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include perspective transfore in calculation of vertices
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12
ChangeLog
12
ChangeLog
@ -26,6 +26,18 @@
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* examples/test-entry.c: (on_key_release_cb), (main):
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A basic test for ClutterEntry
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2007-05-31 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-stage.c:
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* clutter/clutter-private.h:
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(_clutter_stage_get_perspective_matrix):
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New function.
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* clutter/clutter-actor.c:
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(clutter_actor_get_tranformed_vertices):
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(clutter_actor_get_tranformed_point):
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Apply perspective matrix on the top of actor transform matrix.
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2007-05-31 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-actor.c:
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@ -454,32 +454,158 @@ mtx_transform (ClutterFixed *m,
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}
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static void
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mtx_create (ClutterActorPrivate *priv, ClutterFixed *mtx)
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mtx_mul (ClutterFixed * m1, const ClutterFixed * m2)
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{
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ClutterFixed n0, n1, n2, n3;
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n0 =
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CFX_MUL (M(m1,0,0),M(m2,0,0)) +
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CFX_MUL (M(m1,0,1),M(m2,1,0)) +
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CFX_MUL (M(m1,0,2),M(m2,2,0)) +
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CFX_MUL (M(m1,0,3),M(m2,3,0));
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n1 =
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CFX_MUL (M(m1,0,0),M(m2,0,1)) +
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CFX_MUL (M(m1,0,1),M(m2,1,1)) +
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CFX_MUL (M(m1,0,2),M(m2,2,1)) +
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CFX_MUL (M(m1,0,3),M(m2,3,1));
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n2 =
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CFX_MUL (M(m1,0,0),M(m2,0,2)) +
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CFX_MUL (M(m1,0,1),M(m2,1,2)) +
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CFX_MUL (M(m1,0,2),M(m2,2,2)) +
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CFX_MUL (M(m1,0,3),M(m2,3,2));
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n3 =
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CFX_MUL (M(m1,0,0),M(m2,0,3)) +
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CFX_MUL (M(m1,0,1),M(m2,1,3)) +
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CFX_MUL (M(m1,0,2),M(m2,2,3)) +
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CFX_MUL (M(m1,0,3),M(m2,3,3));
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M(m1,0,0) = n0;
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M(m1,0,1) = n1;
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M(m1,0,2) = n2;
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M(m1,0,3) = n3;
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n0 =
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CFX_MUL (M(m1,1,0),M(m2,0,0)) +
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CFX_MUL (M(m1,1,1),M(m2,1,0)) +
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CFX_MUL (M(m1,1,2),M(m2,2,0)) +
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CFX_MUL (M(m1,1,3),M(m2,3,0));
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n1 =
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CFX_MUL (M(m1,1,0),M(m2,0,1)) +
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CFX_MUL (M(m1,1,1),M(m2,1,1)) +
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CFX_MUL (M(m1,1,2),M(m2,2,1)) +
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CFX_MUL (M(m1,1,3),M(m2,3,1));
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n2 =
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CFX_MUL (M(m1,1,0),M(m2,0,2)) +
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CFX_MUL (M(m1,1,1),M(m2,1,2)) +
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CFX_MUL (M(m1,1,2),M(m2,2,2)) +
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CFX_MUL (M(m1,1,3),M(m2,3,2));
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n3 =
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CFX_MUL (M(m1,1,0),M(m2,0,3)) +
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CFX_MUL (M(m1,1,1),M(m2,1,3)) +
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CFX_MUL (M(m1,1,2),M(m2,2,3)) +
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CFX_MUL (M(m1,1,3),M(m2,3,3));
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M(m1,1,0) = n0;
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M(m1,1,1) = n1;
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M(m1,1,2) = n2;
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M(m1,1,3) = n3;
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n0 =
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CFX_MUL (M(m1,2,0),M(m2,0,0)) +
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CFX_MUL (M(m1,2,1),M(m2,1,0)) +
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CFX_MUL (M(m1,2,2),M(m2,2,0)) +
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CFX_MUL (M(m1,2,3),M(m2,3,0));
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n1 =
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CFX_MUL (M(m1,2,0),M(m2,0,1)) +
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CFX_MUL (M(m1,2,1),M(m2,1,1)) +
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CFX_MUL (M(m1,2,2),M(m2,2,1)) +
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CFX_MUL (M(m1,2,3),M(m2,3,1));
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n2 =
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CFX_MUL (M(m1,2,0),M(m2,0,2)) +
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CFX_MUL (M(m1,2,1),M(m2,1,2)) +
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CFX_MUL (M(m1,2,2),M(m2,2,2)) +
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CFX_MUL (M(m1,2,3),M(m2,3,2));
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n3 =
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CFX_MUL (M(m1,2,0),M(m2,0,3)) +
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CFX_MUL (M(m1,2,1),M(m2,1,3)) +
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CFX_MUL (M(m1,2,2),M(m2,2,3)) +
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CFX_MUL (M(m1,2,3),M(m2,3,3));
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M(m1,2,0) = n0;
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M(m1,2,1) = n1;
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M(m1,2,2) = n2;
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M(m1,2,3) = n3;
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n0 =
