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changed ClutterPerspective.fovy from ClutterAngle to degrees
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c451d0501b
commit
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4
cogl.h
4
cogl.h
@ -63,7 +63,7 @@ gboolean
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cogl_check_extension (const gchar *name, const gchar *ext);
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void
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cogl_perspective (ClutterAngle fovy,
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cogl_perspective (ClutterFixed fovy,
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ClutterFixed aspect,
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ClutterFixed zNear,
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ClutterFixed zFar);
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@ -71,7 +71,7 @@ cogl_perspective (ClutterAngle fovy,
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void
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cogl_setup_viewport (guint width,
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guint height,
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ClutterAngle fovy,
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ClutterFixed fovy,
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ClutterFixed aspect,
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ClutterFixed z_near,
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ClutterFixed z_far);
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15
gl/cogl.c
15
gl/cogl.c
@ -443,13 +443,14 @@ cogl_alpha_func (COGLenum func,
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}
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void
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cogl_perspective (ClutterAngle fovy,
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cogl_perspective (ClutterFixed fovy,
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ClutterFixed aspect,
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ClutterFixed zNear,
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ClutterFixed zFar)
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{
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ClutterFixed xmax, ymax;
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ClutterFixed x, y, c, d;
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ClutterFixed fovy_rad_half = CFX_MUL (fovy, CFX_PI) / 360;
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GLfloat m[16];
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@ -461,10 +462,11 @@ cogl_perspective (ClutterAngle fovy,
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* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
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* same true for y, hence: a == 0 && b == 0;
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*
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* 2) When working with small numbers, we can are loosing significant
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* 2) When working with small numbers, we are loosing significant
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* precision, hence we use clutter_qmulx() here, not the fast macro.
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*/
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ymax = clutter_qmulx (zNear, clutter_tani (fovy >> 1));
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ymax = clutter_qmulx (zNear, CFX_DIV (clutter_sinx (fovy_rad_half),
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clutter_cosx (fovy_rad_half)));
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xmax = clutter_qmulx (ymax, aspect);
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x = CFX_DIV (zNear, xmax);
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@ -486,12 +488,13 @@ cogl_perspective (ClutterAngle fovy,
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void
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cogl_setup_viewport (guint width,
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guint height,
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ClutterAngle fovy,
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ClutterFixed fovy,
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ClutterFixed aspect,
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ClutterFixed z_near,
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ClutterFixed z_far)
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{
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GLfloat z_camera;
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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GE( glViewport (0, 0, width, height) );
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@ -505,8 +508,8 @@ cogl_setup_viewport (guint width,
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = CLUTTER_FIXED_TO_FLOAT (clutter_tani (fovy) >> 1);
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z_camera = CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1);
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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GE( glScalef ( 1.0f / width,
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-1.0f / height,
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12
gles/cogl.c
12
gles/cogl.c
@ -449,13 +449,14 @@ cogl_alpha_func (COGLenum func,
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* Fixed point implementation of the perspective function
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*/
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void
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cogl_perspective (ClutterAngle fovy,
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cogl_perspective (ClutterFixed fovy,
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ClutterFixed aspect,
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ClutterFixed zNear,
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ClutterFixed zFar)
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{
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ClutterFixed xmax, ymax;
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ClutterFixed x, y, c, d;
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ClutterFixed fovy_rad_half = CFX_MUL (fovy, CFX_PI) / 360;
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GLfixed m[16];
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@ -470,7 +471,8 @@ cogl_perspective (ClutterAngle fovy,
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* 2) When working with small numbers, we can are loosing significant
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* precision, hence we use clutter_qmulx() here, not the fast macro.
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*/
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ymax = clutter_qmulx (zNear, clutter_tani (fovy >> 1));
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ymax = clutter_qmulx (zNear, CFX_DIV (clutter_sinx (fovy_rad_half),
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clutter_cosx (fovy_rad_half)));
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xmax = clutter_qmulx (ymax, aspect);
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x = CFX_DIV (zNear, xmax);
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@ -492,7 +494,7 @@ cogl_perspective (ClutterAngle fovy,
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void
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cogl_setup_viewport (guint w,
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guint h,
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ClutterAngle fovy,
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ClutterFixed fovy,
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ClutterFixed aspect,
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ClutterFixed z_near,
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ClutterFixed z_far)
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@ -500,6 +502,7 @@ cogl_setup_viewport (guint w,
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gint width = (gint) w;
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gint height = (gint) h;
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ClutterFixed z_camera;
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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GE( glViewport (0, 0, width, height) );
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GE( glMatrixMode (GL_PROJECTION) );
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@ -516,7 +519,8 @@ cogl_setup_viewport (guint w,
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = clutter_tani (fovy) >> 1;
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z_camera = CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1;
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GE( glTranslatex (-1 << 15, -1 << 15, -z_camera));
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