[Automatic fixed-to-float.sh change] Applies all scripted changes

This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.

Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
      so that applications may still take advantage of fixed point if they
      desire for certain optimisations where lower precision may be acceptable.

Note: no API changes were made in Clutter, only in Cogl.

Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.

- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.

- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.

- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
This commit is contained in:
Robert Bragg 2009-01-20 16:20:54 +00:00
parent abc2a359ea
commit e82f656590
43 changed files with 1428 additions and 1434 deletions

View File

@ -774,12 +774,12 @@ clutter_actor_real_allocate (ClutterActor *self,
g_object_thaw_notify (G_OBJECT (self));
}
/* like ClutterVertex, but using CoglFixed and with a w component */
/* like ClutterVertex, but using float and with a w component */
typedef struct {
CoglFixed x;
CoglFixed y;
CoglFixed z;
CoglFixed w;
float x;
float y;
float z;
float w;
} fixed_vertex_t;
/* copies a fixed vertex into a ClutterVertex */
@ -816,25 +816,25 @@ mtx_transform (const ClutterFixed m[],
/* 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);
vertex->x = CLUTTER_FIXED_MUL (M (m, 0, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 0, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 0, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 0, 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);
vertex->y = CLUTTER_FIXED_MUL (M (m, 1, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 1, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 1, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 1, 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);
vertex->z = CLUTTER_FIXED_MUL (M (m, 2, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 2, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 2, 2), _z)
+ CLUTTER_FIXED_MUL (M (m, 2, 3), _w);
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);
vertex->w = CLUTTER_FIXED_MUL (M (m, 3, 0), _x)
+ CLUTTER_FIXED_MUL (M (m, 3, 1), _y)
+ CLUTTER_FIXED_MUL (M (m, 3, 2), _z)
+ CLUTTER_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 ;)
@ -846,8 +846,8 @@ mtx_transform (const ClutterFixed 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_X(x,w,v1,v2) (CLUTTER_FIXED_MUL (((CLUTTER_FIXED_DIV ((x), (w)) + 1.0) >> 1), (v1)) + (v2))
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - CLUTTER_FIXED_MUL (((CLUTTER_FIXED_DIV ((y), (w)) + 1.0) >> 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
@ -1024,7 +1024,7 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
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;
w = 1.0;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point_relative (self, ancestor, &x, &y, &z, &w);
@ -1035,9 +1035,9 @@ 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.
*/
tmp.x = COGL_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (x) + COGL_FIXED_0_5, v[2]);
tmp.y = COGL_FIXED_MUL (COGL_FIXED_0_5 - CLUTTER_UNITS_TO_FIXED (y), v[3]);
tmp.z = COGL_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (z) + COGL_FIXED_0_5, v[2]);
tmp.x = CLUTTER_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (x) + 0.5, v[2]);
tmp.y = CLUTTER_FIXED_MUL (0.5 - CLUTTER_UNITS_TO_FIXED (y), v[3]);
tmp.z = CLUTTER_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (z) + 0.5, v[2]);
tmp.w = 0;
fixed_vertex_to_units (&tmp, vertex);
@ -1119,10 +1119,10 @@ clutter_actor_transform_vertices_relative (ClutterActor *self,
cogl_get_modelview_matrix (mtx);
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]);
fixed_vertex_transform (mtx, 0, 0, 0, 1.0, &vertices[0]);
fixed_vertex_transform (mtx, width, 0, 0, 1.0, &vertices[1]);
fixed_vertex_transform (mtx, 0, height, 0, 1.0, &vertices[2]);
fixed_vertex_transform (mtx, width, height, 0, 1.0, &vertices[3]);
cogl_pop_matrix();
}
@ -1171,10 +1171,10 @@ clutter_actor_transform_and_project_box (ClutterActor *self,
cogl_get_modelview_matrix (mtx);
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]);
fixed_vertex_transform (mtx, 0, 0, 0, 1.0, &vertices[0]);
fixed_vertex_transform (mtx, width, 0, 0, 1.0, &vertices[1]);
fixed_vertex_transform (mtx, 0, height, 0, 1.0, &vertices[2]);
fixed_vertex_transform (mtx, width, height, 0, 1.0, &vertices[3]);
cogl_pop_matrix();
@ -1261,24 +1261,24 @@ clutter_actor_get_allocation_vertices (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.
*/
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]);
tmp.x = CLUTTER_FIXED_MUL ((vertices[0].x + 0.5), v[2]);
tmp.y = CLUTTER_FIXED_MUL ((0.5 - vertices[0].y), v[3]);
tmp.z = CLUTTER_FIXED_MUL ((vertices[0].z + 0.5), v[2]);
fixed_vertex_to_units (&tmp, &verts[0]);
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]);
tmp.x = CLUTTER_FIXED_MUL ((vertices[1].x + 0.5), v[2]);
tmp.y = CLUTTER_FIXED_MUL ((0.5 - vertices[1].y), v[3]);
tmp.z = CLUTTER_FIXED_MUL ((vertices[1].z + 0.5), v[2]);
fixed_vertex_to_units (&tmp, &verts[1]);
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]);
tmp.x = CLUTTER_FIXED_MUL ((vertices[2].x + 0.5), v[2]);
tmp.y = CLUTTER_FIXED_MUL ((0.5 - vertices[2].y), v[3]);
tmp.z = CLUTTER_FIXED_MUL ((vertices[2].z + 0.5), v[2]);
fixed_vertex_to_units (&tmp, &verts[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]);
tmp.x = CLUTTER_FIXED_MUL ((vertices[3].x + 0.5), v[2]);
tmp.y = CLUTTER_FIXED_MUL ((0.5 - vertices[3].y), v[3]);
tmp.z = CLUTTER_FIXED_MUL ((vertices[3].z + 0.5), v[2]);
fixed_vertex_to_units (&tmp, &verts[3]);
}
@ -1355,7 +1355,7 @@ _clutter_actor_apply_modelview_transform (ClutterActor *self)
* the translations included in the rotation are not scaled and so the
* entire object will move on the screen as a result of rotating it).
*/
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
if (priv->scale_x != 1.0 || priv->scale_y != 1.0)
cogl_scale (priv->scale_x, priv->scale_y);
if (priv->rzang)
@ -1364,7 +1364,7 @@ _clutter_actor_apply_modelview_transform (ClutterActor *self)
CLUTTER_UNITS_TO_FIXED (priv->rzy),
0);
cogl_rotatex (priv->rzang, 0, 0, COGL_FIXED_1);
cogl_rotatex (priv->rzang, 0, 0, 1.0);
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->rzx),
CLUTTER_UNITS_TO_FIXED (-priv->rzy),
@ -1377,7 +1377,7 @@ _clutter_actor_apply_modelview_transform (ClutterActor *self)
0,
CLUTTER_UNITS_TO_FIXED (priv->z + priv->ryz));
cogl_rotatex (priv->ryang, 0, COGL_FIXED_1, 0);
cogl_rotatex (priv->ryang, 0, 1.0, 0);
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->ryx),
0,
@ -1390,7 +1390,7 @@ _clutter_actor_apply_modelview_transform (ClutterActor *self)
CLUTTER_UNITS_TO_FIXED (priv->rxy),
CLUTTER_UNITS_TO_FIXED (priv->z + priv->rxz));
cogl_rotatex (priv->rxang, COGL_FIXED_1, 0, 0);
cogl_rotatex (priv->rxang, 1.0, 0, 0);
cogl_translatex (0,
CLUTTER_UNITS_TO_FIXED (-priv->rxy),
@ -1656,14 +1656,14 @@ clutter_actor_set_property (GObject *object,
case PROP_SCALE_X:
clutter_actor_set_scalex
(actor,
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)),
CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value)),
priv->scale_y);
break;
case PROP_SCALE_Y:
clutter_actor_set_scalex
(actor,
priv->scale_x,
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)));
CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value)));
break;
case PROP_CLIP:
{
@ -1681,7 +1681,7 @@ clutter_actor_set_property (GObject *object,
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
angle = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_X_AXIS,
angle,
@ -1694,7 +1694,7 @@ clutter_actor_set_property (GObject *object,
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
angle = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_Y_AXIS,
angle,
@ -1707,7 +1707,7 @@ clutter_actor_set_property (GObject *object,
{
ClutterFixed angle;
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
angle = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
clutter_actor_set_rotation_internal (actor,
CLUTTER_Z_AXIS,
angle,
@ -1877,22 +1877,22 @@ clutter_actor_get_property (GObject *object,
}
break;
case PROP_SCALE_X:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_x));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->scale_x));
break;
case PROP_SCALE_Y:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_y));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->scale_y));
break;
case PROP_REACTIVE:
g_value_set_boolean (value, clutter_actor_get_reactive (actor));
break;
case PROP_ROTATION_ANGLE_X:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rxang));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->rxang));
break;
case PROP_ROTATION_ANGLE_Y:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->ryang));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->ryang));
break;
case PROP_ROTATION_ANGLE_Z:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rzang));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->rzang));
break;
case PROP_ROTATION_CENTER_X:
{
@ -3020,8 +3020,8 @@ clutter_actor_init (ClutterActor *self)
priv->has_clip = FALSE;
priv->opacity = 0xff;
priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
priv->scale_x = COGL_FIXED_1;
priv->scale_y = COGL_FIXED_1;
priv->scale_x = 1.0;
priv->scale_y = 1.0;
priv->shader_data = NULL;
priv->show_on_set_parent = TRUE;
@ -4916,8 +4916,8 @@ clutter_actor_set_scale (ClutterActor *self,
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_scalex (self,
COGL_FIXED_FROM_FLOAT (scale_x),
COGL_FIXED_FROM_FLOAT (scale_y));
CLUTTER_FLOAT_TO_FIXED (scale_x),
CLUTTER_FLOAT_TO_FIXED (scale_y));
}
/**
@ -4964,10 +4964,10 @@ clutter_actor_get_scale (ClutterActor *self,
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (scale_x)
*scale_x = COGL_FIXED_TO_FLOAT (self->priv->scale_x);
*scale_x = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_x);
if (scale_y)
*scale_y = COGL_FIXED_TO_FLOAT (self->priv->scale_y);
*scale_y = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_y);
}
/**
@ -5224,7 +5224,7 @@ clutter_actor_set_rotationu (ClutterActor *self,
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotation_internal (self, axis,
COGL_FIXED_FROM_FLOAT (angle),
CLUTTER_FLOAT_TO_FIXED (angle),
x, y, z);
}
@ -5294,7 +5294,7 @@ clutter_actor_set_rotation (ClutterActor *self,
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_rotationx (self, axis,
COGL_FIXED_FROM_FLOAT (angle),
CLUTTER_FLOAT_TO_FIXED (angle),
x, y, z);
}
@ -5335,7 +5335,7 @@ clutter_actor_get_rotationu (ClutterActor *self,
switch (axis)
{
case CLUTTER_X_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->rxang);
retval = CLUTTER_FIXED_TO_DOUBLE (priv->rxang);
if (y)
*y = priv->rxy;
if (z)
@ -5343,7 +5343,7 @@ clutter_actor_get_rotationu (ClutterActor *self,
break;
case CLUTTER_Y_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->ryang);
retval = CLUTTER_FIXED_TO_DOUBLE (priv->ryang);
if (x)
*x = priv->ryx;
if (z)
@ -5351,7 +5351,7 @@ clutter_actor_get_rotationu (ClutterActor *self,
break;
case CLUTTER_Z_AXIS:
retval = COGL_FIXED_TO_DOUBLE (priv->rzang);
retval = CLUTTER_FIXED_TO_DOUBLE (priv->rzang);
if (x)
*x = priv->rzx;
if (y)
@ -5450,7 +5450,7 @@ clutter_actor_get_rotation (ClutterActor *self,
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
return COGL_FIXED_TO_FLOAT (clutter_actor_get_rotationx (self,
return CLUTTER_FIXED_TO_FLOAT (clutter_actor_get_rotationx (self,
axis,
x, y, z));
}
@ -6612,7 +6612,7 @@ parse_rotation_array (ClutterActor *actor,
/* angle */
element = json_array_get_element (array, 0);
if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
info->angle = COGL_FIXED_FROM_FLOAT (json_node_get_double (element));
info->angle = CLUTTER_FLOAT_TO_FIXED (json_node_get_double (element));
else
return FALSE;
@ -6918,12 +6918,12 @@ clutter_actor_transform_stage_point (ClutterActor *self,
if (!du || !dv)
return FALSE;
#define FP2FX COGL_FIXED_FROM_FLOAT
#define FX2FP COGL_FIXED_TO_DOUBLE
#define FP2FX CLUTTER_FLOAT_TO_FIXED
#define FX2FP CLUTTER_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 DET2X(a,b,c,d) ((a * d) - (b * c))
#define DET2FP(a,b,c,d) ((a) * (d) - (b) * (c))
/*
@ -6946,7 +6946,7 @@ clutter_actor_transform_stage_point (ClutterActor *self,
RQ[2][1] = UX2FX (v[0].y);
RQ[0][2] = 0;
RQ[1][2] = 0;
RQ[2][2] = COGL_FIXED_1;
RQ[2][2] = 1.0;
}
else
{
@ -6976,16 +6976,16 @@ clutter_actor_transform_stage_point (ClutterActor *self,
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[2][2] = 1.0;
RQ[0][0] = UX2FX (v[1].x - v[0].x)
+ COGL_FIXED_MUL (RQ[0][2], UX2FX (v[1].x));
+ CLUTTER_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));
+ CLUTTER_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));
+ CLUTTER_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));
+ CLUTTER_FIXED_MUL (RQ[1][2], UX2FX (v[2].y));
RQ[2][1] = UX2FX (v[0].y);
}
@ -7017,9 +7017,9 @@ clutter_actor_transform_stage_point (ClutterActor *self,
/*
* Check the resutling martix is OK.
*/
det = COGL_FIXED_MUL (RQ[0][0], ST[0][0])
+ COGL_FIXED_MUL (RQ[0][1], ST[0][1])
+ COGL_FIXED_MUL (RQ[0][2], ST[0][2]);
det = CLUTTER_FIXED_MUL (RQ[0][0], ST[0][0])
+ CLUTTER_FIXED_MUL (RQ[0][1], ST[0][1])
+ CLUTTER_FIXED_MUL (RQ[0][2], ST[0][2]);
if (!det)
return FALSE;
@ -7481,7 +7481,7 @@ clutter_actor_is_scaled (ClutterActor *self)
priv = self->priv;
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
if (priv->scale_x != 1.0 || priv->scale_y != 1.0)
return TRUE;
return FALSE;