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CFX_MUL (M(m1,3,0),M(m2,0,0)) +
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CFX_MUL (M(m1,3,1),M(m2,1,0)) +
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CFX_MUL (M(m1,3,2),M(m2,2,0)) +
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CFX_MUL (M(m1,3,3),M(m2,3,0));
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n1 =
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CFX_MUL (M(m1,3,0),M(m2,0,1)) +
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CFX_MUL (M(m1,3,1),M(m2,1,1)) +
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CFX_MUL (M(m1,3,2),M(m2,2,1)) +
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CFX_MUL (M(m1,3,3),M(m2,3,1));
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n2 =
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CFX_MUL (M(m1,3,0),M(m2,0,2)) +
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CFX_MUL (M(m1,3,1),M(m2,1,2)) +
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CFX_MUL (M(m1,3,2),M(m2,2,2)) +
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CFX_MUL (M(m1,3,3),M(m2,3,2));
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n3 =
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CFX_MUL (M(m1,3,0),M(m2,0,3)) +
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CFX_MUL (M(m1,3,1),M(m2,1,3)) +
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CFX_MUL (M(m1,3,2),M(m2,2,3)) +
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CFX_MUL (M(m1,3,3),M(m2,3,3));
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M(m1,3,0) = n0;
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M(m1,3,1) = n1;
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M(m1,3,2) = n2;
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M(m1,3,3) = n3;
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}
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/* Creates a transform matrix by combining the actor transformations and the
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* stage perspective
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*/
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static void
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mtx_create (ClutterActorPrivate *priv,
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ClutterFixed *mtx,
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const ClutterFixed * mtx_p)
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{
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/* FIXME: need to apply perspective / viewport transforms */
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mtx_identity (&mtx[0]);
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mtx_identity (mtx);
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/*
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* All the rotation ops are relative to the actor, not the overall
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* coordiante system; so first of all, we carry out a translation from
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* 0,0 to where our actor is.
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*/
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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CLUTTER_UNITS_TO_FIXED (priv->coords.x1),
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CLUTTER_UNITS_TO_FIXED (priv->coords.y1),
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CLUTTER_INT_TO_FIXED (priv->z));
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if (priv->rzang)
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{
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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CLUTTER_INT_TO_FIXED (priv->rzx),
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CLUTTER_INT_TO_FIXED (priv->rzy),
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0);
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mtx_rotate_z (&mtx[0], priv->rzang);
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mtx_rotate_z (mtx, priv->rzang);
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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CLUTTER_INT_TO_FIXED (-priv->rzx),
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CLUTTER_INT_TO_FIXED (-priv->rzy),
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0);
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@ -487,14 +613,14 @@ mtx_create (ClutterActorPrivate *priv, ClutterFixed *mtx)
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if (priv->ryang)
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{
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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CLUTTER_INT_TO_FIXED (priv->ryx),
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0,
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CLUTTER_INT_TO_FIXED (priv->z + priv->ryz));
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mtx_rotate_y (&mtx[0], priv->ryang);
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mtx_rotate_y (mtx, priv->ryang);
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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CLUTTER_INT_TO_FIXED (-priv->ryx),
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0,
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CLUTTER_INT_TO_FIXED (-(priv->z + priv->ryz)));
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@ -502,26 +628,28 @@ mtx_create (ClutterActorPrivate *priv, ClutterFixed *mtx)
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if (priv->rxang)
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{
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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0,
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CLUTTER_INT_TO_FIXED (priv->rxy),
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CLUTTER_INT_TO_FIXED (priv->z + priv->rxz));
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mtx_rotate_x (&mtx[0], priv->rxang);
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mtx_rotate_x (mtx, priv->rxang);
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mtx_translate (&mtx[0],
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mtx_translate (mtx,
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0,
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CLUTTER_INT_TO_FIXED (-priv->rxy),
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CLUTTER_INT_TO_FIXED (-(priv->z - priv->rxz)));
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}
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if (priv->z)
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mtx_translate (&mtx[0], 0, 0, CLUTTER_INT_TO_FIXED (priv->z));
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mtx_translate (mtx, 0, 0, CLUTTER_INT_TO_FIXED (priv->z));
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if (priv->scale_x != CFX_ONE || priv->scale_y != CFX_ONE)
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{
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mtx_scale (&mtx[0], priv->scale_x, priv->scale_y);
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mtx_scale (mtx, priv->scale_x, priv->scale_y);
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}
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mtx_mul (mtx, mtx_p);
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}
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/**
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@ -547,13 +675,16 @@ clutter_actor_get_transformed_point (ClutterActor *actor,
