diff --git a/clutter/clutter-actor.c b/clutter/clutter-actor.c index 719524c91..655e2bb74 100644 --- a/clutter/clutter-actor.c +++ b/clutter/clutter-actor.c @@ -772,6 +772,24 @@ clutter_actor_real_allocate (ClutterActor *self, g_object_thaw_notify (G_OBJECT (self)); } +/* like ClutterVertex, but using CoglFixed and with a w component */ +typedef struct { + CoglFixed x; + CoglFixed y; + CoglFixed z; + CoglFixed w; +} fixed_vertex_t; + +/* copies a fixed vertex into a ClutterVertex */ +static inline void +fixed_vertex_to_units (const fixed_vertex_t *f, + ClutterVertex *u) +{ + u->x = CLUTTER_UNITS_FROM_FIXED (f->x); + u->y = CLUTTER_UNITS_FROM_FIXED (f->y); + u->z = CLUTTER_UNITS_FROM_FIXED (f->z); +} + /* * Utility functions for manipulating transformation matrix * @@ -779,49 +797,114 @@ clutter_actor_real_allocate (ClutterActor *self, */ #define M(m,row,col) (m)[(col) * 4 + (row)] -/* Transform point (x,y,z) by matrix */ -static void -mtx_transform (ClutterFixed m[16], - ClutterFixed *x, ClutterFixed *y, ClutterFixed *z, - ClutterFixed *w) +/* Transforms a vertex using the passed matrix; vertex is + * an in-out parameter + */ +static inline void +mtx_transform (const ClutterFixed m[], + fixed_vertex_t *vertex) { - ClutterFixed _x, _y, _z, _w; - _x = *x; - _y = *y; - _z = *z; - _w = *w; + ClutterFixed _x, _y, _z, _w; - /* We care lot about precision here, so have to use QMUL */ - *x = COGL_FIXED_MUL (M (m, 0, 0), _x) - + COGL_FIXED_MUL (M (m, 0, 1), _y) - + COGL_FIXED_MUL (M (m, 0, 2), _z) - + COGL_FIXED_MUL (M (m, 0, 3), _w); + _x = vertex->x; + _y = vertex->y; + _z = vertex->z; + _w = vertex->w; - *y = COGL_FIXED_MUL (M (m, 1, 0), _x) - + COGL_FIXED_MUL (M (m, 1, 1), _y) - + COGL_FIXED_MUL (M (m, 1, 2), _z) - + COGL_FIXED_MUL (M (m, 1, 3), _w); + /* We care lot about precision here, so have to use MUL instead + * of FAST_MUL + */ + vertex->x = COGL_FIXED_MUL (M (m, 0, 0), _x) + + COGL_FIXED_MUL (M (m, 0, 1), _y) + + COGL_FIXED_MUL (M (m, 0, 2), _z) + + COGL_FIXED_MUL (M (m, 0, 3), _w); - *z = COGL_FIXED_MUL (M (m, 2, 0), _x) - + COGL_FIXED_MUL (M (m, 2, 1), _y) - + COGL_FIXED_MUL (M (m, 2, 2), _z) - + COGL_FIXED_MUL (M (m, 2, 3), _w); + vertex->y = COGL_FIXED_MUL (M (m, 1, 0), _x) + + COGL_FIXED_MUL (M (m, 1, 1), _y) + + COGL_FIXED_MUL (M (m, 1, 2), _z) + + COGL_FIXED_MUL (M (m, 1, 3), _w); - *w = COGL_FIXED_MUL (M (m, 3, 0), _x) - + COGL_FIXED_MUL (M (m, 3, 1), _y) - + COGL_FIXED_MUL (M (m, 3, 2), _z) - + COGL_FIXED_MUL (M (m, 3, 3), _w); + vertex->z = COGL_FIXED_MUL (M (m, 2, 0), _x) + + COGL_FIXED_MUL (M (m, 2, 1), _y) + + COGL_FIXED_MUL (M (m, 2, 2), _z) + + COGL_FIXED_MUL (M (m, 2, 3), _w); - /* Specially for Matthew: was going to put a comment here, but could not - * think of anything at all to say ;) - */ + vertex->w = COGL_FIXED_MUL (M (m, 3, 0), _x) + + COGL_FIXED_MUL (M (m, 3, 1), _y) + + COGL_FIXED_MUL (M (m, 3, 2), _z) + + COGL_FIXED_MUL (M (m, 3, 3), _w); + + /* Specially for Matthew: was going to put a comment here, but could not + * think of anything at all to say ;) + */ } #undef M +/* Help macros