clutter/stage: Only use graphene_matrix_* APIs

Switch away from cogl_matrix_* APIs in favor of graphene_matrix_*
ones. Notice that cogl_matrix_get_value() swaps row and column,
which is reflected here.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
This commit is contained in:
Georges Basile Stavracas Neto 2020-09-11 16:18:51 -03:00
parent 5db1f67d44
commit cbcbe39f4d

View File

@ -673,7 +673,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
Vector4 *poly;
graphene_vec3_t b;
graphene_vec3_t c;
float wz, ww;
float zw, ww;
int count;
tmp_poly = g_alloca (sizeof (Vector4) * n_vertices * 2);
@ -694,9 +694,9 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
* frustum; coordinates range from [-Wc,Wc] left to right on the
* x-axis and [Wc,-Wc] top to bottom on the y-axis.
*/
wz = cogl_matrix_get_value (projection, 3, 2);
ww = cogl_matrix_get_value (projection, 3, 3);
Wc = DEPTH * wz + ww;
zw = graphene_matrix_get_value (projection, 2, 3);
ww = graphene_matrix_get_value (projection, 3, 3);
Wc = DEPTH * zw + ww;
#define CLIP_X(X) ((((float)X - viewport[0]) * (2.0 / viewport[2])) - 1) * Wc
#define CLIP_Y(Y) ((((float)Y - viewport[1]) * (2.0 / viewport[3])) - 1) * -Wc
@ -709,7 +709,7 @@ _cogl_util_get_eye_planes_for_screen_poly (float *polygon,
tmp_poly[i].w = Wc;
}
Wc = DEPTH * 2 * wz + ww;
Wc = DEPTH * 2 * zw + ww;
/* FIXME: technically we don't need to project all of the points
* twice, it would be enough project every other point since
@ -1585,8 +1585,7 @@ clutter_stage_real_apply_transform (ClutterActor *stage,
/* FIXME: we probably shouldn't be explicitly resetting the matrix
* here... */
cogl_matrix_init_identity (matrix);
cogl_matrix_multiply (matrix, matrix, &priv->view);
graphene_matrix_init_from_matrix (matrix, &priv->view);
}
static void
@ -2064,12 +2063,11 @@ clutter_stage_set_perspective (ClutterStage *stage,
priv->perspective = *perspective;
cogl_matrix_init_identity (&priv->projection);
cogl_matrix_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
graphene_matrix_init_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
cogl_graphene_matrix_get_inverse (&priv->projection,
&priv->inverse_projection);