M(md,3,1));
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- M(m,3,2) = (M(md,3,2));
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- M(m,3,3) = (M(md,3,3));
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-#undef M
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+ glGetFloatv (GL_MODELVIEW_MATRIX, m);
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}
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void
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cogl_get_projection_matrix (float m[16])
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{
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- GLdouble md[16];
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-
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- glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
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-
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-#define M(m,row,col) m[col*4+row]
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- M(m,0,0) = (M(md,0,0));
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- M(m,0,1) = (M(md,0,1));
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- M(m,0,2) = (M(md,0,2));
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- M(m,0,3) = (M(md,0,3));
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-
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- M(m,1,0) = (M(md,1,0));
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- M(m,1,1) = (M(md,1,1));
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- M(m,1,2) = (M(md,1,2));
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- M(m,1,3) = (M(md,1,3));
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-
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- M(m,2,0) = (M(md,2,0));
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- M(m,2,1) = (M(md,2,1));
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- M(m,2,2) = (M(md,2,2));
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- M(m,2,3) = (M(md,2,3));
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-
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- M(m,3,0) = (M(md,3,0));
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- M(m,3,1) = (M(md,3,1));
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- M(m,3,2) = (M(md,3,2));
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- M(m,3,3) = (M(md,3,3));
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-#undef M
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+ glGetFloatv (GL_PROJECTION_MATRIX, m);
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}
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void
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cogl_get_viewport (float v[4])
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{
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- GLdouble vd[4];
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- glGetDoublev(GL_VIEWPORT, &vd[0]);
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-
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- v[0] = (vd[0]);
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- v[1] = (vd[1]);
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- v[2] = (vd[2]);
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- v[3] = (vd[3]);
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+ glGetFloatv (GL_VIEWPORT, v);
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}
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void
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