to scale from OpenGL <-1,1> coordinates system to our + * X-window based <0,window-size> coordinates + */ +#define MTX_GL_SCALE_X(x,w,v1,v2) (COGL_FIXED_MUL (((COGL_FIXED_DIV ((x), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2)) +#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - COGL_FIXED_MUL (((COGL_FIXED_DIV ((y), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2)) +#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2))) + +/* transforms a 4-tuple of coordinates using @matrix and + * places the result into a fixed @vertex + */ +static inline void +fixed_vertex_transform (const ClutterFixed matrix[], + ClutterFixed x, + ClutterFixed y, + ClutterFixed z, + ClutterFixed w, + fixed_vertex_t *vertex) +{ + fixed_vertex_t tmp = { 0, }; + + tmp.x = x; + tmp.y = y; + tmp.z = z; + tmp.w = w; + + mtx_transform (matrix, &tmp); + + *vertex = tmp; +} + +/* scales a fixed @vertex using @matrix and @viewport, and + * transforms the result into ClutterUnits, filling @vertex_p + */ +static inline void +fixed_vertex_scale (const ClutterFixed matrix[], + const fixed_vertex_t *vertex, + const ClutterFixed viewport[], + ClutterVertex *vertex_p) +{ + ClutterFixed v_x, v_y, v_width, v_height; + fixed_vertex_t tmp = { 0, }; + + tmp = *vertex; + + mtx_transform (matrix, &tmp); + + v_x = viewport[0]; + v_y = viewport[1]; + v_width = viewport[2]; + v_height = viewport[3]; + + tmp.x = MTX_GL_SCALE_X (tmp.x, tmp.w, v_width, v_x); + tmp.y = MTX_GL_SCALE_Y (tmp.y, tmp.w, v_height, v_y); + tmp.z = MTX_GL_SCALE_Z (tmp.z, tmp.w, v_width, v_x); + tmp.w = 0; + + fixed_vertex_to_units (&tmp, vertex_p); +} + /* Applies the transforms associated with this actor and its ancestors, * retrieves the resulting OpenGL modelview matrix, and uses the matrix * to transform the supplied point + * + * The point coordinates are in-out parameters */ static void clutter_actor_transform_point_relative (ClutterActor *actor, @@ -832,14 +915,33 @@ clutter_actor_transform_point_relative (ClutterActor *actor, ClutterUnit *w) { ClutterFixed mtx[16]; + fixed_vertex_t vertex = { 0, }; + + vertex.x = (x != NULL) ? CLUTTER_UNITS_TO_FIXED (*x) : 0; + vertex.y = (y != NULL) ? CLUTTER_UNITS_TO_FIXED (*y) : 0; + vertex.z = (z != NULL) ? CLUTTER_UNITS_TO_FIXED (*z) : 0; + vertex.w = (w != NULL) ? CLUTTER_UNITS_TO_FIXED (*w) : 0; cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (actor, ancestor); + cogl_get_modelview_matrix (mtx); - mtx_transform (mtx, x, y, z, w); + mtx_transform (mtx, &vertex); cogl_pop_matrix(); + + if (x) + *x = CLUTTER_UNITS_FROM_FIXED (vertex.x); + + if (y) + *y = CLUTTER_UNITS_FROM_FIXED (vertex.y); + + if (z) + *z = CLUTTER_UNITS_FROM_FIXED (vertex.z); + + if (w) + *w = CLUTTER_UNITS_FROM_FIXED (vertex.w); } /* Applies the transforms associated with this actor and its ancestors, @@ -854,22 +956,34 @@ clutter_actor_transform_point (ClutterActor *actor, ClutterUnit *w) { ClutterFixed mtx[16]; + fixed_vertex_t vertex = { 0, }; + + vertex.x = (x != NULL) ? CLUTTER_UNITS_TO_FIXED (*x) : 0; + vertex.y = (y != NULL) ? CLUTTER_UNITS_TO_FIXED (*y) : 0; + vertex.z = (z != NULL) ? CLUTTER_UNITS_TO_FIXED (*z) : 0; + vertex.w = (w != NULL) ? CLUTTER_UNITS_TO_FIXED (*w) : 0; cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (actor, NULL); + cogl_get_modelview_matrix (mtx); - mtx_transform (mtx, x, y, z, w); + mtx_transform (mtx, &vertex); cogl_pop_matrix(); -} -/* Help macros to scale from OpenGL <-1,1> coordinates system to our - * X-window based <0,window-size> coordinates - */ -#define MTX_GL_SCALE_X(x,w,v1,v2) (COGL_FIXED_MUL (((COGL_FIXED_DIV ((x), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2)) -#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - COGL_FIXED_MUL (((COGL_FIXED_DIV ((y), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2)) -#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2))) + if (x) + *x = CLUTTER_UNITS_FROM_FIXED (vertex.x); + + if (y) + *y = CLUTTER_UNITS_FROM_FIXED (vertex.y); + + if (z) + *z = CLUTTER_UNITS_FROM_FIXED (vertex.z); + + if (w) + *w = CLUTTER_UNITS_FROM_FIXED (vertex.w); +} /** * clutter_actor_apply_relative_transform_to_point: @@ -896,21 +1010,22 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self, const ClutterVertex *point, ClutterVertex *vertex) { - ClutterVertex tmp = { 0, }; ClutterFixed v[4]; - ClutterFixed w = COGL_FIXED_1; + ClutterFixed x, y, z, w; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor)); g_return_if_fail (point != NULL); g_return_if_fail (vertex != NULL); - tmp = *point; + x = CLUTTER_UNITS_TO_FIXED (vertex->x); + y = CLUTTER_UNITS_TO_FIXED (vertex->y); + z = CLUTTER_UNITS_TO_FIXED (vertex->z); + w = COGL_FIXED_1; /* First we tranform the point using the OpenGL modelview matrix */ clutter_actor_transform_point_relative (self, ancestor, - &tmp.x, &tmp.y, &tmp.z, - &w); + &x, &y, &z, &w); cogl_get_viewport (v); @@ -918,9 +1033,12 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self, * The w[3] parameter should always be 1.0 here, so we ignore it; otherwise * we would have to divide the original verts with it. */ - vertex->x = COGL_FIXED_MUL ((tmp.x + COGL_FIXED_0_5), v[2]); - vertex->y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - tmp.y), v[3]); - vertex->z = COGL_FIXED_MUL ((tmp.z + COGL_FIXED_0_5), v[2]); + vertex->x = + CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((x + COGL_FIXED_0_5), v[2])); + vertex->y = + CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((COGL_FIXED_0_5 - y), v[3])); + vertex->z = + CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((z + COGL_FIXED_0_5), v[2])); } /** @@ -940,30 +1058,35 @@ clutter_actor_apply_transform_to_point (ClutterActor *self, const ClutterVertex *point, ClutterVertex *vertex) { - ClutterVertex tmp = { 0, }; ClutterFixed mtx_p[16]; ClutterFixed v[4]; - ClutterFixed w = COGL_FIXED_1; + fixed_vertex_t tmp = { 0, }; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (point != NULL); g_return_if_fail (vertex != NULL); - tmp = *point; + tmp.x = CLUTTER_UNITS_TO_FIXED (vertex->x); + tmp.y = CLUTTER_UNITS_TO_FIXED (vertex->y); + tmp.z = CLUTTER_UNITS_TO_FIXED (vertex->z); + tmp.w = COGL_FIXED_1; /* First we tranform the point using the OpenGL modelview matrix */ - clutter_actor_transform_point (self, &tmp.x, &tmp.y, &tmp.z, &w); + clutter_actor_transform_point (self, &tmp.x, &tmp.y, &tmp.z, &tmp.w); cogl_get_projection_matrix (mtx_p); cogl_get_viewport (v); /* Now, transform it again with the projection matrix */ - mtx_transform (mtx_p, &tmp.x, &tmp.y, &tmp.z, &w); + mtx_transform (mtx_p, &tmp); /* Finaly translate from OpenGL coords to window coords */ - vertex->x = MTX_GL_SCALE_X (tmp.x, w, v[2], v[0]); - vertex->y = MTX_GL_SCALE_Y (tmp.y, w, v[3], v[1]); - vertex->z = MTX_GL_SCALE_Z (tmp.z, w, v[2], v[0]); + vertex->x = + CLUTTER_UNITS_FROM_FIXED (MTX_GL_SCALE_X (tmp.x, tmp.w, v[2], v[0])); + vertex->y = + CLUTTER_UNITS_FROM_FIXED (MTX_GL_SCALE_Y (tmp.y, tmp.w, v[3], v[1])); + vertex->z = + CLUTTER_UNITS_FROM_FIXED (MTX_GL_SCALE_Z (tmp.z, tmp.w, v[2], v[0])); } /* Recursively tranform supplied vertices with the tranform for the current @@ -971,66 +1094,27 @@ clutter_actor_apply_transform_to_point (ClutterActor *self, * for all the vertices in one go). */ static void -clutter_actor_transform_vertices_relative (ClutterActor *self, - ClutterActor *ancestor, - ClutterVertex verts[4], - ClutterFixed w[4]) +clutter_actor_transform_vertices_relative (ClutterActor *self, + ClutterActor *ancestor, + fixed_vertex_t vertices[]) { - ClutterFixed mtx[16]; - ClutterFixed _x, _y, _z, _w; + ClutterActorPrivate *priv = self->priv; + ClutterFixed mtx[16]; + ClutterFixed width, height; + + width = CLUTTER_UNITS_TO_FIXED (priv->allocation.x2 - priv->allocation.x1); + height = CLUTTER_UNITS_TO_FIXED (priv->allocation.y2 - priv->allocation.y1); cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (self, ancestor); + cogl_get_modelview_matrix (mtx); - _x = 0; - _y = 0; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[0].x = _x; - verts[0].y = _y; - verts[0].z = _z; - w[0] = _w; - - _x = self->priv->allocation.x2 - self->priv->allocation.x1; - _y = 0; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[1].x = _x; - verts[1].y = _y; - verts[1].z = _z; - w[1] = _w; - - _x = 0; - _y = self->priv->allocation.y2 - self->priv->allocation.y1; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[2].x = _x; - verts[2].y = _y; - verts[2].z = _z; - w[2] = _w; - - _x = self->priv->allocation.x2 - self->priv->allocation.x1; - _y = self->priv->allocation.y2 - self->priv->allocation.y1; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[3].x = _x; - verts[3].y = _y; - verts[3].z = _z; - w[3] = _w; + fixed_vertex_transform (mtx, 0, 0, 0, COGL_FIXED_1, &vertices[0]); + fixed_vertex_transform (mtx, width, 0, 0, COGL_FIXED_1, &vertices[1]); + fixed_vertex_transform (mtx, 0, height, 0, COGL_FIXED_1, &vertices[2]); + fixed_vertex_transform (mtx, width, height, 0, COGL_FIXED_1, &vertices[3]); cogl_pop_matrix(); } @@ -1045,12 +1129,15 @@ clutter_actor_transform_and_project_box (ClutterActor *self, const ClutterActorBox *box, ClutterVertex verts[4]) { - ClutterActor *stage; - ClutterFixed mtx[16]; - ClutterFixed mtx_p[16]; - ClutterFixed _x, _y, _z, _w; - ClutterFixed w[4]; - ClutterFixed v[4]; + ClutterActor *stage; + ClutterFixed mtx[16]; + ClutterFixed mtx_p[16]; + ClutterFixed v[4]; + ClutterFixed width, height; + fixed_vertex_t vertices[4]; + + width = CLUTTER_UNITS_TO_FIXED (box->x2 - box->x1); + height = CLUTTER_UNITS_TO_FIXED (box->y2 - box->y1); /* We essentially have to dupe some code from clutter_redraw() here * to make sure GL Matrices etc are initialised if we're called and we @@ -1071,102 +1158,25 @@ clutter_actor_transform_and_project_box (ClutterActor *self, _clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage)); cogl_push_matrix(); + _clutter_actor_apply_modelview_transform_recursive (self, NULL); cogl_get_modelview_matrix (mtx); - _x = 0; - _y = 0; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[0].x = _x; - verts[0].y = _y; - verts[0].z = _z; - w[0] = _w; - - _x = box->x2 - box->x1; - _y = 0; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[1].x = _x; - verts[1].y = _y; - verts[1].z = _z; - w[1] = _w; - - _x = 0; - _y = box->y2 - box->y1; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[2].x = _x; - verts[2].y = _y; - verts[2].z = _z; - w[2] = _w; - - _x = box->x2 - box->x1; - _y = box->y2 - box->y1; - _z = 0; - _w = COGL_FIXED_1; - - mtx_transform (mtx, &_x, &_y, &_z, &_w); - - verts[3].x = _x; - verts[3].y = _y; - verts[3].z = _z; - w[3] = _w; + fixed_vertex_transform (mtx, 0, 0, 0, COGL_FIXED_1, &vertices[0]); + fixed_vertex_transform (mtx, width, 0, 0, COGL_FIXED_1, &vertices[1]); + fixed_vertex_transform (mtx, 0, height, 0, COGL_FIXED_1, &vertices[2]); + fixed_vertex_transform (mtx, width, height, 0, COGL_FIXED_1, &vertices[3]); cogl_pop_matrix(); cogl_get_projection_matrix (mtx_p); cogl_get_viewport (v); - mtx_transform (mtx_p, - &verts[0].x, - &verts[0].y, - &verts[0].z, - &w[0]); - - verts[0].x = MTX_GL_SCALE_X (verts[0].x, w[0], v[2], v[0]); - verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]); - verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0], v[2], v[0]); - - mtx_transform (mtx_p, - &verts[1].x, - &verts[1].y, - &verts[1].z, - &w[1]); - - verts[1].x = MTX_GL_SCALE_X (verts[1].x, w[1], v[2], v[0]); - verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]); - verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1], v[2], v[0]); - - mtx_transform (mtx_p, - &verts[2].x, - &verts[2].y, - &verts[2].z, - &w[2]); - - verts[2].x = MTX_GL_SCALE_X (verts[2].x, w[2], v[2], v[0]); - verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]); - verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2], v[2], v[0]); - - mtx_transform (mtx_p, - &verts[3].x, - &verts[3].y, - &verts[3].z, - &w[3]); - - verts[3].x = MTX_GL_SCALE_X (verts[3].x, w[3], v[2], v[0]); - verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]); - verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3], v[2], v[0]); + fixed_vertex_scale (mtx_p, &vertices[0], v, &verts[0]); + fixed_vertex_scale (mtx_p, &vertices[1], v, &verts[1]); + fixed_vertex_scale (mtx_p, &vertices[2], v, &verts[2]); + fixed_vertex_scale (mtx_p, &vertices[3], v, &verts[3]); } /** @@ -1181,10 +1191,10 @@ clutter_actor_transform_and_project_box (ClutterActor *self, * actor in the plane of @ancestor. The returned vertices relate to * the #ClutterActorBox coordinates as follows: * - * v[0] contains (x1, y1) - * v[1] contains (x2, y1) - * v[2] contains (x1, y2) - * v[3] contains (x2, y2) + * @verts[0] contains (x1, y1) + * @verts[1] contains (x2, y1) + * @verts[2] contains (x1, y2) + * @verts[3] contains (x2, y2) * * * If @ancestor is %NULL the ancestor will be the #ClutterStage. In @@ -1197,12 +1207,13 @@ clutter_actor_transform_and_project_box (ClutterActor *self, void clutter_actor_get_allocation_vertices (ClutterActor *self, ClutterActor *ancestor, - ClutterVertex verts[4]) + ClutterVertex verts[]) { - ClutterFixed v[4]; - ClutterFixed w[4]; - ClutterActorPrivate *priv; - ClutterActor *stage; + ClutterActorPrivate *priv; + ClutterActor *stage; + ClutterFixed v[4]; + fixed_vertex_t vertices[4]; + fixed_vertex_t tmp = { 0, }; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor)); @@ -1234,28 +1245,33 @@ clutter_actor_get_allocation_vertices (ClutterActor *self, if (priv->needs_allocation) _clutter_stage_maybe_relayout (stage); - clutter_actor_transform_vertices_relative (self, ancestor, verts, w); + clutter_actor_transform_vertices_relative (self, ancestor, vertices); + cogl_get_viewport (v); /* - * The w[3] parameter should always be 1.0 here, so we ignore it; otherwise - * we would have to devide the original verts with it. + * The w[3] parameter should always be 1.0 here, so we ignore it; + * otherwise we would have to divide the original verts with it. */ - verts[0].x = COGL_FIXED_MUL ((verts[0].x + COGL_FIXED_0_5), v[2]); - verts[0].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[0].y), v[3]); - verts[0].z = COGL_FIXED_MUL ((verts[0].z + COGL_FIXED_0_5), v[2]); + tmp.x = COGL_FIXED_MUL ((vertices[0].x + COGL_FIXED_0_5), v[2]); + tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[0].y), v[3]); + tmp.z = COGL_FIXED_MUL ((vertices[0].z + COGL_FIXED_0_5), v[2]); + fixed_vertex_to_units (&tmp, &verts[0]); - verts[1].x = COGL_FIXED_MUL ((verts[1].x + COGL_FIXED_0_5), v[2]); - verts[1].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[1].y), v[3]); - verts[1].z = COGL_FIXED_MUL ((verts[1].z + COGL_FIXED_0_5), v[2]); + tmp.x = COGL_FIXED_MUL ((vertices[1].x + COGL_FIXED_0_5), v[2]); + tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[1].y), v[3]); + tmp.z = COGL_FIXED_MUL ((vertices[1].z + COGL_FIXED_0_5), v[2]); + fixed_vertex_to_units (&tmp, &verts[1]); - verts[2].x = COGL_FIXED_MUL ((verts[2].x + COGL_FIXED_0_5), v[2]); - verts[2].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[2].y), v[3]); - verts[2].z = COGL_FIXED_MUL ((verts[2].z + COGL_FIXED_0_5), v[2]); + tmp.x = COGL_FIXED_MUL ((vertices[2].x + COGL_FIXED_0_5), v[2]); + tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[2].y), v[3]); + tmp.z = COGL_FIXED_MUL ((vertices[2].z + COGL_FIXED_0_5), v[2]); + fixed_vertex_to_units (&tmp, &verts[2]); - verts[3].x = COGL_FIXED_MUL ((verts[3].x + COGL_FIXED_0_5), v[2]); - verts[3].