View File

@ -699,12 +699,12 @@ clutter_ramp_func (ClutterAlpha *alpha,
static guint32
sincx1024_func (ClutterAlpha *alpha,
ClutterAngle angle,
float angle,
ClutterFixed offset)
{
ClutterTimeline *timeline;
gint current_frame_num, n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -716,7 +716,7 @@ sincx1024_func (ClutterAlpha *alpha,
x -= (512 * 512 / angle);
sine = ((cogl_angle_sin (x) + offset) / 2)
sine = ((sinf (x * (G_PI/180.0)) + offset) / 2)
* CLUTTER_ALPHA_MAX_ALPHA;
sine = sine >> COGL_FIXED_Q;
@ -744,14 +744,14 @@ sincx_func (ClutterAlpha *alpha,
n_frames = clutter_timeline_get_n_frames (timeline);
x = angle * current_frame_num / n_frames;
x = COGL_FIXED_FAST_MUL (x, COGL_FIXED_PI)
- COGL_FIXED_FAST_DIV (COGL_FIXED_PI, angle);
x = CLUTTER_FIXED_MUL (x, CFX_PI)
- CLUTTER_FIXED_DIV (CFX_PI, angle);
sine = (cogl_fixed_sin (x) + offset) / 2;
sine = (sinf (x) + offset) / 2;
CLUTTER_NOTE (ALPHA, "sine: %2f\n", COGL_FIXED_TO_DOUBLE (sine));
CLUTTER_NOTE (ALPHA, "sine: %2f\n", CLUTTER_FIXED_TO_DOUBLE (sine));
return COGL_FIXED_TO_INT (sine * CLUTTER_ALPHA_MAX_ALPHA);
return (sine * CLUTTER_ALPHA_MAX_ALPHA);
}
/* NB: angle is not in radians but in muliples of PI, i.e., 2.0
@ -810,7 +810,7 @@ clutter_sine_func (ClutterAlpha *alpha,
return sinc_func (alpha, 2.0, 1.0);
#else
/* 2.0 above represents full circle */
return sincx1024_func (alpha, 1024, COGL_FIXED_1);
return sincx1024_func (alpha, 1024, 1.0);
#endif
}
@ -842,7 +842,7 @@ clutter_sine_inc_func (ClutterAlpha *alpha,
ClutterTimeline * timeline;
gint frame;
gint n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -851,7 +851,7 @@ clutter_sine_inc_func (ClutterAlpha *alpha,
x = 256 * frame / n_frames;
sine = cogl_angle_sin (x) * CLUTTER_ALPHA_MAX_ALPHA;
sine = sinf (x * (G_PI/180.0)) * CLUTTER_ALPHA_MAX_ALPHA;
return ((guint32) sine) >> COGL_FIXED_Q;
}
@ -884,7 +884,7 @@ clutter_sine_dec_func (ClutterAlpha *alpha,
ClutterTimeline * timeline;
gint frame;
gint n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -893,7 +893,7 @@ clutter_sine_dec_func (ClutterAlpha *alpha,
x = 256 * frame / n_frames + 256;
sine = cogl_angle_sin (x) * CLUTTER_ALPHA_MAX_ALPHA;
sine = sinf (x * (G_PI/180.0)) * CLUTTER_ALPHA_MAX_ALPHA;
return ((guint32) sine) >> COGL_FIXED_Q;
}
@ -926,7 +926,7 @@ clutter_sine_half_func (ClutterAlpha *alpha,
ClutterTimeline *timeline;
gint frame;
gint n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -935,7 +935,7 @@ clutter_sine_half_func (ClutterAlpha *alpha,
x = 512 * frame / n_frames;
sine = cogl_angle_sin (x) * CLUTTER_ALPHA_MAX_ALPHA;
sine = sinf (x * (G_PI/180.0)) * CLUTTER_ALPHA_MAX_ALPHA;
return ((guint32) sine) >> COGL_FIXED_Q;
}
@ -962,7 +962,7 @@ clutter_sine_in_func (ClutterAlpha *alpha,
ClutterTimeline *timeline;
gint frame;
gint n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -972,7 +972,7 @@ clutter_sine_in_func (ClutterAlpha *alpha,
/* XXX- if we use 768 we overflow */
x = 256 * frame / n_frames + 767;
sine = (cogl_angle_sin (x) + 1) * CLUTTER_ALPHA_MAX_ALPHA;
sine = (sinf (x * (G_PI/180.0)) + 1) * CLUTTER_ALPHA_MAX_ALPHA;
return ((guint32) sine) >> COGL_FIXED_Q;
}
@ -998,7 +998,7 @@ clutter_sine_out_func (ClutterAlpha *alpha,
ClutterTimeline *timeline;
gint frame;
gint n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -1007,7 +1007,7 @@ clutter_sine_out_func (ClutterAlpha *alpha,
x = 256 * frame / n_frames;
sine = cogl_angle_sin (x) * CLUTTER_ALPHA_MAX_ALPHA;
sine = sinf (x * (G_PI/180.0)) * CLUTTER_ALPHA_MAX_ALPHA;
return ((guint32) sine) >> COGL_FIXED_Q;
}
@ -1034,7 +1034,7 @@ clutter_sine_in_out_func (ClutterAlpha *alpha,
ClutterTimeline *timeline;
gint frame;
gint n_frames;
ClutterAngle x;
float x;
ClutterFixed sine;
timeline = clutter_alpha_get_timeline (alpha);
@ -1043,7 +1043,7 @@ clutter_sine_in_out_func (ClutterAlpha *alpha,
x = -256 * frame / n_frames + 256;
sine = (cogl_angle_sin (x) + 1) / 2 * CLUTTER_ALPHA_MAX_ALPHA;
sine = (sinf (x * (G_PI/180.0)) + 1) / 2 * CLUTTER_ALPHA_MAX_ALPHA;
return ((guint32) sine) >> COGL_FIXED_Q;
}
@ -1129,7 +1129,7 @@ clutter_smoothstep_inc_func (ClutterAlpha *alpha,
/*
* Convert x to 8.24 for next step.
*/
x = COGL_FIXED_FAST_DIV (frame, n_frames) << 8;
x = CLUTTER_FIXED_DIV (frame, n_frames) << 8;
/*
* f(x) = -2x^3 + 3x^2
@ -1138,7 +1138,7 @@ clutter_smoothstep_inc_func (ClutterAlpha *alpha,
*/
r = ((x >> 12) * (x >> 12) * 3 - (x >> 15) * (x >> 16) * (x >> 16)) >> 8;
return COGL_FIXED_TO_INT (r * CLUTTER_ALPHA_MAX_ALPHA);
return (r * CLUTTER_ALPHA_MAX_ALPHA);
}
/**
@ -1214,7 +1214,7 @@ clutter_exp_inc_func (ClutterAlpha *alpha,
x = x_alpha_max * frame / n_frames;
result = CLAMP (cogl_fixed_pow2 (x) - 1, 0, CLUTTER_ALPHA_MAX_ALPHA);
result = CLAMP (pow2f (x) - 1, 0, CLUTTER_ALPHA_MAX_ALPHA);
return result;
}
@ -1265,7 +1265,7 @@ clutter_exp_dec_func (ClutterAlpha *alpha,
x = (x_alpha_max * (n_frames - frame)) / n_frames;
result = CLAMP (cogl_fixed_pow2 (x) - 1, 0, CLUTTER_ALPHA_MAX_ALPHA);
result = CLAMP (pow2f (x) - 1, 0, CLUTTER_ALPHA_MAX_ALPHA);
return result;
}

View File

@ -416,7 +416,7 @@ clutter_backend_set_resolution (ClutterBackend *backend,
priv = backend->priv;
fixed_dpi = COGL_FIXED_FROM_FLOAT (dpi);
fixed_dpi = CLUTTER_FLOAT_TO_FIXED (dpi);
if (priv->resolution != fixed_dpi)
priv->resolution = fixed_dpi;
@ -443,7 +443,7 @@ clutter_backend_get_resolution (ClutterBackend *backend)
{
g_return_val_if_fail (CLUTTER_IS_BACKEND (backend), -1.0);
return COGL_FIXED_TO_FLOAT (backend->priv->resolution);
return CLUTTER_FIXED_TO_FLOAT (backend->priv->resolution);
}
/**

View File

@ -83,9 +83,9 @@ clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv;
/* Need to create factor as to avoid borking signedness */
factor = COGL_FIXED_FROM_INT (alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
factor = (float)(alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
depth = priv->depth_start
+ COGL_FIXED_TO_INT (factor * (priv->depth_end - priv->depth_start));
+ (factor * (priv->depth_end - priv->depth_start));
CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth);

View File

@ -86,11 +86,11 @@ struct _ClutterBehaviourEllipsePrivate
gint a;
gint b;
ClutterAngle angle_start;
ClutterAngle angle_end;
ClutterAngle angle_tilt_x;
ClutterAngle angle_tilt_y;
ClutterAngle angle_tilt_z;
float angle_start;
float angle_end;
float angle_tilt_x;
float angle_tilt_y;
float angle_tilt_z;
ClutterRotateDirection direction;
};
@ -104,14 +104,14 @@ typedef struct _knot3d
static void
clutter_behaviour_ellipse_advance (ClutterBehaviourEllipse *e,
ClutterAngle angle,
float angle,
knot3d *knot)
{
ClutterBehaviourEllipsePrivate *priv = e->priv;
gint x, y, z;
x = COGL_FIXED_TO_INT (priv->a * cogl_angle_cos (angle));
y = COGL_FIXED_TO_INT (priv->b * cogl_angle_sin (angle));
x = (priv->a * cosf (angle * (G_PI/180.0)));
y = (priv->b * sinf (angle * (G_PI/180.0)));
z = 0;
if (priv->angle_tilt_z)
@ -126,40 +126,40 @@ clutter_behaviour_ellipse_advance (ClutterBehaviourEllipse *e,
*/
ClutterFixed x2, y2;
x2 = x * cogl_angle_cos (priv->angle_tilt_z)
- y * cogl_angle_sin (priv->angle_tilt_z);
x2 = x * cosf (priv->angle_tilt_z * (G_PI/180.0))
- y * sinf (priv->angle_tilt_z * (G_PI/180.0));
y2 = y * cogl_angle_cos (priv->angle_tilt_z)
+ x * cogl_angle_sin (priv->angle_tilt_z);
y2 = y * cosf (priv->angle_tilt_z * (G_PI/180.0))
+ x * sinf (priv->angle_tilt_z * (G_PI/180.0));
x = COGL_FIXED_TO_INT (x2);
y = COGL_FIXED_TO_INT (y2);
x = (x2);
y = (y2);
}
if (priv->angle_tilt_x)
{
ClutterFixed z2, y2;
z2 = - y * cogl_angle_sin (priv->angle_tilt_x);
z2 = - y * sinf (priv->angle_tilt_x * (G_PI/180.0));
y2 = y * cogl_angle_cos (priv->angle_tilt_x);
y2 = y * cosf (priv->angle_tilt_x * (G_PI/180.0));
z = COGL_FIXED_TO_INT (z2);
y = COGL_FIXED_TO_INT (y2);
z = (z2);
y = (y2);
}
if (priv->angle_tilt_y)
{
ClutterFixed x2, z2;
x2 = x * cogl_angle_cos (priv->angle_tilt_y)
- z * cogl_angle_sin (priv->angle_tilt_y);
x2 = x * cosf (priv->angle_tilt_y * (G_PI/180.0))
- z * sinf (priv->angle_tilt_y * (G_PI/180.0));
z2 = z * cogl_angle_cos (priv->angle_tilt_y)
+ x * cogl_angle_sin (priv->angle_tilt_y);
z2 = z * cosf (priv->angle_tilt_y * (G_PI/180.0))
+ x * sinf (priv->angle_tilt_y * (G_PI/180.0));
x = COGL_FIXED_TO_INT (x2);
z = COGL_FIXED_TO_INT (z2);
x = (x2);
z = (z2);
}
knot->x = x;
@ -187,10 +187,10 @@ actor_apply_knot_foreach (ClutterBehaviour *behave,
clutter_actor_set_depth (actor, knot->z);
}
static inline ClutterAngle
clamp_angle (ClutterAngle a)
static inline float
clamp_angle (float a)
{
ClutterAngle a1, a2;
float a1, a2;
gint rounds;
/* Need to add the 256 offset here, since the user space 0 maps to our
@ -209,9 +209,9 @@ clutter_behaviour_ellipse_alpha_notify (ClutterBehaviour *behave,
{
ClutterBehaviourEllipse *self = CLUTTER_BEHAVIOUR_ELLIPSE (behave);
ClutterBehaviourEllipsePrivate *priv = self->priv;
ClutterAngle start, end;
float start, end;
knot3d knot;
ClutterAngle angle = 0;
float angle = 0;
start = priv->angle_start;
end = priv->angle_end;
@ -783,7 +783,7 @@ clutter_behaviour_ellipse_set_angle_start (ClutterBehaviourEllipse *self,
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));
clutter_behaviour_ellipse_set_angle_startx (self,
COGL_FIXED_FROM_FLOAT (angle_start));
CLUTTER_FLOAT_TO_FIXED (angle_start));
}
/**
@ -802,7 +802,7 @@ clutter_behaviour_ellipse_set_angle_startx (ClutterBehaviourEllipse *self,
ClutterFixed angle_start)
{
ClutterBehaviourEllipsePrivate *priv;
ClutterAngle new_angle;
float new_angle;
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));
new_angle = clamp_angle (COGL_ANGLE_FROM_DEGX (angle_start) - 256);
@ -868,7 +868,7 @@ clutter_behaviour_ellipse_set_angle_end (ClutterBehaviourEllipse *self,
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));
clutter_behaviour_ellipse_set_angle_endx (self,
COGL_FIXED_FROM_FLOAT (angle_end));
CLUTTER_FLOAT_TO_FIXED (angle_end));
}
/**
@ -887,7 +887,7 @@ clutter_behaviour_ellipse_set_angle_endx (ClutterBehaviourEllipse *self,
ClutterFixed angle_end)
{
ClutterBehaviourEllipsePrivate *priv;
ClutterAngle new_angle;
float new_angle;
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));
@ -959,7 +959,7 @@ clutter_behaviour_ellipse_set_angle_tilt (ClutterBehaviourEllipse *self,
clutter_behaviour_ellipse_set_angle_tiltx (self,
axis,
COGL_FIXED_FROM_FLOAT (angle_tilt));
CLUTTER_FLOAT_TO_FIXED (angle_tilt));
}
/**
@ -979,7 +979,7 @@ clutter_behaviour_ellipse_set_angle_tiltx (ClutterBehaviourEllipse *self,
ClutterFixed angle_tilt)
{
ClutterBehaviourEllipsePrivate *priv;
ClutterAngle new_angle;
float new_angle;
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));
@ -1096,7 +1096,7 @@ clutter_behaviour_ellipse_set_tilt (ClutterBehaviourEllipse *self,
gdouble angle_tilt_z)
{
ClutterBehaviourEllipsePrivate *priv;
ClutterAngle new_angle_x, new_angle_y, new_angle_z;
float new_angle_x, new_angle_y, new_angle_z;
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));
@ -1150,7 +1150,7 @@ clutter_behaviour_ellipse_set_tiltx (ClutterBehaviourEllipse *self,
ClutterFixed angle_tilt_z)
{
ClutterBehaviourEllipsePrivate *priv;
ClutterAngle new_angle_x, new_angle_y, new_angle_z;
float new_angle_x, new_angle_y, new_angle_z;
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ELLIPSE (self));

View File

@ -108,8 +108,8 @@ ClutterFixed clamp_angle (ClutterFixed a)
ClutterFixed a1, a2;
gint rounds;
rounds = a / COGL_FIXED_360;
a1 = rounds * COGL_FIXED_360;
rounds = a / 360.0;
a1 = rounds * 360.0;
a2 = a - a1;
return a2;
@ -126,7 +126,7 @@ clutter_behaviour_rotate_alpha_notify (ClutterBehaviour *behaviour,
rotate_behaviour = CLUTTER_BEHAVIOUR_ROTATE (behaviour);
priv = rotate_behaviour->priv;
factor = COGL_FIXED_FROM_INT (alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
factor = (float)(alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
angle = 0;
start = priv->angle_start;
@ -134,14 +134,14 @@ clutter_behaviour_rotate_alpha_notify (ClutterBehaviour *behaviour,
if (priv->direction == CLUTTER_ROTATE_CW && start >= end)
{
end += COGL_FIXED_360;
end += 360.0;
}
else if (priv->direction == CLUTTER_ROTATE_CCW && start <= end)
{
end -= COGL_FIXED_360;
end -= 360.0;
}
angle = COGL_FIXED_FAST_MUL ((end - start), factor) + start;
angle = CLUTTER_FIXED_MUL ((end - start), factor) + start;
clutter_behaviour_actors_foreach (behaviour,
alpha_notify_foreach,
@ -163,10 +163,10 @@ clutter_behaviour_rotate_set_property (GObject *gobject,
switch (prop_id)
{
case PROP_ANGLE_START:
priv->angle_start = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
priv->angle_start = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
break;
case PROP_ANGLE_END:
priv->angle_end = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
priv->angle_end = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
break;
case PROP_AXIS:
priv->axis = g_value_get_enum (value);
@ -211,10 +211,10 @@ clutter_behaviour_rotate_get_property (GObject *gobject,
switch (prop_id)
{
case PROP_ANGLE_START:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->angle_start));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->angle_start));
break;
case PROP_ANGLE_END:
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->angle_end));
g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->angle_end));
break;
case PROP_AXIS:
g_value_set_enum (value, priv->axis);
@ -367,8 +367,8 @@ clutter_behaviour_rotate_init (ClutterBehaviourRotate *rotate)
rotate->priv = priv = CLUTTER_BEHAVIOUR_ROTATE_GET_PRIVATE (rotate);
priv->angle_start = COGL_FIXED_FROM_FLOAT (0.0);
priv->angle_end = COGL_FIXED_FROM_FLOAT (0.0);
priv->angle_start = CLUTTER_FLOAT_TO_FIXED (0.0);
priv->angle_end = CLUTTER_FLOAT_TO_FIXED (0.0);
priv->axis = CLUTTER_Z_AXIS;
priv->direction = CLUTTER_ROTATE_CW;
priv->center_x = priv->center_y = priv->center_z = 0;
@ -568,10 +568,10 @@ clutter_behaviour_rotate_get_bounds (ClutterBehaviourRotate *rotate,
priv = rotate->priv;
if (angle_start)
*angle_start = COGL_FIXED_TO_DOUBLE (priv->angle_start);
*angle_start = CLUTTER_FIXED_TO_DOUBLE (priv->angle_start);
if (angle_end)
*angle_end = COGL_FIXED_TO_DOUBLE (priv->angle_end);
*angle_end = CLUTTER_FIXED_TO_DOUBLE (priv->angle_end);
}
/**
@ -593,8 +593,8 @@ clutter_behaviour_rotate_set_bounds (ClutterBehaviourRotate *rotate,
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_ROTATE (rotate));
clutter_behaviour_rotate_set_boundsx (rotate,
COGL_FIXED_FROM_FLOAT (angle_start),
COGL_FIXED_FROM_FLOAT (angle_end));
CLUTTER_FLOAT_TO_FIXED (angle_start),
CLUTTER_FLOAT_TO_FIXED (angle_end));
}
/**