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ClutterUnit *z_return)
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{
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ClutterFixed mtx[16];
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const ClutterFixed *mtx_p;
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ClutterActorPrivate *priv;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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priv = actor->priv;
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mtx_create (priv, &mtx[0]);
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mtx_p = _clutter_stage_get_perspective_matrix (CLUTTER_STAGE (clutter_stage_get_default()));
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mtx_create (priv, &mtx[0], mtx_p);
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*x_return = CLUTTER_UNITS_FROM_INT(x) - priv->coords.x1;
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*y_return = CLUTTER_UNITS_FROM_INT(y) - priv->coords.y1;
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@ -576,6 +707,7 @@ clutter_actor_get_transformed_vertices (ClutterActor * self,
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ClutterVertices * verts)
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{
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ClutterFixed mtx[16];
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const ClutterFixed *mtx_p;
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ClutterFixed x, y, z;
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ClutterActorPrivate *priv;
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@ -587,7 +719,9 @@ clutter_actor_get_transformed_vertices (ClutterActor * self,
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priv = self->priv;
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mtx_create (priv, &mtx[0]);
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mtx_p = _clutter_stage_get_perspective_matrix (CLUTTER_STAGE (clutter_stage_get_default()));
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mtx_create (priv, &mtx[0], mtx_p);
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#if 0
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g_debug ("Matrix\n"
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@ -119,6 +119,8 @@ void _clutter_event_button_generate (ClutterBackend *backend,
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void _clutter_feature_init (void);
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const ClutterFixed * _clutter_stage_get_perspective_matrix (ClutterStage * stage);
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/* Does this need to be private ? */
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void clutter_do_event (ClutterEvent *event);
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@ -61,6 +61,8 @@ struct _ClutterStagePrivate
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guint is_fullscreen : 1;
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guint is_offscreen : 1;
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guint is_cursor_visible : 1;
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ClutterFixed perspective_mtx[16];
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};
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enum
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@ -484,6 +486,43 @@ clutter_stage_get_color (ClutterStage *stage,
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color->alpha = priv->color.alpha;
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}
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static void
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_clutter_stage_refresh_perspective_matrix (ClutterStagePrivate * priv)
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{
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ClutterFixed xmax, ymax;
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ClutterFixed x, y, c, d;
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memset (&priv->perspective_mtx[0], 0, sizeof (priv->perspective_mtx));
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ymax = clutter_qmulx (priv->perspective.z_near,
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clutter_tani (priv->perspective.fovy >> 1));
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xmax = clutter_qmulx (ymax, priv->perspective.aspect);
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x = CFX_DIV (priv->perspective.z_near, xmax);
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y = CFX_DIV (priv->perspective.z_near, ymax);
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c = CFX_DIV (-(priv->perspective.z_far + priv->perspective.z_near),
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( priv->perspective.z_far - priv->perspective.z_near));
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d = CFX_DIV (-(clutter_qmulx (2 * priv->perspective.z_far,
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priv->perspective.z_near)),
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(priv->perspective.z_far - priv->perspective.z_near));
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#define M(row,col) priv->perspective_mtx[col*4+row]
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M(0,0) = x;
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M(1,1) = y;
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M(2,2) = c;
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M(2,3) = d;
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M(3,2) = -CFX_ONE;
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#undef M
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}
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const ClutterFixed *
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_clutter_stage_get_perspective_matrix (ClutterStage * stage)
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{
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return &stage->priv->perspective_mtx[0];
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}
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/**
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* clutter_stage_set_perspectivex
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* @stage: A #ClutterStage
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@ -505,6 +544,8 @@ clutter_stage_set_perspectivex (ClutterStage *stage,
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priv->perspective.z_near = perspective->z_near;
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priv->perspective.z_far = perspective->z_far;
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_clutter_stage_refresh_perspective_matrix (priv);
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CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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@ -554,6 +595,8 @@ clutter_stage_set_perspective (ClutterStage *stage,
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priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED(z_near);
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priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED(z_far);
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_clutter_stage_refresh_perspective_matrix (priv);
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CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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