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[3].y), v[3]); - verts[3].z = COGL_FIXED_MUL ((verts[3].z + COGL_FIXED_0_5), v[2]); + tmp.x = COGL_FIXED_MUL ((vertices[3].x + COGL_FIXED_0_5), v[2]); + tmp.y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - vertices[3].y), v[3]); + tmp.z = COGL_FIXED_MUL ((vertices[3].z + COGL_FIXED_0_5), v[2]); + fixed_vertex_to_units (&tmp, &verts[3]); } /** @@ -6836,17 +6852,18 @@ clutter_scriptable_iface_init (ClutterScriptableIface *iface) * Since: 0.6 */ gboolean -clutter_actor_transform_stage_point (ClutterActor *self, - ClutterUnit x, - ClutterUnit y, - ClutterUnit *x_out, - ClutterUnit *y_out) +clutter_actor_transform_stage_point (ClutterActor *self, + ClutterUnit x, + ClutterUnit y, + ClutterUnit *x_out, + ClutterUnit *y_out) { ClutterVertex v[4]; ClutterFixed ST[3][3]; ClutterFixed RQ[3][3]; int du, dv, xi, yi; - ClutterFixed xf, yf, wf, px, py, det; + ClutterUnit px, py; + ClutterFixed xf, yf, wf, det; ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); @@ -6859,11 +6876,12 @@ clutter_actor_transform_stage_point (ClutterActor *self, * * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf * - * and the sample implementaion at http://www.cs.cmu.edu/~ph/src/texfund/. + * and the sample implementation at http://www.cs.cmu.edu/~ph/src/texfund/. * - * Our texture is a rectangle with origin [0,0], so we are mapping from quad - * to rectangle only, which significantly simplifies things; the function - * calls have been unrolled, and most of the math is done in fixed point. + * Our texture is a rectangle with origin [0, 0], so we are mapping from + * quad to rectangle only, which significantly simplifies things; the + * function calls have been unrolled, and most of the math is done in fixed + * point. */ clutter_actor_get_abs_allocation_vertices (self, v); @@ -6880,9 +6898,11 @@ clutter_actor_transform_stage_point (ClutterActor *self, #define FP2FX COGL_FIXED_FROM_FLOAT #define FX2FP COGL_FIXED_TO_DOUBLE +#define UX2FP CLUTTER_UNITS_TO_FLOAT +#define UX2FX CLUTTER_UNITS_TO_FIXED #define FP2INT CLUTTER_FLOAT_TO_INT -#define DET2X(a,b,c,d) (COGL_FIXED_MUL (a, d) - COGL_FIXED_MUL (b, c)) -#define DET2FP(a,b,c,d) (a*d - b*c) +#define DET2X(a,b,c,d) (COGL_FIXED_MUL ((a), (d)) - COGL_FIXED_MUL ((b), (c))) +#define DET2FP(a,b,c,d) ((a) * (d) - (b) * (c)) /* * First, find mapping from unit uv square to xy quadrilateral; this @@ -6894,20 +6914,21 @@ clutter_actor_transform_stage_point (ClutterActor *self, py = v[0].y - v[1].y + v[3].y - v[2].y; if (!px && !py) - { /* affine transform */ - RQ[0][0] = v[1].x - v[0].x; - RQ[1][0] = v[3].x - v[1].x; - RQ[2][0] = v[0].x; - RQ[0][1] = v[1].y - v[0].y; - RQ[1][1] = v[3].y - v[1].y; - RQ[2][1] = v[0].y; + { + /* affine transform */ + RQ[0][0] = UX2FX (v[1].x - v[0].x); + RQ[1][0] = UX2FX (v[3].x - v[1].x); + RQ[2][0] = UX2FX (v[0].x); + RQ[0][1] = UX2FX (v[1].y - v[0].y); + RQ[1][1] = UX2FX (v[3].y - v[1].y); + RQ[2][1] = UX2FX (v[0].y); RQ[0][2] = 0; RQ[1][2] = 