View File

@ -115,14 +115,14 @@ clutter_behaviour_scale_alpha_notify (ClutterBehaviour *behave,
{
ClutterFixed factor;
factor = COGL_FIXED_FROM_INT (alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
factor = (float)(alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
scale_x =
COGL_FIXED_FAST_MUL (factor, (priv->x_scale_end - priv->x_scale_start));
CLUTTER_FIXED_MUL (factor, (priv->x_scale_end - priv->x_scale_start));
scale_x += priv->x_scale_start;
scale_y =
COGL_FIXED_FAST_MUL (factor, (priv->y_scale_end - priv->y_scale_start));
CLUTTER_FIXED_MUL (factor, (priv->y_scale_end - priv->y_scale_start));
scale_y += priv->y_scale_start;
}
@ -147,16 +147,16 @@ clutter_behaviour_scale_set_property (GObject *gobject,
switch (prop_id)
{
case PROP_X_SCALE_START:
priv->x_scale_start = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
priv->x_scale_start = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
break;
case PROP_X_SCALE_END:
priv->x_scale_end = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
priv->x_scale_end = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
break;
case PROP_Y_SCALE_START:
priv->y_scale_start = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
priv->y_scale_start = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
break;
case PROP_Y_SCALE_END:
priv->y_scale_end = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
priv->y_scale_end = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
@ -177,16 +177,16 @@ clutter_behaviour_scale_get_property (GObject *gobject,
switch (prop_id)
{
case PROP_X_SCALE_START:
g_value_set_double (value, COGL_FIXED_TO_FLOAT (priv->x_scale_start));
g_value_set_double (value, CLUTTER_FIXED_TO_FLOAT (priv->x_scale_start));
break;
case PROP_X_SCALE_END:
g_value_set_double (value, COGL_FIXED_TO_FLOAT (priv->x_scale_end));
g_value_set_double (value, CLUTTER_FIXED_TO_FLOAT (priv->x_scale_end));
break;
case PROP_Y_SCALE_START:
g_value_set_double (value, COGL_FIXED_TO_FLOAT (priv->y_scale_start));
g_value_set_double (value, CLUTTER_FIXED_TO_FLOAT (priv->y_scale_start));
break;
case PROP_Y_SCALE_END:
g_value_set_double (value, COGL_FIXED_TO_FLOAT (priv->y_scale_end));
g_value_set_double (value, CLUTTER_FIXED_TO_FLOAT (priv->y_scale_end));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
@ -276,8 +276,8 @@ clutter_behaviour_scale_init (ClutterBehaviourScale *self)
self->priv = priv = CLUTTER_BEHAVIOUR_SCALE_GET_PRIVATE (self);
priv->x_scale_start = priv->x_scale_end = COGL_FIXED_1;
priv->y_scale_start = priv->y_scale_end = COGL_FIXED_1;
priv->x_scale_start = priv->x_scale_end = 1.0;
priv->y_scale_start = priv->y_scale_end = 1.0;
}
/**
@ -304,10 +304,10 @@ clutter_behaviour_scale_new (ClutterAlpha *alpha,
g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL);
return clutter_behaviour_scale_newx (alpha,
COGL_FIXED_FROM_FLOAT (x_scale_start),
COGL_FIXED_FROM_FLOAT (y_scale_start),
COGL_FIXED_FROM_FLOAT (x_scale_end),
COGL_FIXED_FROM_FLOAT (y_scale_end));
CLUTTER_FLOAT_TO_FIXED (x_scale_start),
CLUTTER_FLOAT_TO_FIXED (y_scale_start),
CLUTTER_FLOAT_TO_FIXED (x_scale_end),
CLUTTER_FLOAT_TO_FIXED (y_scale_end));
}
/**
@ -367,10 +367,10 @@ clutter_behaviour_scale_set_bounds (ClutterBehaviourScale *scale,
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_SCALE (scale));
clutter_behaviour_scale_set_boundsx (scale,
COGL_FIXED_FROM_FLOAT (x_scale_start),
COGL_FIXED_FROM_FLOAT (y_scale_start),
COGL_FIXED_FROM_FLOAT (x_scale_end),
COGL_FIXED_FROM_FLOAT (y_scale_end));
CLUTTER_FLOAT_TO_FIXED (x_scale_start),
CLUTTER_FLOAT_TO_FIXED (y_scale_start),
CLUTTER_FLOAT_TO_FIXED (x_scale_end),
CLUTTER_FLOAT_TO_FIXED (y_scale_end));
}
/**
@ -403,16 +403,16 @@ clutter_behaviour_scale_get_bounds (ClutterBehaviourScale *scale,
priv = scale->priv;
if (x_scale_start)
*x_scale_start = COGL_FIXED_TO_DOUBLE (priv->x_scale_start);
*x_scale_start = CLUTTER_FIXED_TO_DOUBLE (priv->x_scale_start);
if (x_scale_end)
*x_scale_end = COGL_FIXED_TO_DOUBLE (priv->x_scale_end);
*x_scale_end = CLUTTER_FIXED_TO_DOUBLE (priv->x_scale_end);
if (y_scale_start)
*y_scale_start = COGL_FIXED_TO_DOUBLE (priv->y_scale_start);
*y_scale_start = CLUTTER_FIXED_TO_DOUBLE (priv->y_scale_start);
if (y_scale_end)
*y_scale_end = COGL_FIXED_TO_DOUBLE (priv->y_scale_end);
*y_scale_end = CLUTTER_FIXED_TO_DOUBLE (priv->y_scale_end);
}
/**

View File

@ -196,20 +196,20 @@ clutter_clone_texture_paint (ClutterActor *self)
tex_height = cogl_texture_get_height (cogl_texture);
if (priv->repeat_x && tex_width > 0)
t_w = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (tex_width));
t_w = CLUTTER_FIXED_DIV ((float)(x_2 - x_1),
(float)(tex_width));
else
t_w = COGL_FIXED_1;
t_w = 1.0;
if (priv->repeat_y && tex_height > 0)
t_h = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (y_2 - y_1),
COGL_FIXED_FROM_INT (tex_height));
t_h = CLUTTER_FIXED_DIV ((float)(y_2 - y_1),
(float)(tex_height));
else
t_h = COGL_FIXED_1;
t_h = 1.0;
/* Parent paint translated us into position */
cogl_texture_rectangle (cogl_texture, 0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
(float)(x_2 - x_1),
(float)(y_2 - y_1),
0, 0, t_w, t_h);
}

View File

@ -154,9 +154,9 @@ clutter_color_to_hlsx (const ClutterColor *src,
g_return_if_fail (src != NULL);
red = COGL_FIXED_FROM_INT (src->red) / 255;
green = COGL_FIXED_FROM_INT (src->green) / 255;
blue = COGL_FIXED_FROM_INT (src->blue) / 255;
red = (float)(src->red) / 255;
green = (float)(src->green) / 255;
blue = (float)(src->blue) / 255;
if (red > green)
{
@ -189,31 +189,31 @@ clutter_color_to_hlsx (const ClutterColor *src,
if (max != min)
{
if (l <= COGL_FIXED_0_5)
s = COGL_FIXED_FAST_DIV ((max - min), (max + min));
if (l <= 0.5)
s = CLUTTER_FIXED_DIV ((max - min), (max + min));
else
s = COGL_FIXED_FAST_DIV ((max - min),
(COGL_FIXED_FROM_INT (2) - max - min));
s = CLUTTER_FIXED_DIV ((max - min),
((float)(2) - max - min));
delta = max - min;
if (red == max)
h = COGL_FIXED_FAST_DIV ((green - blue), delta);
h = CLUTTER_FIXED_DIV ((green - blue), delta);
else if (green == max)
{
h = COGL_FIXED_FROM_INT (2)
+ COGL_FIXED_FAST_DIV ((blue - red), delta);
h = (float)(2)
+ CLUTTER_FIXED_DIV ((blue - red), delta);
}
else if (blue == max)
{
h = COGL_FIXED_FROM_INT (4)
+ COGL_FIXED_FAST_DIV ((red - green), delta);
h = (float)(4)
+ CLUTTER_FIXED_DIV ((red - green), delta);
}
h *= 60;
if (h < 0)
h += COGL_FIXED_360;
h += 360.0;
}
if (hue)
@ -251,102 +251,102 @@ clutter_color_from_hlsx (ClutterColor *dest,
l = luminance;
s = saturation;
if (l <= COGL_FIXED_0_5)
m2 = COGL_FIXED_FAST_MUL (l, (COGL_FIXED_1 + s));
if (l <= 0.5)
m2 = CLUTTER_FIXED_MUL (l, (1.0 + s));
else
m2 = l + s - COGL_FIXED_FAST_MUL (l, s);
m2 = l + s - CLUTTER_FIXED_MUL (l, s);
m1 = 2 * l - m2;
if (s == 0)
{
dest->red = (guint8) COGL_FIXED_TO_INT (l * 255);
dest->green = (guint8) COGL_FIXED_TO_INT (l * 255);
dest->blue = (guint8) COGL_FIXED_TO_INT (l * 255);
dest->red = (guint8) (l * 255);
dest->green = (guint8) (l * 255);
dest->blue = (guint8) (l * 255);
}
else
{
h = hue + COGL_FIXED_120;
h = hue + 120.0;
while (h > COGL_FIXED_360)
h -= COGL_FIXED_360;
while (h > 360.0)
h -= 360.0;
while (h < 0)
h += COGL_FIXED_360;
h += 360.0;
if (h < COGL_FIXED_60)
if (h < 60.0)
{
CoglFixed tmp;
float tmp;
tmp = (m1 + COGL_FIXED_FAST_MUL ((m2 - m1), h) / 60);
dest->red = (guint8) COGL_FIXED_TO_INT (tmp * 255);
tmp = (m1 + CLUTTER_FIXED_MUL ((m2 - m1), h) / 60);
dest->red = (guint8) (tmp * 255);
}
else if (h < COGL_FIXED_180)
dest->red = (guint8) COGL_FIXED_TO_INT (m2 * 255);
else if (h < COGL_FIXED_240)
else if (h < 180.0)
dest->red = (guint8) (m2 * 255);
else if (h < 240.0)
{
CoglFixed tmp;
float tmp;
tmp = (m1 + COGL_FIXED_FAST_MUL ((m2 - m1), (COGL_FIXED_240 - h)))
tmp = (m1 + CLUTTER_FIXED_MUL ((m2 - m1), (240.0 - h)))
/ 60;
dest->red = (guint8) COGL_FIXED_TO_INT (tmp * 255);
dest->red = (guint8) (tmp * 255);
}
else
dest->red = (guint8) COGL_FIXED_TO_INT (m1 * 255);
dest->red = (guint8) (m1 * 255);
h = hue;
while (h > COGL_FIXED_360)
h -= COGL_FIXED_360;
while (h > 360.0)
h -= 360.0;
while (h < 0)
h += COGL_FIXED_360;
h += 360.0;
if (h < COGL_FIXED_60)
if (h < 60.0)
{
CoglFixed tmp;
float tmp;
tmp = (m1 + COGL_FIXED_FAST_MUL ((m2 - m1), h) / 60);
dest->green = (guint8) COGL_FIXED_TO_INT (tmp * 255);
tmp = (m1 + CLUTTER_FIXED_MUL ((m2 - m1), h) / 60);
dest->green = (guint8) (tmp * 255);
}
else if (h < COGL_FIXED_180)
dest->green = (guint8) COGL_FIXED_TO_INT (m2 * 255);
else if (h < COGL_FIXED_240)
else if (h < 180.0)
dest->green = (guint8) (m2 * 255);
else if (h < 240.0)
{
CoglFixed tmp;
float tmp;
tmp = (m1 + COGL_FIXED_FAST_MUL ((m2 - m1) , (COGL_FIXED_240 - h)))
tmp = (m1 + CLUTTER_FIXED_MUL ((m2 - m1) , (240.0 - h)))
/ 60;
dest->green = (guint8) COGL_FIXED_TO_INT (tmp * 255);
dest->green = (guint8) (tmp * 255);
}
else
dest->green = (guint8) COGL_FIXED_TO_INT (m1 * 255);
dest->green = (guint8) (m1 * 255);
h = hue - COGL_FIXED_120;
h = hue - 120.0;
while (h > COGL_FIXED_360)
h -= COGL_FIXED_360;
while (h > 360.0)
h -= 360.0;
while (h < 0)
h += COGL_FIXED_360;
h += 360.0;
if (h < COGL_FIXED_60)
if (h < 60.0)
{
CoglFixed tmp;
float tmp;
tmp = (m1 + COGL_FIXED_FAST_MUL ((m2 - m1), h) / 60);
dest->blue = (guint8) COGL_FIXED_TO_INT (tmp * 255);
tmp = (m1 + CLUTTER_FIXED_MUL ((m2 - m1), h) / 60);
dest->blue = (guint8) (tmp * 255);
}
else if (h < COGL_FIXED_180)
dest->blue = (guint8) COGL_FIXED_TO_INT (m2 * 255);
else if (h < COGL_FIXED_240)
else if (h < 180.0)
dest->blue = (guint8) (m2 * 255);
else if (h < 240.0)
{
CoglFixed tmp;
float tmp;
tmp = (m1 + COGL_FIXED_FAST_MUL ((m2 - m1), (COGL_FIXED_240 - h)))
tmp = (m1 + CLUTTER_FIXED_MUL ((m2 - m1), (240.0 - h)))
/ 60;
dest->blue = (guint8) COGL_FIXED_TO_INT (tmp * 255);
dest->blue = (guint8) (tmp * 255);
}
else
dest->blue = (guint8) COGL_FIXED_TO_INT (m1 * 255);
dest->blue = (guint8) (m1 * 255);
}
}
@ -371,13 +371,13 @@ clutter_color_to_hls (const ClutterColor *src,
clutter_color_to_hlsx (src, &h, &l, &s);
if (hue)
*hue = (guint8) COGL_FIXED_TO_INT (h * 255) / 360;
*hue = (guint8) (h * 255) / 360;
if (luminance)
*luminance = (guint8) COGL_FIXED_TO_INT (l * 255);
*luminance = (guint8) (l * 255);
if (saturation)
*saturation = (guint8) COGL_FIXED_TO_INT (s * 255);
*saturation = (guint8) (s * 255);
}
/**
@ -399,9 +399,9 @@ clutter_color_from_hls (ClutterColor *dest,
{
ClutterFixed h, l, s;
h = COGL_FIXED_FROM_INT (hue * 360) / 255;
l = COGL_FIXED_FROM_INT (luminance) / 255;
s = COGL_FIXED_FROM_INT (saturation) / 255;
h = (float)(hue * 360) / 255;
l = (float)(luminance) / 255;
s = (float)(saturation) / 255;
clutter_color_from_hlsx (dest, h, l, s);
}
@ -420,7 +420,7 @@ clutter_color_shade (const ClutterColor *src,
ClutterColor *dest,
gdouble shade)
{
clutter_color_shadex (src, dest, COGL_FIXED_FROM_FLOAT (shade));
clutter_color_shadex (src, dest, CLUTTER_FLOAT_TO_FIXED (shade));
}
/**
@ -448,15 +448,15 @@ clutter_color_shadex (const ClutterColor *src,
clutter_color_to_hlsx (src, &h, &l, &s);
l = COGL_FIXED_FAST_MUL (l, shade);
if (l > COGL_FIXED_1)
l = COGL_FIXED_1;
l = CLUTTER_FIXED_MUL (l, shade);
if (l > 1.0)
l = 1.0;
else if (l < 0)
l = 0;
s = COGL_FIXED_FAST_MUL (s, shade);
if (s > COGL_FIXED_1)
s = COGL_FIXED_1;
s = CLUTTER_FIXED_MUL (s, shade);
if (s > 1.0)
s = 1.0;
else if (s < 0)
s = 0;

