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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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@ -69,9 +69,7 @@ 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 t;
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} CoglMatrixEntryTranslate;
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@ -80,9 +78,7 @@ 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->t, 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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@ -553,9 +549,9 @@ 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->t.x,
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translate->t.y,
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translate->t.z);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE:
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@ -564,9 +560,9 @@ 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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@ -776,9 +772,9 @@ 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->t.x;
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*y = *y - translate->t.y;
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*z = *z - translate->t.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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@ -791,9 +787,9 @@ 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->t.x;
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*y = *y + translate->t.y;
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*z = *z + translate->t.z;
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}
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return TRUE;
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@ -956,9 +952,7 @@ 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->t, &translate1->t))
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return FALSE;
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}
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break;
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@ -969,9 +963,7 @@ 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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@ -1069,9 +1061,9 @@ 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->t.x,
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translate->t.y,
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translate->t.z);
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continue;
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}
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case COGL_MATRIX_OP_ROTATE:
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@ -1080,9 +1072,9 @@ 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_QUATERNION:
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