0; RQ[2][2] = COGL_FIXED_1; } else - { /* - * projective transform + { + /* projective transform * * Must do this in floating point, as the del value can overflow the * range of ClutterFixed for large actors. @@ -6917,13 +6938,12 @@ clutter_actor_transform_stage_point (ClutterActor *self, */ double dx1, dx2, dy1, dy2, del; - dx1 = FX2FP (v[1].x - v[3].x); - dx2 = FX2FP (v[2].x - v[3].x); - dy1 = FX2FP (v[1].y - v[3].y); - dy2 = FX2FP (v[2].y - v[3].y); - - del = DET2FP (dx1,dx2, dy1,dy2); + dx1 = UX2FP (v[1].x - v[3].x); + dx2 = UX2FP (v[2].x - v[3].x); + dy1 = UX2FP (v[1].y - v[3].y); + dy2 = UX2FP (v[2].y - v[3].y); + del = DET2FP (dx1, dx2, dy1, dy2); if (!del) return FALSE; @@ -6931,16 +6951,20 @@ clutter_actor_transform_stage_point (ClutterActor *self, * The division here needs to be done in floating point for * precisions reasons. */ - RQ[0][2] = FP2FX (DET2FP (FX2FP(px),dx2, FX2FP(py),dy2) / del); - RQ[1][2] = FP2FX (DET2FP (dx1,FX2FP(px), dy1,FX2FP(py)) / del); - RQ[1][2] = FP2FX (DET2FP(dx1,FX2FP(px), dy1,FX2FP(py))/del); + RQ[0][2] = FP2FX (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del); + RQ[1][2] = FP2FX (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del); + RQ[1][2] = FP2FX (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del); RQ[2][2] = COGL_FIXED_1; - RQ[0][0] = v[1].x - v[0].x + COGL_FIXED_MUL (RQ[0][2], v[1].x); - RQ[1][0] = v[2].x - v[0].x + COGL_FIXED_MUL (RQ[1][2], v[2].x); - RQ[2][0] = v[0].x; - RQ[0][1] = v[1].y - v[0].y + COGL_FIXED_MUL (RQ[0][2], v[1].y); - RQ[1][1] = v[2].y - v[0].y + COGL_FIXED_MUL (RQ[1][2], v[2].y); - RQ[2][1] = v[0].y; + RQ[0][0] = UX2FX (v[1].x - v[0].x) + + COGL_FIXED_MUL (RQ[0][2], UX2FX (v[1].x)); + RQ[1][0] = UX2FX (v[2].x - v[0].x) + + COGL_FIXED_MUL (RQ[1][2], UX2FX (v[2].x)); + RQ[2][0] = UX2FX (v[0].x); + RQ[0][1] = UX2FX (v[1].y - v[0].y) + + COGL_FIXED_MUL (RQ[0][2], UX2FX (v[1].y)); + RQ[1][1] = UX2FX (v[2].y - v[0].y) + + COGL_FIXED_MUL (RQ[1][2], UX2FX (v[2].y)); + RQ[2][1] = UX2FX (v[0].y); } /* @@ -6979,24 +7003,27 @@ clutter_actor_transform_stage_point (ClutterActor *self, return FALSE; /* - * Now transform our point with the ST matrix; the notional w coordiance - * is 1, hence the last part is simply added. + * Now transform our point with the ST matrix; the notional w + * coordinate is 1, hence the last part is simply added. */ xi = CLUTTER_UNITS_TO_DEVICE (x); yi = CLUTTER_UNITS_TO_DEVICE (y); - xf = xi*ST[0][0] + yi*ST[1][0] + ST[2][0]; - yf = xi*ST[0][1] + yi*ST[1][1] + ST[2][1]; - wf = xi*ST[0][2] + yi*ST[1][2] + ST[2][2]; + xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0]; + yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1]; + wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2]; /* * The division needs to be done in floating point for precision reasons. */ if (x_out) *x_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (xf) / FX2FP (wf)); + if (y_out) *y_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (yf) / FX2FP (wf)); +#undef UX2FX +#undef UX2FP #undef FP2FX #undef FX2FP #undef FP2INT