View File

@ -130,42 +130,42 @@ static void
clutter_value_transform_fixed_int (const GValue *src,
GValue *dest)
{
dest->data[0].v_int = COGL_FIXED_TO_INT (src->data[0].v_int);
dest->data[0].v_int = (src->data[0].v_int);
}
static void
clutter_value_transform_fixed_double (const GValue *src,
GValue *dest)
{
dest->data[0].v_double = COGL_FIXED_TO_DOUBLE (src->data[0].v_int);
dest->data[0].v_double = CLUTTER_FIXED_TO_DOUBLE (src->data[0].v_int);
}
static void
clutter_value_transform_fixed_float (const GValue *src,
GValue *dest)
{
dest->data[0].v_float = COGL_FIXED_TO_FLOAT (src->data[0].v_int);
dest->data[0].v_float = CLUTTER_FIXED_TO_FLOAT (src->data[0].v_int);
}
static void
clutter_value_transform_int_fixed (const GValue *src,
GValue *dest)
{
dest->data[0].v_int = COGL_FIXED_FROM_INT (src->data[0].v_int);
dest->data[0].v_int = (float)(src->data[0].v_int);
}
static void
clutter_value_transform_double_fixed (const GValue *src,
GValue *dest)
{
dest->data[0].v_int = COGL_FIXED_FROM_FLOAT (src->data[0].v_double);
dest->data[0].v_int = CLUTTER_FLOAT_TO_FIXED (src->data[0].v_double);
}
static void
clutter_value_transform_float_fixed (const GValue *src,
GValue *dest)
{
dest->data[0].v_int = COGL_FIXED_FROM_FLOAT (src->data[0].v_float);
dest->data[0].v_int = CLUTTER_FLOAT_TO_FIXED (src->data[0].v_float);
}
@ -268,7 +268,7 @@ param_fixed_validate (GParamSpec *pspec,
GValue *value)
{
ClutterParamSpecFixed *fspec = CLUTTER_PARAM_SPEC_FIXED (pspec);
gint oval = COGL_FIXED_TO_INT (value->data[0].v_int);
gint oval = (value->data[0].v_int);
gint min, max, val;
g_assert (CLUTTER_IS_PARAM_SPEC_FIXED (pspec));
@ -279,7 +279,7 @@ param_fixed_validate (GParamSpec *pspec,
min = fspec->minimum;
max = fspec->maximum;
val = COGL_FIXED_TO_INT (value->data[0].v_int);
val = (value->data[0].v_int);
val = CLAMP (val, min, max);
if (val != oval)

View File

@ -39,7 +39,7 @@ G_BEGIN_DECLS
*
* Fixed point number (16.16)
*/
typedef CoglFixed ClutterFixed;
typedef float ClutterFixed;
/**
* ClutterAngle:
@ -47,7 +47,7 @@ typedef CoglFixed ClutterFixed;
* Integer representation of an angle such that 1024 corresponds to
* full circle (i.e., 2*Pi).
*/
typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
typedef float ClutterAngle; /* angle such that 1024 == 2*PI */
#define CLUTTER_ANGLE_FROM_DEG(x) (COGL_ANGLE_FROM_DEG (x))
#define CLUTTER_ANGLE_FROM_DEGX(x) (COGL_ANGLE_FROM_DEGX (x))
@ -70,14 +70,14 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* 1.0 represented as a fixed point value.
*/
#define CFX_ONE COGL_FIXED_1
#define CFX_ONE 1.0
/**
* CFX_HALF:
*
* 0.5 represented as a fixed point value.
*/
#define CFX_HALF COGL_FIXED_0_5
#define CFX_HALF 0.5
/**
* CFX_MAX:
@ -98,7 +98,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Fixed point representation of Pi
*/
#define CFX_PI COGL_FIXED_PI
#define CFX_PI G_PI
/**
* CFX_2PI:
*
@ -110,43 +110,43 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Fixed point representation of Pi/2
*/
#define CFX_PI_2 COGL_FIXED_PI_2
#define CFX_PI_2 G_PI_2
/**
* CFX_PI_4:
*
* Fixed point representation of Pi/4
*/
#define CFX_PI_4 COGL_FIXED_PI_4
#define CFX_PI_4 G_PI_4
/**
* CFX_360:
*
* Fixed point representation of the number 360
*/
#define CFX_360 COGL_FIXED_360
#define CFX_360 360.0
/**
* CFX_240:
*
* Fixed point representation of the number 240
*/
#define CFX_240 COGL_FIXED_240
#define CFX_240 240.0
/**
* CFX_180:
*
* Fixed point representation of the number 180
*/
#define CFX_180 COGL_FIXED_180
#define CFX_180 180.0
/**
* CFX_120:
*
* Fixed point representation of the number 120
*/
#define CFX_120 COGL_FIXED_120
#define CFX_120 120.0
/**
* CFX_60:
*
* Fixed point representation of the number 60
*/
#define CFX_60 COGL_FIXED_60
#define CFX_60 60.0
/**
* CFX_RADIANS_TO_DEGREES:
*
@ -158,7 +158,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Fixed point representation of the number 255
*/
#define CFX_255 COGL_FIXED_255
#define CFX_255 255.0
/**
* CLUTTER_FIXED_TO_FLOAT:
@ -166,7 +166,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Convert a fixed point value to float.
*/
#define CLUTTER_FIXED_TO_FLOAT(x) COGL_FIXED_TO_FLOAT ((x))
#define CLUTTER_FIXED_TO_FLOAT(x) ((x))
/**
* CLUTTER_FIXED_TO_DOUBLE:
@ -174,7 +174,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Convert a fixed point value to double.
*/
#define CLUTTER_FIXED_TO_DOUBLE(x) COGL_FIXED_TO_DOUBLE ((x))
#define CLUTTER_FIXED_TO_DOUBLE(x) (double)((x))
/**
* CLUTTER_FLOAT_TO_FIXED:
@ -182,7 +182,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Convert a float value to fixed.
*/
#define CLUTTER_FLOAT_TO_FIXED(x) COGL_FIXED_FROM_FLOAT ((x))
#define CLUTTER_FLOAT_TO_FIXED(x) ((x))
/**
* CLUTTER_FLOAT_TO_INT:
@ -206,7 +206,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Convert an integer value to fixed point.
*/
#define CLUTTER_INT_TO_FIXED(x) COGL_FIXED_FROM_INT ((x))
#define CLUTTER_INT_TO_FIXED(x) (float)((x))
/**
* CLUTTER_FIXED_TO_INT:
@ -216,7 +216,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Since: 0.6
*/
#define CLUTTER_FIXED_TO_INT(x) COGL_FIXED_TO_INT ((x))
#define CLUTTER_FIXED_TO_INT(x) ((x))
/**
* CLUTTER_FIXED_FRACTION:
@ -232,7 +232,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Round down a fixed point value to an integer.
*/
#define CLUTTER_FIXED_FLOOR(x) COGL_FIXED_FLOOR ((x))
#define CLUTTER_FIXED_FLOOR(x) floorf ((x))
/**
* CLUTTER_FIXED_CEIL:
@ -240,7 +240,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Round up a fixed point value to an integer.
*/
#define CLUTTER_FIXED_CEIL(x) COGL_FIXED_CEIL ((x))
#define CLUTTER_FIXED_CEIL(x) ceilf ((x))
/**
* CLUTTER_FIXED_MUL:
@ -249,7 +249,7 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Multiply two fixed point values
*/
#define CLUTTER_FIXED_MUL(x,y) COGL_FIXED_MUL ((x), (y))
#define CLUTTER_FIXED_MUL(x,y) ((x) * (y))
/**
* CLUTTER_FIXED_DIV:
@ -258,18 +258,18 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*
* Divide two fixed point values
*/
#define CLUTTER_FIXED_DIV(x,y) COGL_FIXED_DIV ((x), (y))
#define CLUTTER_FIXED_DIV(x,y) ((x) / (y))
#define clutter_qmulx(x,y) cogl_fixed_mul ((x), (y))
#define clutter_qdivx(x,y) cogl_fixed_div ((x), (y))
#define clutter_qmulx(x,y) ((x) * (y))
#define clutter_qdivx(x,y) ((x) / (y))
#define clutter_sinx(a) cogl_fixed_sin ((a))
#define clutter_sini(a) cogl_angle_sin ((a))
#define clutter_tani(a) cogl_angle_tan ((a))
#define clutter_atani(a) cogl_fixed_atan ((a))
#define clutter_atan2i(x,y) cogl_fixed_atan2 ((x), (y))
#define clutter_cosx(a) cogl_fixed_cos ((a))
#define clutter_cosi(a) cogl_angle_cos ((a))
#define clutter_sinx(a) sinf ((a))
#define clutter_sini(a) sinf ((a * (G_PI/180.0)))
#define clutter_tani(a) tanf ((a * (G_PI/180.0)))
#define clutter_atani(a) atanf ((a))
#define clutter_atan2i(x,y) atan2f ((x), (y))
#define clutter_cosx(a) cosf ((a))
#define clutter_cosi(a) cosf ((a * (G_PI/180.0)))
/**
* CLUTTER_SQRTI_ARG_MAX
@ -300,12 +300,12 @@ typedef CoglAngle ClutterAngle; /* angle such that 1024 == 2*PI */
*/
#define CLUTTER_SQRTI_ARG_10_PERCENT COGL_SQRTI_ARG_10_PERCENT
#define clutter_sqrtx(x) cogl_fixed_sqrt ((x))
#define clutter_sqrtx(x) sqrtf ((x))
#define clutter_sqrti(x) cogl_sqrti ((x))
#define clutter_log2x(x) cogl_fixed_log2 ((x))
#define clutter_pow2x(x) cogl_fixed_pow2 ((x))
#define clutter_powx(x,y) cogl_fixed_pow ((x), (y))
#define clutter_log2x(x) log2f ((x))
#define clutter_pow2x(x) pow2f ((x))
#define clutter_powx(x,y) powf ((x), (y))
#define CLUTTER_TYPE_FIXED (clutter_fixed_get_type ())
#define CLUTTER_TYPE_PARAM_FIXED (clutter_param_fixed_get_type ())

View File

@ -280,7 +280,7 @@ clutter_interval_real_compute_value (ClutterInterval *interval,
break;
case G_TYPE_BOOLEAN:
if (COGL_FIXED_FROM_FLOAT (factor) > COGL_FIXED_0_5)
if (CLUTTER_FLOAT_TO_FIXED (factor) > 0.5)
g_value_set_boolean (value, TRUE);
else
g_value_set_boolean (value, FALSE);

View File

@ -815,15 +815,15 @@ clutter_stage_init (ClutterStage *self)
priv->color = default_stage_color;
priv->perspective.fovy = COGL_FIXED_60; /* 60 Degrees */
priv->perspective.aspect = COGL_FIXED_1;
priv->perspective.z_near = COGL_FIXED_FROM_FLOAT (0.1);
priv->perspective.z_far = COGL_FIXED_FROM_FLOAT (100.0);
priv->perspective.fovy = 60.0; /* 60 Degrees */
priv->perspective.aspect = 1.0;
priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED (0.1);
priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED (100.0);
/* depth cueing */
priv->fog.density = COGL_FIXED_FROM_FLOAT (0.1);
priv->fog.z_near = COGL_FIXED_FROM_FLOAT (1.0);
priv->fog.z_far = COGL_FIXED_FROM_FLOAT (2.0);
priv->fog.density = CLUTTER_FLOAT_TO_FIXED (0.1);
priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (1.0);
priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (2.0);
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
clutter_stage_set_key_focus (self, NULL);
@ -979,10 +979,10 @@ clutter_stage_set_perspective (ClutterStage *stage,
priv = stage->priv;
priv->perspective.fovy = COGL_FIXED_FROM_FLOAT (fovy);
priv->perspective.aspect = COGL_FIXED_FROM_FLOAT (aspect);
priv->perspective.z_near = COGL_FIXED_FROM_FLOAT (z_near);
priv->perspective.z_far = COGL_FIXED_FROM_FLOAT (z_far);
priv->perspective.fovy = CLUTTER_FLOAT_TO_FIXED (fovy);
priv->perspective.aspect = CLUTTER_FLOAT_TO_FIXED (aspect);
priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED (z_near);
priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED (z_far);
/* this will cause the viewport to be reset; see
* clutter_maybe_setup_viewport() inside clutter-main.c
@ -1018,16 +1018,16 @@ clutter_stage_get_perspective (ClutterStage *stage,
priv = stage->priv;
if (fovy)
*fovy = COGL_FIXED_TO_FLOAT (priv->perspective.fovy);
*fovy = CLUTTER_FIXED_TO_FLOAT (priv->perspective.fovy);
if (aspect)
*aspect = COGL_FIXED_TO_FLOAT (priv->perspective.aspect);
*aspect = CLUTTER_FIXED_TO_FLOAT (priv->perspective.aspect);
if (z_near)
*z_near = COGL_FIXED_TO_FLOAT (priv->perspective.z_near);
*z_near = CLUTTER_FIXED_TO_FLOAT (priv->perspective.z_near);
if (z_far)
*z_far = COGL_FIXED_TO_FLOAT (priv->perspective.z_far);
*z_far = CLUTTER_FIXED_TO_FLOAT (priv->perspective.z_far);
}
/**
@ -1627,11 +1627,11 @@ clutter_stage_get_fog (ClutterStage *stage,
priv = stage->priv;
if (density)
*density = COGL_FIXED_TO_FLOAT (priv->fog.density);
*density = CLUTTER_FIXED_TO_FLOAT (priv->fog.density);
if (z_near)
*z_near = COGL_FIXED_TO_FLOAT (priv->fog.z_near);
*z_near = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_near);
if (z_far)
*z_far = COGL_FIXED_TO_FLOAT (priv->fog.z_far);
*z_far = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_far);
}
/**
@ -1663,9 +1663,9 @@ clutter_stage_set_fog (ClutterStage *stage,
priv = stage->priv;
priv->fog.density = COGL_FIXED_FROM_FLOAT (density);
priv->fog.z_near = COGL_FIXED_FROM_FLOAT (z_near);
priv->fog.z_far = COGL_FIXED_FROM_FLOAT (z_far);
priv->fog.density = CLUTTER_FLOAT_TO_FIXED (density);
priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (z_near);
priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (z_far);
if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage))
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
@ -1761,7 +1761,7 @@ clutter_stage_get_resolutionx (ClutterStage *stage)
res = clutter_backend_get_resolution (context->backend);
return COGL_FIXED_FROM_FLOAT (res);
return CLUTTER_FLOAT_TO_FIXED (res);
}
/*** Perspective boxed type ******/

View File

@ -343,13 +343,13 @@ clutter_texture_get_preferred_width (ClutterActor *self,
/* Set the natural width so as to preserve the aspect ratio */
ClutterFixed ratio, height;
ratio = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->width),
COGL_FIXED_FROM_INT (priv->height));
ratio = CLUTTER_FIXED_DIV ((float)(priv->width),
(float)(priv->height));
height = CLUTTER_UNITS_TO_FIXED (for_height);
*natural_width_p =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL (ratio, height));
CLUTTER_UNITS_FROM_FIXED (CLUTTER_FIXED_MUL (ratio, height));
}
}
}
@ -388,13 +388,13 @@ clutter_texture_get_preferred_height (ClutterActor *self,
/* Set the natural height so as to preserve the aspect ratio */
ClutterFixed ratio, width;
ratio = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->height),
COGL_FIXED_FROM_INT (priv->width));
ratio = CLUTTER_FIXED_DIV ((float)(priv->height),
(float)(priv->width));
width = CLUTTER_UNITS_TO_FIXED (for_width);
*natural_height_p =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL (ratio, width));
CLUTTER_UNITS_FROM_FIXED (CLUTTER_FIXED_MUL (ratio, width));
}
}
}
@ -463,24 +463,24 @@ clutter_texture_set_fbo_projection (ClutterActor *self)
/* Convert the coordinates back to [-1,1] range */
cogl_get_viewport (viewport);
tx_min = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_min), viewport[2])
* 2 - COGL_FIXED_1;
tx_max = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_max), viewport[2])
* 2 - COGL_FIXED_1;
ty_min = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_min), viewport[3])
* 2 - COGL_FIXED_1;
ty_max = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_max), viewport[3])
* 2 - COGL_FIXED_1;
tx_min = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_min), viewport[2])
* 2 - 1.0;
tx_max = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_max), viewport[2])
* 2 - 1.0;
ty_min = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_min), viewport[3])
* 2 - 1.0;
ty_max = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_max), viewport[3])
* 2 - 1.0;
/* Set up a projection matrix so that the actor will be projected as
if it was drawn at its original location */
tan_angle = cogl_angle_tan (COGL_ANGLE_FROM_DEGX (perspective.fovy / 2));
near_size = COGL_FIXED_MUL (perspective.z_near, tan_angle);
tan_angle = tanf (COGL_ANGLE_FROM_DEGX (perspective.fovy / 2 * (G_PI/180.0)));
near_size = CLUTTER_FIXED_MUL (perspective.z_near, tan_angle);
cogl_frustum (COGL_FIXED_MUL (tx_min, near_size),
COGL_FIXED_MUL (tx_max, near_size),
COGL_FIXED_MUL (-ty_min, near_size),
COGL_FIXED_MUL (-ty_max, near_size),
cogl_frustum (CLUTTER_FIXED_MUL (tx_min, near_size),
CLUTTER_FIXED_MUL (tx_max, near_size),
CLUTTER_FIXED_MUL (-ty_min, near_size),
CLUTTER_FIXED_MUL (-ty_max, near_size),
perspective.z_near, perspective.z_far);
}
@ -594,21 +594,21 @@ clutter_texture_paint (ClutterActor *self)
clutter_actor_get_opacity (self));
if (priv->repeat_x && priv->width > 0)
t_w = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (priv->width));
t_w = CLUTTER_FIXED_DIV ((float)(x_2 - x_1),
(float)(priv->width));
else
t_w = COGL_FIXED_1;
t_w = 1.0;
if (priv->repeat_y && priv->height > 0)
t_h = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (y_2 - y_1),
COGL_FIXED_FROM_INT (priv->height));
t_h = CLUTTER_FIXED_DIV ((float)(y_2 - y_1),
(float)(priv->height));
else
t_h = COGL_FIXED_1;
t_h = 1.0;
/* Paint will have translated us */
cogl_texture_rectangle (priv->texture, 0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
(float)(x_2 - x_1),
(float)(y_2 - y_1),
0, 0, t_w, t_h);
}

