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clutter/stage: Simplify view setup
ClutterStage defines the 8 vertices of a frustum: 4 ----------------------------- 5 | \ / | | \ / | | 0 --------------------- 1 | | | | | | | | | | 3 --------------------- 2 | | / \ | | / \ | 7 ----------------------------- 6 Then, it uses triplets of vertices to create each clipping plane. It only sets up 4 planes (it doesn't clip based on depth), defined by the following vertices: * 0 - 4 - 5 * 1 - 5 - 6 * 2 - 6 - 7 * 0 - 7 - 4 The first 3 triplets are selected using the for-loop. However, the last triplet is different, and is done out of the loop. It could have been made simpler by using the "3 - 7 - 4" triplet. Simplify the current code by using the suggested triplet, calculated inside the for-loop. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1489
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@ -674,7 +674,6 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
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graphene_vec3_t b;
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graphene_vec3_t c;
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float zw, ww;
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int count;
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tmp_poly = g_alloca (sizeof (Vector4) * n_vertices * 2);
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@ -738,8 +737,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
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* cogl_vector APIs just took pointers to floats.
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*/
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count = n_vertices - 1;
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for (i = 0; i < count; i++)
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for (i = 0; i < n_vertices; i++)
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{
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plane = &planes[i];
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@ -749,7 +747,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
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poly = &tmp_poly[n_vertices + i];
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graphene_vec3_init (&b, poly->x, poly->y, poly->z);
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poly = &tmp_poly[n_vertices + i + 1];
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poly = &tmp_poly[n_vertices + ((i + 1) % n_vertices)];
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graphene_vec3_init (&c, poly->x, poly->y, poly->z);
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graphene_vec3_subtract (&b, &plane->v0, &b);
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@ -757,22 +755,6 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
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graphene_vec3_cross (&b, &c, &plane->n);
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graphene_vec3_normalize (&plane->n, &plane->n);
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}
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plane = &planes[n_vertices - 1];
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poly = &tmp_poly[0];
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graphene_vec3_init (&plane->v0, poly->x, poly->y, poly->z);
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poly = &tmp_poly[2 * n_vertices - 1];
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graphene_vec3_init (&b, poly->x, poly->y, poly->z);
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poly = &tmp_poly[n_vertices];
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graphene_vec3_init (&c, poly->x, poly->y, poly->z);
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graphene_vec3_subtract (&b, &plane->v0, &b);
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graphene_vec3_subtract (&c, &plane->v0, &c);
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graphene_vec3_cross (&b, &c, &plane->n);
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graphene_vec3_normalize (&plane->n, &plane->n);
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}
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/* XXX: Instead of having a toplevel 2D clip region, it might be
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