013b2433f0
OpenGL < 4.0 only supports integer based viewports and internally we have a mixture of code using floats and integers for viewports. This patch switches all viewports throughout clutter and cogl to be represented using floats considering that in the future we may want to take advantage of floating point viewports with modern hardware/drivers.
121 lines
3.3 KiB
C
121 lines
3.3 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/**
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* SECTION:clutter-util
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* @short_description: Utility functions
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*
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* Various miscellaneous utilility functions.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib/gi18n-lib.h>
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#include "clutter-util.h"
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#include "clutter-main.h"
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/**
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* clutter_util_next_p2:
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* @a: Value to get the next power
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*
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* Calculates the nearest power of two, greater than or equal to @a.
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*
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* Return value: The nearest power of two, greater or equal to @a.
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*
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* Deprecated: 1.2
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*/
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gint
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clutter_util_next_p2 (gint a)
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{
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int rval = 1;
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while (rval < a)
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rval <<= 1;
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return rval;
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}
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/*< private >
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* _clutter_gettext:
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* @str: a string to localize
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*
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* Retrieves the localized version of @str, using the Clutter domain
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*
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* Return value: the translated string
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*/
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G_CONST_RETURN gchar *
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_clutter_gettext (const gchar *str)
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{
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return g_dgettext (GETTEXT_PACKAGE, str);
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}
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/* Help macros to scale from OpenGL <-1,1> coordinates system to
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* window coordinates ranging [0,window-size]
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*/
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#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
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void
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_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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const float *viewport,
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const ClutterVertex *vertices_in,
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ClutterVertex *vertices_out,
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int n_vertices)
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{
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CoglMatrix modelview_projection;
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int i;
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/* XXX: we should find a way to cache this per actor */
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cogl_matrix_multiply (&modelview_projection,
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projection,
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modelview);
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for (i = 0; i < n_vertices; i++)
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{
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const ClutterVertex *vertex_in = &vertices_in[i];
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ClutterVertex *vertex_out = &vertices_out[i];
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gfloat x, y, z, w;
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x = vertex_in->x;
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y = vertex_in->y;
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z = vertex_in->z;
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w = 1.0;
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/* Transform the point using the modelview matrix */
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cogl_matrix_transform_point (&modelview_projection, &x, &y, &z, &w);
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/* Finally translate from OpenGL coords to window coords */
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vertex_out->x = MTX_GL_SCALE_X (x, w, viewport[2], viewport[0]);
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vertex_out->y = MTX_GL_SCALE_Y (y, w, viewport[3], viewport[1]);
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vertex_out->z = MTX_GL_SCALE_Z (z, w, viewport[2], viewport[0]);
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}
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}
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