View File

@ -1347,7 +1347,7 @@ clutter_timeline_get_progress (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0.);
return COGL_FIXED_TO_DOUBLE (clutter_timeline_get_progressx (timeline));
return CLUTTER_FIXED_TO_DOUBLE (clutter_timeline_get_progressx (timeline));
}
/**
@ -1370,11 +1370,11 @@ clutter_timeline_get_progressx (ClutterTimeline *timeline)
priv = timeline->priv;
progress = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->current_frame_num),
COGL_FIXED_FROM_INT (priv->n_frames));
progress = CLUTTER_FIXED_DIV ((float)(priv->current_frame_num),
(float)(priv->n_frames));
if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
progress = COGL_FIXED_1 - progress;
progress = 1.0 - progress;
return progress;
}

View File

@ -50,11 +50,11 @@ typedef gint32 ClutterUnit;
* decide to change this relationship in the future.
*/
#define CLUTTER_UNITS_FROM_INT(x) (COGL_FIXED_FROM_INT ((x)))
#define CLUTTER_UNITS_TO_INT(x) (COGL_FIXED_TO_INT ((x)))
#define CLUTTER_UNITS_FROM_INT(x) ((float)((x)))
#define CLUTTER_UNITS_TO_INT(x) ( ((x)))
#define CLUTTER_UNITS_FROM_FLOAT(x) (COGL_FIXED_FROM_FLOAT ((x)))
#define CLUTTER_UNITS_TO_FLOAT(x) (COGL_FIXED_TO_FLOAT ((x)))
#define CLUTTER_UNITS_FROM_FLOAT(x) ( ((x)))
#define CLUTTER_UNITS_TO_FLOAT(x) ( ((x)))
#define CLUTTER_UNITS_FROM_FIXED(x) (x)
#define CLUTTER_UNITS_TO_FIXED(x) (x)

View File

@ -70,20 +70,20 @@ void cogl_color_set_from_4d (CoglColor *dest,
/**
* cogl_color_set_from_4x:
* @dest: return location for a #CoglColor
* @red: value of the red channel, between 0 and %COGL_FIXED_1
* @green: value of the green channel, between 0 and %COGL_FIXED_1
* @blue: value of the blue channel, between 0 and %COGL_FIXED_1
* @alpha: value of the alpha channel, between 0 and %COGL_FIXED_1
* @red: value of the red channel, between 0 and %1.0
* @green: value of the green channel, between 0 and %1.0
* @blue: value of the blue channel, between 0 and %1.0
* @alpha: value of the alpha channel, between 0 and %1.0
*
* Sets the values of the passed channels into a #CoglColor
*
* Since: 1.0
*/
void cogl_color_set_from_4x (CoglColor *dest,
CoglFixed red,
CoglFixed green,
CoglFixed blue,
CoglFixed alpha);
float red,
float green,
float blue,
float alpha);
/**
* cogl_color_get_red_byte:
@ -194,52 +194,52 @@ float cogl_color_get_alpha_float (const CoglColor *color);
* @color: a #CoglColor
*
* Retrieves the red channel of @color as a fixed point
* value between 0 and %COGL_FIXED_1.
* value between 0 and %1.0.
*
* Return value: the red channel of the passed color
*
* Since: 1.0
*/
CoglFixed cogl_color_get_red (const CoglColor *color);
float cogl_color_get_red (const CoglColor *color);
/**
* cogl_color_get_green:
* @color: a #CoglColor
*
* Retrieves the green channel of @color as a fixed point
* value between 0 and %COGL_FIXED_1.
* value between 0 and %1.0.
*
* Return value: the green channel of the passed color
*
* Since: 1.0
*/
CoglFixed cogl_color_get_green (const CoglColor *color);
float cogl_color_get_green (const CoglColor *color);
/**
* cogl_color_get_blue:
* @color: a #CoglColor
*
* Retrieves the blue channel of @color as a fixed point
* value between 0 and %COGL_FIXED_1.
* value between 0 and %1.0.
*
* Return value: the blue channel of the passed color
*
* Since: 1.0
*/
CoglFixed cogl_color_get_blue (const CoglColor *color);
float cogl_color_get_blue (const CoglColor *color);
/**
* cogl_color_get_alpha:
* @color: a #CoglColor
*
* Retrieves the alpha channel of @color as a fixed point
* value between 0 and %COGL_FIXED_1.
* value between 0 and %1.0.
*
* Return value: the alpha channel of the passed color
*
* Since: 1.0
*/
CoglFixed cogl_color_get_alpha (const CoglColor *color);
float cogl_color_get_alpha (const CoglColor *color);
/**
* cogl_set_source_color:
@ -277,24 +277,24 @@ void cogl_set_source_color4ub (guint8 red,
/**
* cogl_set_source_color4x:
* @red: value of the red channel, between 0 and %COGL_FIXED_1
* @green: value of the green channel, between 0 and %COGL_FIXED_1
* @blue: value of the blue channel, between 0 and %COGL_FIXED_1
* @alpha: value of the alpha channel, between 0 and %COGL_FIXED_1
* @red: value of the red channel, between 0 and %1.0
* @green: value of the green channel, between 0 and %1.0
* @blue: value of the blue channel, between 0 and %1.0
* @alpha: value of the alpha channel, between 0 and %1.0
*
* Sets the source color using normalized values for each component.
* This color will be used for any subsequent drawing operation.
*
* The value for each component is a fixed point number in the range
* between 0 and %COGL_FIXED_1. If the values passed in are outside that
* between 0 and %1.0. If the values passed in are outside that
* range, they will be clamped.
*
* Since: 1.0
*/
void cogl_set_source_color4x (CoglFixed red,
CoglFixed green,
CoglFixed blue,
CoglFixed alpha);
void cogl_set_source_color4x (float red,
float green,
float blue,
float alpha);
G_END_DECLS

View File

@ -74,10 +74,10 @@ void cogl_rectangle (gint x,
*
* A fixed-point version of cogl_fast_fill_rectangle.
**/
void cogl_rectanglex (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height);
void cogl_rectanglex (float x,
float y,
float width,
float height);
/**
* cogl_path_fill:
@ -136,8 +136,8 @@ void cogl_path_new (void);
* Moves the pen to the given location. If there is an existing path
* this will start a new disjoint subpath.
**/
void cogl_path_move_to (CoglFixed x,
CoglFixed y);
void cogl_path_move_to (float x,
float y);
/**
@ -149,8 +149,8 @@ void cogl_path_move_to (CoglFixed x,
* location. If there is an existing path this will start a new
* disjoint subpath.
**/
void cogl_path_rel_move_to (CoglFixed x,
CoglFixed y);
void cogl_path_rel_move_to (float x,
float y);
/**
* cogl_path_line_to:
@ -160,8 +160,8 @@ void cogl_path_rel_move_to (CoglFixed x,
* Adds a straight line segment to the current path that ends at the
* given coordinates.
**/
void cogl_path_line_to (CoglFixed x,
CoglFixed y);
void cogl_path_line_to (float x,
float y);
/**
* cogl_path_rel_line_to:
@ -171,8 +171,8 @@ void cogl_path_line_to (CoglFixed x,
* Adds a straight line segment to the current path that ends at the
* given coordinates relative to the current pen location.
**/
void cogl_path_rel_line_to (CoglFixed x,
CoglFixed y);
void cogl_path_rel_line_to (float x,
float y);
/**
@ -189,12 +189,12 @@ void cogl_path_rel_line_to (CoglFixed x,
* of the arc. If you perform a move_to to the arcs start just before
* drawing it you create a free standing arc.
**/
void cogl_path_arc (CoglFixed center_x,
CoglFixed center_y,
CoglFixed radius_x,
CoglFixed radius_y,
CoglAngle angle_1,
CoglAngle angle_2);
void cogl_path_arc (float center_x,
float center_y,
float radius_x,
float radius_y,
float angle_1,
float angle_2);
@ -211,12 +211,12 @@ void cogl_path_arc (CoglFixed center_x,
* second, third and fourth control points and using current pen location
* as the first control point.
**/
void cogl_path_curve_to (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed x3,
CoglFixed y3);
void cogl_path_curve_to (float x1,
float y1,
float x2,
float y2,
float x3,
float y3);
/**
* cogl_path_rel_curve_to:
@ -232,12 +232,12 @@ void cogl_path_curve_to (CoglFixed x1,
* as the first control point. The given coordinates are relative to the
* current pen location.
*/
void cogl_path_rel_curve_to (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed x3,
CoglFixed y3);
void cogl_path_rel_curve_to (float x1,
float y1,
float x2,
float y2,
float x3,
float y3);
/**
* cogl_path_close:
@ -258,10 +258,10 @@ void cogl_path_close (void);
* coordinates. If there is an existing path this will start a new
* disjoint sub-path.
**/
void cogl_path_line (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2);
void cogl_path_line (float x1,
float y1,
float x2,
float y2);
/**
* cogl_path_polyline:
@ -281,7 +281,7 @@ void cogl_path_line (CoglFixed x1,
* fashion for the rest of the vertices. (num_points - 1) segments will
* be constructed.
**/
void cogl_path_polyline (CoglFixed *coords,
void cogl_path_polyline (float *coords,
gint num_points);
@ -299,7 +299,7 @@ void cogl_path_polyline (CoglFixed *coords,
* represents the Y coordinate of the first vertex, continuing in the same
* fashion for the rest of the vertices.
**/
void cogl_path_polygon (CoglFixed *coords,
void cogl_path_polygon (float *coords,
gint num_points);
@ -313,10 +313,10 @@ void cogl_path_polygon (CoglFixed *coords,
* Constructs a rectangular shape at the given coordinates. If there
* is an existing path this will start a new disjoint sub-path.
**/
void cogl_path_rectangle (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height);
void cogl_path_rectangle (float x,
float y,
float width,
float height);
/**
* cogl_path_ellipse:
@ -328,10 +328,10 @@ void cogl_path_rectangle (CoglFixed x,
* Constructs an ellipse shape. If there is an existing path this will
* start a new disjoint sub-path.
**/
void cogl_path_ellipse (CoglFixed center_x,
CoglFixed center_y,
CoglFixed radius_x,
CoglFixed radius_y);
void cogl_path_ellipse (float center_x,
float center_y,
float radius_x,
float radius_y);
/**
* cogl_path_round_rectangle:
@ -346,12 +346,12 @@ void cogl_path_ellipse (CoglFixed center_x,
* Constructs a rectangular shape with rounded corners. If there is an
* existing path this will start a new disjoint sub-path.
**/
void cogl_path_round_rectangle (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height,
CoglFixed radius,
CoglAngle arc_step);
void cogl_path_round_rectangle (float x,
float y,
float width,
float height,
float radius,
float arc_step);
G_END_DECLS

View File

@ -368,14 +368,14 @@ void cogl_texture_unref (CoglHandle handle);
* texture pass in @tx1=0.0 @ty1=0.0 @tx2=1.0 @ty2=1.0.
*/
void cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2);
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2);
/**
* cogl_texture_polygon:
@ -455,7 +455,7 @@ void cogl_bitmap_free (CoglBitmap *bmp);
* significant performance boost to use this function rather than
* calling cogl_texture_rectangle() separately for each rectangle.
*
* @verts should point to an array of #CoglFixed<!-- -->s with
* @verts should point to an array of #float<!-- -->s with
* @n_rects * 8 elements. Each group of 8 values corresponds to the
* parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same
* meaning as in cogl_texture_rectangle().
@ -464,7 +464,7 @@ void cogl_bitmap_free (CoglBitmap *bmp);
*/
void cogl_texture_multiple_rectangles
(CoglHandle handle,
const CoglFixed *verts,
const float *verts,
guint n_rects);
G_END_DECLS

View File

@ -264,8 +264,8 @@ struct _CoglColor
*/
struct _CoglTextureVertex
{
CoglFixed x, y, z;
CoglFixed tx, ty;
float x, y, z;
float tx, ty;
CoglColor color;
};

View File

@ -143,10 +143,10 @@ void cogl_get_bitmasks (gint *red,
* Replaces the current projection matrix with a perspective matrix
* based on the provided values.
*/
void cogl_perspective (CoglFixed fovy,
CoglFixed aspect,
CoglFixed z_near,
CoglFixed z_far);
void cogl_perspective (float fovy,
float aspect,
float z_near,
float z_far);
/**
* cogl_frustum:
@ -162,12 +162,12 @@ void cogl_perspective (CoglFixed fovy,
*
* Since: 0.8.2
*/
void cogl_frustum (CoglFixed left,
CoglFixed right,
CoglFixed bottom,
CoglFixed top,
CoglFixed z_near,
CoglFixed z_far);
void cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_setup_viewport:
@ -187,10 +187,10 @@ void cogl_frustum (CoglFixed left,
*/
void cogl_setup_viewport (guint width,
guint height,
CoglFixed fovy,
CoglFixed aspect,
CoglFixed z_near,
CoglFixed z_far);
float fovy,
float aspect,
float z_near,
float z_far);
/**
* cogl_viewport:
@ -227,8 +227,8 @@ void cogl_pop_matrix (void);
* Multiplies the current model-view matrix by one that scales the x
* and y axes by the given values.
*/
void cogl_scale (CoglFixed x,
CoglFixed y);
void cogl_scale (float x,
float y);
/**
* cogl_translatex:
@ -239,9 +239,9 @@ void cogl_scale (CoglFixed x,
* Multiplies the current model-view matrix by one that translates the
* model along all three axes according to the given values.
*/
void cogl_translatex (CoglFixed x,
CoglFixed y,
CoglFixed z);
void cogl_translatex (float x,
float y,
float z);
/**
* cogl_translate:
@ -270,7 +270,7 @@ void cogl_translate (gint x,
* degrees about the vertex (0, 0, 1) causes a small counter-clockwise
* rotation.
*/
void cogl_rotatex (CoglFixed angle,
void cogl_rotatex (float angle,
gint x,
gint y,
gint z);
@ -293,32 +293,32 @@ void cogl_rotate (gint angle,
/**
* cogl_get_modelview_matrix:
* @m: pointer to a 4x4 array of #CoglFixed<!-- -->s to receive the matrix
* @m: pointer to a 4x4 array of #float<!-- -->s to receive the matrix
*
* Stores the current model-view matrix in @m. The matrix is in
* column-major order.
*/
void cogl_get_modelview_matrix (CoglFixed m[16]);
void cogl_get_modelview_matrix (float m[16]);
/**
* cogl_get_projection_matrix:
* @m: pointer to a 4x4 array of #CoglFixed<!-- -->s to receive the matrix
* @m: pointer to a 4x4 array of #float<!-- -->s to receive the matrix
*
* Stores the current projection matrix in @m. The matrix is in
* column-major order.
*/
void cogl_get_projection_matrix (CoglFixed m[16]);
void cogl_get_projection_matrix (float m[16]);
/**
* cogl_get_viewport:
* @v: pointer to a 4 element array of #CoglFixed<!-- -->s to
* @v: pointer to a 4 element array of #float<!-- -->s to
* receive the viewport dimensions.
*
* Stores the current viewport in @v. @v[0] and @v[1] get the x and y
* position of the viewport and @v[2] and @v[3] get the width and
* height.
*/
void cogl_get_viewport (CoglFixed v[4]);
void cogl_get_viewport (float v[4]);
/**
* cogl_clip_set:
@ -336,10 +336,10 @@ void cogl_get_viewport (CoglFixed v[4]);
* The rectangle is intersected with the current clip region. To undo
* the effect of this function, call cogl_clip_unset().
*/
void cogl_clip_set (CoglFixed x_offset,
CoglFixed y_offset,
CoglFixed width,
CoglFixed height);
void cogl_clip_set (float x_offset,
float y_offset,
float width,
float height);
/**
* cogl_clip_set_from_path:
@ -443,7 +443,7 @@ void cogl_enable_backface_culling (gboolean setting);
* initial reference value is 1.0.
*/
void cogl_alpha_func (COGLenum func,
CoglFixed ref);
float ref);
/**
* cogl_fog_set:
@ -460,9 +460,9 @@ void cogl_alpha_func (COGLenum func,
* cogl_paint_init().
*/
void cogl_fog_set (const CoglColor *fog_color,
CoglFixed density,
CoglFixed z_near,
CoglFixed z_far);
float density,
float z_near,
float z_far);
/**
* cogl_paint_init:

View File

@ -35,24 +35,24 @@
/* These are defined in the particular backend (float in GL vs fixed
in GL ES) */
void _cogl_set_clip_planes (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height);
void _cogl_add_stencil_clip (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height,
void _cogl_set_clip_planes (float x,
float y,
float width,
float height);
void _cogl_add_stencil_clip (float x,
float y,
float width,
float height,
gboolean first);
void _cogl_add_path_to_stencil_buffer (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
void _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
floatVec2 nodes_max,
guint path_size,
CoglPathNode *path,
gboolean merge);
void _cogl_enable_clip_planes (void);
void _cogl_disable_clip_planes (void);
void _cogl_disable_stencil_buffer (void);
void _cogl_set_matrix (const CoglFixed *matrix);
void _cogl_set_matrix (const float *matrix);
typedef struct _CoglClipStack CoglClipStack;
@ -75,13 +75,13 @@ struct _CoglClipStackEntryRect
CoglClipStackEntryType type;
/* The rectangle for this clip */
CoglFixed x_offset;
CoglFixed y_offset;
CoglFixed width;
CoglFixed height;
float x_offset;
float y_offset;
float width;
float height;
/* The matrix that was current when the clip was set */
CoglFixed matrix[16];
float matrix[16];
};
struct _CoglClipStackEntryPath
@ -89,20 +89,20 @@ struct _CoglClipStackEntryPath
CoglClipStackEntryType type;
/* The matrix that was current when the clip was set */
CoglFixed matrix[16];
float matrix[16];
CoglFixedVec2 path_nodes_min;
CoglFixedVec2 path_nodes_max;
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
guint path_size;
CoglPathNode path[1];
};
void
cogl_clip_set (CoglFixed x_offset,
CoglFixed y_offset,
CoglFixed width,
CoglFixed height)
cogl_clip_set (float x_offset,
float y_offset,
float width,
float height)
{
CoglClipStackEntryRect *entry;
CoglClipStack *stack;

View File

@ -59,17 +59,17 @@ cogl_color_set_from_4d (CoglColor *dest,
void
cogl_color_set_from_4x (CoglColor *dest,
CoglFixed red,
CoglFixed green,
CoglFixed blue,
CoglFixed alpha)
float red,
float green,
float blue,
float alpha)
{
g_return_if_fail (dest != NULL);
dest->red = COGL_FIXED_TO_INT (red * 255);
dest->green = COGL_FIXED_TO_INT (green * 255);
dest->blue = COGL_FIXED_TO_INT (blue * 255);
dest->alpha = COGL_FIXED_TO_INT (alpha * 255);
dest->red = (red * 255);
dest->green = (green * 255);
dest->blue = (blue * 255);
dest->alpha = (alpha * 255);
}
unsigned char
@ -84,10 +84,10 @@ cogl_color_get_red_float (const CoglColor *color)
return (float) color->red / 255.0;
}
CoglFixed
float
cogl_color_get_red (const CoglColor *color)
{
return COGL_FIXED_FROM_FLOAT ((float) color->red / 255.0);
return ((float) color->red / 255.0);
}
unsigned char
@ -102,10 +102,10 @@ cogl_color_get_green_float (const CoglColor *color)
return (float) color->green / 255.0;
}
CoglFixed
float
cogl_color_get_green (const CoglColor *color)
{
return COGL_FIXED_FROM_FLOAT ((float) color->green / 255.0);
return ((float) color->green / 255.0);
}
unsigned char
@ -120,10 +120,10 @@ cogl_color_get_blue_float (const CoglColor *color)
return (float) color->blue / 255.0;
}
CoglFixed
float
cogl_color_get_blue (const CoglColor *color)
{
return COGL_FIXED_FROM_FLOAT ((float) color->blue / 255.0);
return ((float) color->blue / 255.0);
}
unsigned char
@ -138,10 +138,10 @@ cogl_color_get_alpha_float (const CoglColor *color)
return (float) color->alpha / 255.0;
}
CoglFixed
float
cogl_color_get_alpha (const CoglColor *color)
{
return COGL_FIXED_FROM_FLOAT ((float) color->alpha / 255.0);
return ((float) color->alpha / 255.0);
}
void
@ -157,10 +157,10 @@ cogl_set_source_color4ub (guint8 red,
}
void
cogl_set_source_color4x (CoglFixed red,
CoglFixed green,
CoglFixed blue,
CoglFixed alpha)
cogl_set_source_color4x (float red,
float green,
float blue,
float alpha)
{
CoglColor c = { 0, };

View File

@ -38,18 +38,18 @@
/* these are defined in the particular backend(float in gl vs fixed in gles)*/
void _cogl_path_add_node (gboolean new_sub_path,
CoglFixed x,
CoglFixed y);
float x,
float y);
void _cogl_path_fill_nodes ();
void _cogl_path_stroke_nodes ();
void _cogl_rectangle (gint x,
gint y,
guint width,
guint height);
void _cogl_rectanglex (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height);
void _cogl_rectanglex (float x,
float y,
float width,
float height);
void
cogl_rectangle (gint x,
gint y,
@ -62,10 +62,10 @@ cogl_rectangle (gint x,
}
void
cogl_rectanglex (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height)
cogl_rectanglex (float x,
float y,
float width,
float height)
{
cogl_clip_ensure ();
@ -116,8 +116,8 @@ cogl_path_stroke_preserve (void)
}
void
cogl_path_move_to (CoglFixed x,
CoglFixed y)
cogl_path_move_to (float x,
float y)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -132,8 +132,8 @@ cogl_path_move_to (CoglFixed x,
}
void
cogl_path_rel_move_to (CoglFixed x,
CoglFixed y)
cogl_path_rel_move_to (float x,
float y)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -142,8 +142,8 @@ cogl_path_rel_move_to (CoglFixed x,
}
void
cogl_path_line_to (CoglFixed x,
CoglFixed y)
cogl_path_line_to (float x,
float y)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -154,8 +154,8 @@ cogl_path_line_to (CoglFixed x,
}
void
cogl_path_rel_line_to (CoglFixed x,
CoglFixed y)
cogl_path_rel_line_to (float x,
float y)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -181,17 +181,17 @@ cogl_path_new (void)
}
void
cogl_path_line (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2)
cogl_path_line (float x1,
float y1,
float x2,
float y2)
{
cogl_path_move_to (x1, y1);
cogl_path_line_to (x2, y2);
}
void
cogl_path_polyline (CoglFixed *coords,
cogl_path_polyline (float *coords,
gint num_points)
{
gint c = 0;
@ -203,7 +203,7 @@ cogl_path_polyline (CoglFixed *coords,
}
void
cogl_path_polygon (CoglFixed *coords,
cogl_path_polygon (float *coords,
gint num_points)
{
cogl_path_polyline (coords, num_points);
@ -211,10 +211,10 @@ cogl_path_polygon (CoglFixed *coords,
}
void
cogl_path_rectangle (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height)
cogl_path_rectangle (float x,
float y,
float width,
float height)
{
cogl_path_move_to (x, y);
cogl_path_line_to (x + width, y);
@ -224,20 +224,20 @@ cogl_path_rectangle (CoglFixed x,
}
static void
_cogl_path_arc (CoglFixed center_x,
CoglFixed center_y,
CoglFixed radius_x,
CoglFixed radius_y,
CoglAngle angle_1,
CoglAngle angle_2,
CoglAngle angle_step,
_cogl_path_arc (float center_x,
float center_y,
float radius_x,
float radius_y,
float angle_1,
float angle_2,
float angle_step,
guint move_first)
{
CoglAngle a = 0x0;
CoglFixed cosa = 0x0;
CoglFixed sina = 0x0;
CoglFixed px = 0x0;
CoglFixed py = 0x0;
float a = 0x0;
float cosa = 0x0;
float sina = 0x0;
float px = 0x0;
float py = 0x0;
/* Fix invalid angles */
@ -252,11 +252,11 @@ _cogl_path_arc (CoglFixed center_x,
a = angle_1;
while (a != angle_2)
{
cosa = cogl_angle_cos (a);
sina = cogl_angle_sin (a);
cosa = cosf (a * (G_PI/180.0));
sina = sinf (a * (G_PI/180.0));
px = center_x + COGL_FIXED_MUL (cosa, radius_x);
py = center_y + COGL_FIXED_MUL (sina, radius_y);
px = center_x + (cosa * radius_x);
py = center_y + (sina * radius_y);
if (a == angle_1 && move_first)
cogl_path_move_to (px, py);
@ -279,24 +279,24 @@ _cogl_path_arc (CoglFixed center_x,
/* Make sure the final point is drawn */
cosa = cogl_angle_cos (angle_2);
sina = cogl_angle_sin (angle_2);
cosa = cosf (angle_2 * (G_PI/180.0));
sina = sinf (angle_2 * (G_PI/180.0));
px = center_x + COGL_FIXED_MUL (cosa, radius_x);
py = center_y + COGL_FIXED_MUL (sina, radius_y);
px = center_x + (cosa * radius_x);
py = center_y + (sina * radius_y);
cogl_path_line_to (px, py);
}
void
cogl_path_arc (CoglFixed center_x,
CoglFixed center_y,
CoglFixed radius_x,
CoglFixed radius_y,
CoglAngle angle_1,
CoglAngle angle_2)
cogl_path_arc (float center_x,
float center_y,
float radius_x,
float radius_y,
float angle_1,
float angle_2)
{
CoglAngle angle_step = 10;
float angle_step = 10;
/* it is documented that a move to is needed to create a freestanding
* arc
*/
@ -308,13 +308,13 @@ cogl_path_arc (CoglFixed center_x,
void
cogl_path_arc_rel (CoglFixed center_x,
CoglFixed center_y,
CoglFixed radius_x,
CoglFixed radius_y,
CoglAngle angle_1,
CoglAngle angle_2,
CoglAngle angle_step)
cogl_path_arc_rel (float center_x,
float center_y,
float radius_x,
float radius_y,
float angle_1,
float angle_2,
float angle_step)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -326,50 +326,50 @@ cogl_path_arc_rel (CoglFixed center_x,
}
void
cogl_path_ellipse (CoglFixed center_x,
CoglFixed center_y,
CoglFixed radius_x,
CoglFixed radius_y)
cogl_path_ellipse (float center_x,
float center_y,
float radius_x,
float radius_y)
{
CoglAngle angle_step = 10;
float angle_step = 10;
/* FIXME: if shows to be slow might be optimized
* by mirroring just a quarter of it */
_cogl_path_arc (center_x, center_y,
radius_x, radius_y,
0, COGL_ANGLE_FROM_DEG (360),
0, 360,
angle_step, 1 /* move first */);
cogl_path_close();
}
void
cogl_path_round_rectangle (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height,
CoglFixed radius,
CoglAngle arc_step)
cogl_path_round_rectangle (float x,
float y,
float width,
float height,
float radius,
float arc_step)
{
CoglFixed inner_width = width - (radius << 1);
CoglFixed inner_height = height - (radius << 1);
float inner_width = width - (radius * 2);
float inner_height = height - (radius * 2);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_path_move_to (x, y + radius);
cogl_path_arc_rel (radius, 0,
radius, radius,
COGL_ANGLE_FROM_DEG (180),
COGL_ANGLE_FROM_DEG (270),
180,
270,
arc_step);
cogl_path_line_to (ctx->path_pen.x + inner_width,
ctx->path_pen.y);
cogl_path_arc_rel (0, radius,
radius, radius,
COGL_ANGLE_FROM_DEG (-90),
COGL_ANGLE_FROM_DEG (0),
-90,
0,
arc_step);
cogl_path_line_to (ctx->path_pen.x,
@ -377,16 +377,16 @@ cogl_path_round_rectangle (CoglFixed x,
cogl_path_arc_rel (-radius, 0,
radius, radius,
COGL_ANGLE_FROM_DEG (0),
COGL_ANGLE_FROM_DEG (90),
0,
90,
arc_step);
cogl_path_line_to (ctx->path_pen.x - inner_width,
ctx->path_pen.y);
cogl_path_arc_rel (0, -radius,
radius, radius,
COGL_ANGLE_FROM_DEG (90),
COGL_ANGLE_FROM_DEG (180),
90,
180,
arc_step);
cogl_path_close ();
@ -400,14 +400,14 @@ _cogl_path_bezier3_sub (CoglBezCubic *cubic)
CoglBezCubic *cleft;
CoglBezCubic *cright;
CoglBezCubic *c;
CoglFixedVec2 dif1;
CoglFixedVec2 dif2;
CoglFixedVec2 mm;
CoglFixedVec2 c1;
CoglFixedVec2 c2;
CoglFixedVec2 c3;
CoglFixedVec2 c4;
CoglFixedVec2 c5;
floatVec2 dif1;
floatVec2 dif2;
floatVec2 mm;
floatVec2 c1;
floatVec2 c2;
floatVec2 c3;
floatVec2 c4;
floatVec2 c5;
gint cindex;
/* Put first curve on stack */
@ -418,16 +418,13 @@ _cogl_path_bezier3_sub (CoglBezCubic *cubic)
{
c = &cubics[cindex];
#define CFX_MUL2(x) ((x) << 1)
#define CFX_MUL3(x) (((x) << 1) + (x))
#define CFX_SQ(x) COGL_FIXED_MUL (x, x)
/* Calculate distance of control points from their
* counterparts on the line between end points */
dif1.x = CFX_MUL3 (c->p2.x) - CFX_MUL2 (c->p1.x) - c->p4.x;
dif1.y = CFX_MUL3 (c->p2.y) - CFX_MUL2 (c->p1.y) - c->p4.y;
dif2.x = CFX_MUL3 (c->p3.x) - CFX_MUL2 (c->p4.x) - c->p1.x;
dif2.y = CFX_MUL3 (c->p3.y) - CFX_MUL2 (c->p4.y) - c->p1.y;
dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
if (dif1.x < 0)
dif1.x = -dif1.x;
@ -438,16 +435,13 @@ _cogl_path_bezier3_sub (CoglBezCubic *cubic)
if (dif2.y < 0)
dif2.y = -dif2.y;
#undef CFX_MUL2
#undef CFX_MUL3
#undef CFX_SQ
/* Pick the greatest of two distances */
if (dif1.x < dif2.x) dif1.x = dif2.x;
if (dif1.y < dif2.y) dif1.y = dif2.y;
/* Cancel if the curve is flat enough */
if (dif1.x + dif1.y <= COGL_FIXED_1 ||
if (dif1.x + dif1.y <= 1.0 ||
cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
{
/* Add subdivision point (skip last) */
@ -465,20 +459,20 @@ _cogl_path_bezier3_sub (CoglBezCubic *cubic)
cright = c; cleft = &cubics[++cindex];
/* Subdivide into 2 sub-curves */
c1.x = ((c->p1.x + c->p2.x) >> 1);
c1.y = ((c->p1.y + c->p2.y) >> 1);
mm.x = ((c->p2.x + c->p3.x) >> 1);
mm.y = ((c->p2.y + c->p3.y) >> 1);
c5.x = ((c->p3.x + c->p4.x) >> 1);
c5.y = ((c->p3.y + c->p4.y) >> 1);
c1.x = ((c->p1.x + c->p2.x) / 2);
c1.y = ((c->p1.y + c->p2.y) / 2);
mm.x = ((c->p2.x + c->p3.x) / 2);
mm.y = ((c->p2.y + c->p3.y) / 2);
c5.x = ((c->p3.x + c->p4.x) / 2);
c5.y = ((c->p3.y + c->p4.y) / 2);
c2.x = ((c1.x + mm.x) >> 1);
c2.y = ((c1.y + mm.y) >> 1);
c4.x = ((mm.x + c5.x) >> 1);
c4.y = ((mm.y + c5.y) >> 1);
c2.x = ((c1.x + mm.x) / 2);
c2.y = ((c1.y + mm.y) / 2);
c4.x = ((mm.x + c5.x) / 2);
c4.y = ((mm.y + c5.y) / 2);
c3.x = ((c2.x + c4.x) >> 1);
c3.y = ((c2.y + c4.y) >> 1);
c3.x = ((c2.x + c4.x) / 2);
c3.y = ((c2.y + c4.y) / 2);
/* Add left recursion to stack */
cleft->p1 = c->p1;
@ -495,12 +489,12 @@ _cogl_path_bezier3_sub (CoglBezCubic *cubic)
}
void
cogl_path_curve_to (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed x3,
CoglFixed y3)
cogl_path_curve_to (float x1,
float y1,
float x2,
float y2,
float x3,
float y3)
{
CoglBezCubic cubic;
@ -524,12 +518,12 @@ cogl_path_curve_to (CoglFixed x1,
}
void
cogl_path_rel_curve_to (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed x3,
CoglFixed y3)
cogl_path_rel_curve_to (float x1,
float y1,
float x2,
float y2,
float x3,
float y3)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -554,11 +548,11 @@ _cogl_path_bezier2_sub (CoglBezQuad *quad)
CoglBezQuad *qleft;
CoglBezQuad *qright;
CoglBezQuad *q;
CoglFixedVec2 mid;
CoglFixedVec2 dif;
CoglFixedVec2 c1;
CoglFixedVec2 c2;
CoglFixedVec2 c3;
floatVec2 mid;
floatVec2 dif;
floatVec2 c1;
floatVec2 c2;
floatVec2 c3;
gint qindex;
/* Put first curve on stack */
@ -573,15 +567,15 @@ _cogl_path_bezier2_sub (CoglBezQuad *quad)
/* Calculate distance of control point from its
* counterpart on the line between end points */
mid.x = ((q->p1.x + q->p3.x) >> 1);
mid.y = ((q->p1.y + q->p3.y) >> 1);
mid.x = ((q->p1.x + q->p3.x) / 2);
mid.y = ((q->p1.y + q->p3.y) / 2);
dif.x = (q->p2.x - mid.x);
dif.y = (q->p2.y - mid.y);
if (dif.x < 0) dif.x = -dif.x;
if (dif.y < 0) dif.y = -dif.y;
/* Cancel if the curve is flat enough */
if (dif.x + dif.y <= COGL_FIXED_1 ||
if (dif.x + dif.y <= 1.0 ||
qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
{
/* Add subdivision point (skip last) */
@ -594,12 +588,12 @@ _cogl_path_bezier2_sub (CoglBezQuad *quad)
qright = q; qleft = &quads[++qindex];
/* Subdivide into 2 sub-curves */
c1.x = ((q->p1.x + q->p2.x) >> 1);
c1.y = ((q->p1.y + q->p2.y) >> 1);
c3.x = ((q->p2.x + q->p3.x) >> 1);
c3.y = ((q->p2.y + q->p3.y) >> 1);
c2.x = ((c1.x + c3.x) >> 1);
c2.y = ((c1.y + c3.y) >> 1);
c1.x = ((q->p1.x + q->p2.x) / 2);
c1.y = ((q->p1.y + q->p2.y) / 2);
c3.x = ((q->p2.x + q->p3.x) / 2);
c3.y = ((q->p2.y + q->p3.y) / 2);
c2.x = ((c1.x + c3.x) / 2);
c2.y = ((c1.y + c3.y) / 2);
/* Add left recursion onto stack */
qleft->p1 = q->p1;
@ -614,10 +608,10 @@ _cogl_path_bezier2_sub (CoglBezQuad *quad)
}
void
cogl_path_curve2_to (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2)
cogl_path_curve2_to (float x1,
float y1,
float x2,
float y2)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -639,10 +633,10 @@ cogl_path_curve2_to (CoglFixed x1,
}
void
cogl_rel_curve2_to (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2)
cogl_rel_curve2_to (float x1,
float y1,
float x2,
float y2)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);

View File

@ -26,15 +26,15 @@
#ifndef __COGL_PRIMITIVES_H
#define __COGL_PRIMITIVES_H
typedef struct _CoglFixedVec2 CoglFixedVec2;
typedef struct _floatVec2 floatVec2;
typedef struct _CoglBezQuad CoglBezQuad;
typedef struct _CoglBezCubic CoglBezCubic;
typedef struct _CoglPathNode CoglPathNode;
struct _CoglFixedVec2
struct _floatVec2
{
CoglFixed x;
CoglFixed y;
float x;
float y;
};
#ifdef CLUTTER_COGL_HAS_GL
@ -67,17 +67,17 @@ struct _CoglPathNode
struct _CoglBezQuad
{
CoglFixedVec2 p1;
CoglFixedVec2 p2;
CoglFixedVec2 p3;
floatVec2 p1;
floatVec2 p2;
floatVec2 p3;
};
struct _CoglBezCubic
{
CoglFixedVec2 p1;
CoglFixedVec2 p2;
CoglFixedVec2 p3;
CoglFixedVec2 p4;
floatVec2 p1;
floatVec2 p2;
floatVec2 p3;
floatVec2 p4;
};
#endif /* __COGL_PRIMITIVES_H */

View File

@ -51,12 +51,12 @@ typedef struct
gboolean enable_backface_culling;
/* Primitives */
CoglFixedVec2 path_start;
CoglFixedVec2 path_pen;
floatVec2 path_start;
floatVec2 path_pen;
GArray *path_nodes;
guint last_path;
CoglFixedVec2 path_nodes_min;
CoglFixedVec2 path_nodes_max;
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
/* Cache of inverse projection matrix */
GLfloat inverse_projection[16];

View File

@ -53,33 +53,33 @@ _cogl_rectangle (gint x,
void
_cogl_rectanglex (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height)
_cogl_rectanglex (float x,
float y,
float width,
float height)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0);
GE( glRectf (COGL_FIXED_TO_FLOAT (x),
COGL_FIXED_TO_FLOAT (y),
COGL_FIXED_TO_FLOAT (x + width),
COGL_FIXED_TO_FLOAT (y + height)) );
GE( glRectf ( (x),
(y),
(x + width),
(y + height)) );
}
void
_cogl_path_add_node (gboolean new_sub_path,
CoglFixed x,
CoglFixed y)
float x,
float y)
{
CoglPathNode new_node;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
new_node.x = COGL_FIXED_TO_FLOAT (x);
new_node.y = COGL_FIXED_TO_FLOAT (y);
new_node.x = (x);
new_node.y = (y);
new_node.path_size = 0;
if (new_sub_path || ctx->path_nodes->len == 0)
@ -129,24 +129,24 @@ _cogl_path_stroke_nodes ()
}
static void
_cogl_path_get_bounds (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
_cogl_path_get_bounds (floatVec2 nodes_min,
floatVec2 nodes_max,
gint *bounds_x,
gint *bounds_y,
guint *bounds_w,
guint *bounds_h)
{
*bounds_x = COGL_FIXED_FLOOR (nodes_min.x);
*bounds_y = COGL_FIXED_FLOOR (nodes_min.y);
*bounds_w = COGL_FIXED_CEIL (nodes_max.x
- COGL_FIXED_FROM_INT (*bounds_x));
*bounds_h = COGL_FIXED_CEIL (nodes_max.y
- COGL_FIXED_FROM_INT (*bounds_y));
*bounds_x = floorf (nodes_min.x);
*bounds_y = floorf (nodes_min.y);
*bounds_w = ceilf (nodes_max.x
- (float)(*bounds_x));
*bounds_h = ceilf (nodes_max.y
- (float)(*bounds_y));
}
void
_cogl_add_path_to_stencil_buffer (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
floatVec2 nodes_max,
guint path_size,
CoglPathNode *path,
gboolean merge)

View File

@ -54,15 +54,15 @@ struct _CoglSpanIter
gint index;
GArray *array;
CoglTexSliceSpan *span;
CoglFixed pos;
CoglFixed next_pos;
CoglFixed origin;
CoglFixed cover_start;
CoglFixed cover_end;
CoglFixed intersect_start;
CoglFixed intersect_end;
CoglFixed intersect_start_local;
CoglFixed intersect_end_local;
float pos;
float next_pos;
float origin;
float cover_start;
float cover_end;
float intersect_start;
float intersect_end;
float intersect_start_local;
float intersect_end_local;
gboolean intersects;
};
@ -102,7 +102,7 @@ _cogl_span_iter_update (CoglSpanIter *iter)
/* Offset next position by span size */
iter->next_pos = iter->pos +
COGL_FIXED_FROM_INT (iter->span->size - iter->span->waste);
(float)(iter->span->size - iter->span->waste);
/* Check if span intersects the area to cover */
if (iter->next_pos <= iter->cover_start ||
@ -131,9 +131,9 @@ _cogl_span_iter_update (CoglSpanIter *iter)
static void
_cogl_span_iter_begin (CoglSpanIter *iter,
GArray *array,
CoglFixed origin,
CoglFixed cover_start,
CoglFixed cover_end)
float origin,
float cover_start,
float cover_end)
{
/* Copy info */
iter->index = 0;
@ -471,8 +471,8 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
/* Iterate vertical spans */
for (source_y = src_y,
_cogl_span_iter_begin (&y_iter, tex->slice_y_spans,
0, COGL_FIXED_FROM_INT (dst_y),
COGL_FIXED_FROM_INT (dst_y + height));
0, (float)(dst_y),
(float)(dst_y + height));
!_cogl_span_iter_end (&y_iter);
@ -492,8 +492,8 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
/* Iterate horizontal spans */
for (source_x = src_x,
_cogl_span_iter_begin (&x_iter, tex->slice_x_spans,
0, COGL_FIXED_FROM_INT (dst_x),
COGL_FIXED_FROM_INT (dst_x + width));
0, (float)(dst_x),
(float)(dst_x + width));
!_cogl_span_iter_end (&x_iter);
@ -511,15 +511,15 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
x_iter.index);
/* Pick intersection width and height */
inter_w = COGL_FIXED_TO_INT (x_iter.intersect_end -
inter_w = (x_iter.intersect_end -
x_iter.intersect_start);
inter_h = COGL_FIXED_TO_INT (y_iter.intersect_end -
inter_h = (y_iter.intersect_end -
y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = COGL_FIXED_TO_INT (x_iter.intersect_start -
local_x = (x_iter.intersect_start -
x_iter.pos);
local_y = COGL_FIXED_TO_INT (y_iter.intersect_start -
local_y = (y_iter.intersect_start -
y_iter.pos);
/* Pick slice GL handle */
@ -555,7 +555,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint wx, wy;
src = source_bmp->data
+ (src_y + COGL_FIXED_TO_INT (y_iter.intersect_start)
+ (src_y + (y_iter.intersect_start)
- dst_y)
* source_bmp->rowstride
+ (src_x + x_span->start + x_span->size - x_span->waste
@ -600,7 +600,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint copy_width;
src = source_bmp->data
+ (src_x + COGL_FIXED_TO_INT (x_iter.intersect_start)
+ (src_x + (x_iter.intersect_start)
- dst_x)
* bpp
+ (src_y + y_span->start + y_span->size - y_span->waste
@ -2010,24 +2010,24 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2)
{
CoglSpanIter iter_x , iter_y;
CoglFixed tw , th;
CoglFixed tqx , tqy;
CoglFixed first_tx , first_ty;
CoglFixed first_qx , first_qy;
CoglFixed slice_tx1 , slice_ty1;
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
float tw , th;
float tqx , tqy;
float first_tx , first_ty;
float first_qx , first_qy;
float slice_tx1 , slice_ty1;
float slice_tx2 , slice_ty2;
float slice_qx1 , slice_qy1;
float slice_qx2 , slice_qy2;
GLuint gl_handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -2050,7 +2050,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
slices */
if (tx2 < tx1)
{
CoglFixed temp = x1;
float temp = x1;
x1 = x2;
x2 = temp;
temp = tx1;
@ -2059,7 +2059,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
}
if (ty2 < ty1)
{
CoglFixed temp = y1;
float temp = y1;
y1 = y2;
y2 = temp;
temp = ty1;
@ -2068,27 +2068,27 @@ _cogl_texture_quad_sw (CoglTexture *tex,
}
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
tw = (float)(tex->bitmap.width);
th = (float)(tex->bitmap.height);
tqx = COGL_FIXED_DIV (x2 - x1, COGL_FIXED_MUL (tw, (tx2 - tx1)));
tqy = COGL_FIXED_DIV (y2 - y1, COGL_FIXED_MUL (th, (ty2 - ty1)));
tqx = (x2 - x1 / (tw * (tx2 - tx1)));
tqy = (y2 - y1 / (th * (ty2 - ty1)));
/* Integral texture coordinate for first tile */
first_tx = COGL_FIXED_FROM_INT (COGL_FIXED_FLOOR (tx1));
first_ty = COGL_FIXED_FROM_INT (COGL_FIXED_FLOOR (ty1));
first_tx = (float)(floorf (tx1));
first_ty = (float)(floorf (ty1));
/* Denormalize texture coordinates */
first_tx = COGL_FIXED_MUL (first_tx, tw);
first_ty = COGL_FIXED_MUL (first_ty, th);
tx1 = COGL_FIXED_MUL (tx1, tw);
ty1 = COGL_FIXED_MUL (ty1, th);
tx2 = COGL_FIXED_MUL (tx2, tw);
ty2 = COGL_FIXED_MUL (ty2, th);
first_tx = (first_tx * tw);
first_ty = (first_ty * th);
tx1 = (tx1 * tw);
ty1 = (ty1 * th);
tx2 = (tx2 * tw);
ty2 = (ty2 * th);
/* Quad coordinate of the first tile */
first_qx = x1 - COGL_FIXED_MUL (tx1 - first_tx, tqx);
first_qy = y1 - COGL_FIXED_MUL (ty1 - first_ty, tqy);
first_qx = x1 - (tx1 - first_tx * tqx);
first_qy = y1 - (ty1 - first_ty * tqy);
/* Iterate until whole quad height covered */
@ -2102,10 +2102,10 @@ _cogl_texture_quad_sw (CoglTexture *tex,
/* Span-quad intersection in quad coordinates */
slice_qy1 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_start - first_ty, tqy);
(iter_y.intersect_start - first_ty * tqy);
slice_qy2 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_end - first_ty, tqy);
(iter_y.intersect_end - first_ty * tqy);
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
@ -2130,10 +2130,10 @@ _cogl_texture_quad_sw (CoglTexture *tex,
/* Span-quad intersection in quad coordinates */
slice_qx1 = first_qx +
COGL_FIXED_MUL (iter_x.intersect_start - first_tx, tqx);
(iter_x.intersect_start - first_tx * tqx);
slice_qx2 = first_qx +
COGL_FIXED_MUL (iter_x.intersect_end - first_tx, tqx);
(iter_x.intersect_end - first_tx * tqx);
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
@ -2149,14 +2149,14 @@ _cogl_texture_quad_sw (CoglTexture *tex,
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", COGL_FIXED_TO_FLOAT (slice_qx1));
printf("qy1: %f\n", COGL_FIXED_TO_FLOAT (slice_qy1));
printf("qx2: %f\n", COGL_FIXED_TO_FLOAT (slice_qx2));
printf("qy2: %f\n", COGL_FIXED_TO_FLOAT (slice_qy2));
printf("tx1: %f\n", COGL_FIXED_TO_FLOAT (slice_tx1));
printf("ty1: %f\n", COGL_FIXED_TO_FLOAT (slice_ty1));
printf("tx2: %f\n", COGL_FIXED_TO_FLOAT (slice_tx2));
printf("ty2: %f\n", COGL_FIXED_TO_FLOAT (slice_ty2));
printf("qx1: %f\n", (slice_qx1));
printf("qy1: %f\n", (slice_qy1));
printf("qx2: %f\n", (slice_qx2));
printf("qy2: %f\n", (slice_qy2));
printf("tx1: %f\n", (slice_tx1));
printf("ty1: %f\n", (slice_ty1));
printf("tx2: %f\n", (slice_tx2));
printf("ty2: %f\n", (slice_ty2));
#endif
/* Pick and bind opengl texture object */
@ -2172,28 +2172,28 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
_cogl_texture_add_quad_vertices ( (slice_qx1),
(slice_qy1),
(slice_qx2),
(slice_qy2),
(slice_tx1),
(slice_ty1),
(slice_tx2),
(slice_ty2));
}
}
}
static void
_cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2)
{
GLuint gl_handle;
CoglTexSliceSpan *x_span;
@ -2209,10 +2209,10 @@ _cogl_texture_quad_hw (CoglTexture *tex,
/* If the texture coords are all in the range [0,1] then we want to
clamp the coords to the edge otherwise it can pull in edge pixels
from the wrong side when scaled */
if (tx1 >= 0 && tx1 <= COGL_FIXED_1
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)
if (tx1 >= 0 && tx1 <= 1.0
&& tx2 >= 0 && tx2 <= 1.0
&& ty1 >= 0 && ty1 <= 1.0
&& ty2 >= 0 && ty2 <= 1.0)
wrap_mode = GL_CLAMP_TO_EDGE;
else
wrap_mode = GL_REPEAT;
@ -2251,19 +2251,19 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty2 *= y_span->size;
}
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
_cogl_texture_add_quad_vertices ( (x1),
(y1),
(x2),
(y2),
(tx1),
(ty1),
(tx2),
(ty2));
}
void
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
const float *verts,
guint n_rects)
{
CoglTexture *tex;
@ -2314,10 +2314,10 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
|| (verts[4] >= 0 && verts[4] <= 1.0
&& verts[6] >= 0 && verts[6] <= 1.0
&& verts[5] >= 0 && verts[5] <= 1.0
&& verts[7] >= 0 && verts[7] <= 1.0)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
@ -2333,16 +2333,16 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2)
{
CoglFixed verts[8];
float verts[8];
verts[0] = x1;
verts[1] = y1;
@ -2455,16 +2455,16 @@ cogl_texture_polygon (CoglHandle handle,
OpenGL */
for (i = 0; i < n_vertices; i++, p++)
{
CoglFixed tx, ty;
float tx, ty;
#define CFX_F COGL_FIXED_TO_FLOAT
#define CFX_F
tx = ((vertices[i].tx
- (COGL_FIXED_FROM_INT (x_span->start)
- ((float)(x_span->start)
/ tex->bitmap.width))
* tex->bitmap.width / x_span->size);
ty = ((vertices[i].ty
- (COGL_FIXED_FROM_INT (y_span->start)
- ((float)(y_span->start)
/ tex->bitmap.height))
* tex->bitmap.height / y_span->size);

View File

@ -209,19 +209,19 @@ cogl_pop_matrix (void)
}
void
cogl_scale (CoglFixed x, CoglFixed y)
cogl_scale (float x, float y)
{
glScaled (COGL_FIXED_TO_DOUBLE (x),
COGL_FIXED_TO_DOUBLE (y),
glScaled ((double)(x),
(double)(y),
1.0);
}
void
cogl_translatex (CoglFixed x, CoglFixed y, CoglFixed z)
cogl_translatex (float x, float y, float z)
{
glTranslated (COGL_FIXED_TO_DOUBLE (x),
COGL_FIXED_TO_DOUBLE (y),
COGL_FIXED_TO_DOUBLE (z));
glTranslated ((double)(x),
(double)(y),
(double)(z));
}
void
@ -231,12 +231,12 @@ cogl_translate (gint x, gint y, gint z)
}
void
cogl_rotatex (CoglFixed angle, gint x, gint y, gint z)
cogl_rotatex (float angle, gint x, gint y, gint z)
{
glRotated (COGL_FIXED_TO_DOUBLE (angle),
COGL_FIXED_TO_DOUBLE (x),
COGL_FIXED_TO_DOUBLE (y),
COGL_FIXED_TO_DOUBLE (z));
glRotated ((double)(angle),
(double)(x),
(double)(y),
(double)(z));
}
void
@ -466,24 +466,24 @@ set_clip_plane (GLint plane_num,
}
void
_cogl_set_clip_planes (CoglFixed x_offset,
CoglFixed y_offset,
CoglFixed width,
CoglFixed height)
_cogl_set_clip_planes (float x_offset,
float y_offset,
float width,
float height)
{
GLfloat modelview[16], projection[16];
GLfloat vertex_tl[4] = { COGL_FIXED_TO_FLOAT (x_offset),
COGL_FIXED_TO_FLOAT (y_offset),
GLfloat vertex_tl[4] = { (x_offset),
(y_offset),
0.0f, 1.0f };
GLfloat vertex_tr[4] = { COGL_FIXED_TO_FLOAT (x_offset + width),
COGL_FIXED_TO_FLOAT (y_offset),
GLfloat vertex_tr[4] = { (x_offset + width),
(y_offset),
0.0f, 1.0f };
GLfloat vertex_bl[4] = { COGL_FIXED_TO_FLOAT (x_offset),
COGL_FIXED_TO_FLOAT (y_offset + height),
GLfloat vertex_bl[4] = { (x_offset),
(y_offset + height),
0.0f, 1.0f };
GLfloat vertex_br[4] = { COGL_FIXED_TO_FLOAT (x_offset + width),
COGL_FIXED_TO_FLOAT (y_offset + height),
GLfloat vertex_br[4] = { (x_offset + width),
(y_offset + height),
0.0f, 1.0f };
GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
@ -518,10 +518,10 @@ _cogl_set_clip_planes (CoglFixed x_offset,
}
void
_cogl_add_stencil_clip (CoglFixed x_offset,
CoglFixed y_offset,
CoglFixed width,
CoglFixed height,
_cogl_add_stencil_clip (float x_offset,
float y_offset,
float width,
float height,
gboolean first)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -537,10 +537,10 @@ _cogl_add_stencil_clip (CoglFixed x_offset,
/* Punch out a hole to allow the rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
GE( glRectf (COGL_FIXED_TO_FLOAT (x_offset),
COGL_FIXED_TO_FLOAT (y_offset),
COGL_FIXED_TO_FLOAT (x_offset + width),
COGL_FIXED_TO_FLOAT (y_offset + height)) );
GE( glRectf ( (x_offset),
(y_offset),
(x_offset + width),
(y_offset + height)) );
}
else
{
@ -548,10 +548,10 @@ _cogl_add_stencil_clip (CoglFixed x_offset,
rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( glRectf (COGL_FIXED_TO_FLOAT (x_offset),
COGL_FIXED_TO_FLOAT (y_offset),
COGL_FIXED_TO_FLOAT (x_offset + width),
COGL_FIXED_TO_FLOAT (y_offset + height)) );
GE( glRectf ( (x_offset),
(y_offset),
(x_offset + width),
(y_offset + height)) );
/* Subtract one from all pixels in the stencil buffer so that
only pixels where both the original stencil buffer and the
@ -574,13 +574,13 @@ _cogl_add_stencil_clip (CoglFixed x_offset,
}
void
_cogl_set_matrix (const CoglFixed *matrix)
_cogl_set_matrix (const float *matrix)
{
float float_matrix[16];
int i;
for (i = 0; i < 16; i++)
float_matrix[i] = COGL_FIXED_TO_FLOAT (matrix[i]);
float_matrix[i] = (matrix[i]);
GE( glLoadIdentity () );
GE( glMultMatrixf (float_matrix) );
@ -612,20 +612,20 @@ _cogl_disable_clip_planes (void)
void
cogl_alpha_func (COGLenum func,
CoglFixed ref)
float ref)
{
GE( glAlphaFunc (func, COGL_FIXED_TO_FLOAT(ref)) );
GE( glAlphaFunc (func, (ref)) );
}
void
cogl_perspective (CoglFixed fovy,
CoglFixed aspect,
CoglFixed zNear,
CoglFixed zFar)
cogl_perspective (float fovy,
float aspect,
float zNear,
float zFar)
{
CoglFixed xmax, ymax;
CoglFixed x, y, c, d;
CoglFixed fovy_rad_half = COGL_FIXED_MUL (fovy, COGL_FIXED_PI) / 360;
float xmax, ymax;
float x, y, c, d;
float fovy_rad_half = (fovy * G_PI) / 360;
GLfloat m[16];
@ -646,22 +646,22 @@ cogl_perspective (CoglFixed fovy,
* precision
*/
ymax =
COGL_FIXED_MUL (zNear,
COGL_FIXED_FAST_DIV (cogl_fixed_sin (fovy_rad_half),
cogl_fixed_cos (fovy_rad_half)));
(zNear *
(sinf (fovy_rad_half) /
cosf (fovy_rad_half)));
xmax = COGL_FIXED_MUL (ymax, aspect);
xmax = (ymax * aspect);
x = COGL_FIXED_FAST_DIV (zNear, xmax);
y = COGL_FIXED_FAST_DIV (zNear, ymax);
c = COGL_FIXED_FAST_DIV (-(zFar + zNear), ( zFar - zNear));
x = (zNear / xmax);
y = (zNear / ymax);
c = (-(zFar + zNear) / ( zFar - zNear));
d = cogl_fixed_mul_div (-(2 * zFar), zNear, (zFar - zNear));
#define M(row,col) m[col*4+row]
M(0,0) = COGL_FIXED_TO_FLOAT (x);
M(1,1) = COGL_FIXED_TO_FLOAT (y);
M(2,2) = COGL_FIXED_TO_FLOAT (c);
M(2,3) = COGL_FIXED_TO_FLOAT (d);
M(0,0) = (x);
M(1,1) = (y);
M(2,2) = (c);
M(2,3) = (d);
M(3,2) = -1.0F;
GE( glMultMatrixf (m) );
@ -672,22 +672,22 @@ cogl_perspective (CoglFixed fovy,
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
#define m ctx->inverse_projection
M(0, 0) = 1.0f / COGL_FIXED_TO_FLOAT (x);
M(1, 1) = 1.0f / COGL_FIXED_TO_FLOAT (y);
M(0, 0) = 1.0f / (x);
M(1, 1) = 1.0f / (y);
M(2, 3) = -1.0f;
M(3, 2) = 1.0f / COGL_FIXED_TO_FLOAT (d);
M(3, 3) = COGL_FIXED_TO_FLOAT (c) / COGL_FIXED_TO_FLOAT (d);
M(3, 2) = 1.0f / (d);
M(3, 3) = (c) / (d);
#undef m
#undef M
}
void
cogl_frustum (CoglFixed left,
CoglFixed right,
CoglFixed bottom,
CoglFixed top,
CoglFixed z_near,
CoglFixed z_far)
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
GLfloat c, d;
@ -696,32 +696,32 @@ cogl_frustum (CoglFixed left,
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
GE( glFrustum (COGL_FIXED_TO_DOUBLE (left),
COGL_FIXED_TO_DOUBLE (right),
COGL_FIXED_TO_DOUBLE (bottom),
COGL_FIXED_TO_DOUBLE (top),
COGL_FIXED_TO_DOUBLE (z_near),
COGL_FIXED_TO_DOUBLE (z_far)) );
GE( glFrustum ((double)(left),
(double)(right),
(double)(bottom),
(double)(top),
(double)(z_near),
(double)(z_far)) );
GE( glMatrixMode (GL_MODELVIEW) );
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
c = -COGL_FIXED_TO_FLOAT (z_far + z_near)
/ COGL_FIXED_TO_FLOAT (z_far - z_near);
d = -COGL_FIXED_TO_FLOAT (2 * COGL_FIXED_MUL (z_far, z_near))
/ COGL_FIXED_TO_FLOAT (z_far - z_near);
c = - (z_far + z_near)
/ (z_far - z_near);
d = - (2 * (z_far * z_near))
/ (z_far - z_near);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = COGL_FIXED_TO_FLOAT (right - left)
/ COGL_FIXED_TO_FLOAT (2 * z_near);
M(0,3) = COGL_FIXED_TO_FLOAT (right + left)
/ COGL_FIXED_TO_FLOAT (2 * z_near);
M(1,1) = COGL_FIXED_TO_FLOAT (top - bottom)
/ COGL_FIXED_TO_FLOAT (2 * z_near);
M(1,3) = COGL_FIXED_TO_FLOAT (top + bottom)
/ COGL_FIXED_TO_FLOAT (2 * z_near);
M(0,0) = (right - left)
/ (2 * z_near);
M(0,3) = (right + left)
/ (2 * z_near);
M(1,1) = (top - bottom)
/ (2 * z_near);
M(1,3) = (top + bottom)
/ (2 * z_near);
M(2,3) = -1.0f;
M(3,2) = 1.0f / d;
M(3,3) = c / d;
@ -738,10 +738,10 @@ cogl_viewport (guint width,
void
cogl_setup_viewport (guint width,
guint height,
CoglFixed fovy,
CoglFixed aspect,
CoglFixed z_near,
CoglFixed z_far)
float fovy,
float aspect,
float z_near,
float z_far)
{
GLfloat z_camera;
@ -769,13 +769,13 @@ cogl_setup_viewport (guint width,
z_camera = DEFAULT_Z_CAMERA;
if (fovy != COGL_FIXED_60)
if (fovy != 60.0)
{
CoglFixed fovy_rad = COGL_FIXED_MUL (fovy, COGL_FIXED_PI) / 180;
float fovy_rad = (fovy * G_PI) / 180;
z_camera =
COGL_FIXED_TO_FLOAT (COGL_FIXED_DIV (cogl_fixed_sin (fovy_rad),
cogl_fixed_cos (fovy_rad)) >> 1);
((sinf (fovy_rad) /
cosf (fovy_rad)) >> 1);
}
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
@ -1164,75 +1164,75 @@ cogl_features_available (CoglFeatureFlags features)
}
void
cogl_get_modelview_matrix (CoglFixed m[16])
cogl_get_modelview_matrix (float m[16])
{
GLdouble md[16];
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = COGL_FIXED_FROM_FLOAT (M(md,0,0));
M(m,0,1) = COGL_FIXED_FROM_FLOAT (M(md,0,1));
M(m,0,2) = COGL_FIXED_FROM_FLOAT (M(md,0,2));
M(m,0,3) = COGL_FIXED_FROM_FLOAT (M(md,0,3));
M(m,0,0) = (M(md,0,0));
M(m,0,1) = (M(md,0,1));
M(m,0,2) = (M(md,0,2));
M(m,0,3) = (M(md,0,3));
M(m,1,0) = COGL_FIXED_FROM_FLOAT (M(md,1,0));
M(m,1,1) = COGL_FIXED_FROM_FLOAT (M(md,1,1));
M(m,1,2) = COGL_FIXED_FROM_FLOAT (M(md,1,2));
M(m,1,3) = COGL_FIXED_FROM_FLOAT (M(md,1,3));
M(m,1,0) = (M(md,1,0));
M(m,1,1) = (M(md,1,1));
M(m,1,2) = (M(md,1,2));
M(m,1,3) = (M(md,1,3));
M(m,2,0) = COGL_FIXED_FROM_FLOAT (M(md,2,0));
M(m,2,1) = COGL_FIXED_FROM_FLOAT (M(md,2,1));
M(m,2,2) = COGL_FIXED_FROM_FLOAT (M(md,2,2));
M(m,2,3) = COGL_FIXED_FROM_FLOAT (M(md,2,3));
M(m,2,0) = (M(md,2,0));
M(m,2,1) = (M(md,2,1));
M(m,2,2) = (M(md,2,2));
M(m,2,3) = (M(md,2,3));
M(m,3,0) = COGL_FIXED_FROM_FLOAT (M(md,3,0));
M(m,3,1) = COGL_FIXED_FROM_FLOAT (M(md,3,1));
M(m,3,2) = COGL_FIXED_FROM_FLOAT (M(md,3,2));
M(m,3,3) = COGL_FIXED_FROM_FLOAT (M(md,3,3));
M(m,3,0) = (M(md,3,0));
M(m,3,1) = (M(md,3,1));
M(m,3,2) = (M(md,3,2));
M(m,3,3) = (M(md,3,3));
#undef M
}
void
cogl_get_projection_matrix (CoglFixed m[16])
cogl_get_projection_matrix (float m[16])
{
GLdouble md[16];
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = COGL_FIXED_FROM_FLOAT (M(md,0,0));
M(m,0,1) = COGL_FIXED_FROM_FLOAT (M(md,0,1));
M(m,0,2) = COGL_FIXED_FROM_FLOAT (M(md,0,2));
M(m,0,3) = COGL_FIXED_FROM_FLOAT (M(md,0,3));
M(m,0,0) = (M(md,0,0));
M(m,0,1) = (M(md,0,1));
M(m,0,2) = (M(md,0,2));
M(m,0,3) = (M(md,0,3));
M(m,1,0) = COGL_FIXED_FROM_FLOAT (M(md,1,0));
M(m,1,1) = COGL_FIXED_FROM_FLOAT (M(md,1,1));
M(m,1,2) = COGL_FIXED_FROM_FLOAT (M(md,1,2));
M(m,1,3) = COGL_FIXED_FROM_FLOAT (M(md,1,3));
M(m,1,0) = (M(md,1,0));
M(m,1,1) = (M(md,1,1));
M(m,1,2) = (M(md,1,2));
M(m,1,3) = (M(md,1,3));
M(m,2,0) = COGL_FIXED_FROM_FLOAT (M(md,2,0));
M(m,2,1) = COGL_FIXED_FROM_FLOAT (M(md,2,1));
M(m,2,2) = COGL_FIXED_FROM_FLOAT (M(md,2,2));
M(m,2,3) = COGL_FIXED_FROM_FLOAT (M(md,2,3));
M(m,2,0) = (M(md,2,0));
M(m,2,1) = (M(md,2,1));
M(m,2,2) = (M(md,2,2));
M(m,2,3) = (M(md,2,3));
M(m,3,0) = COGL_FIXED_FROM_FLOAT (M(md,3,0));
M(m,3,1) = COGL_FIXED_FROM_FLOAT (M(md,3,1));
M(m,3,2) = COGL_FIXED_FROM_FLOAT (M(md,3,2));
M(m,3,3) = COGL_FIXED_FROM_FLOAT (M(md,3,3));
M(m,3,0) = (M(md,3,0));
M(m,3,1) = (M(md,3,1));
M(m,3,2) = (M(md,3,2));
M(m,3,3) = (M(md,3,3));
#undef M
}
void
cogl_get_viewport (CoglFixed v[4])
cogl_get_viewport (float v[4])
{
GLdouble vd[4];
glGetDoublev(GL_VIEWPORT, &vd[0]);
v[0] = COGL_FIXED_FROM_FLOAT (vd[0]);
v[1] = COGL_FIXED_FROM_FLOAT (vd[1]);
v[2] = COGL_FIXED_FROM_FLOAT (vd[2]);
v[3] = COGL_FIXED_FROM_FLOAT (vd[3]);
v[0] = (vd[0]);
v[1] = (vd[1]);
v[2] = (vd[2]);
v[3] = (vd[3]);
}
void
@ -1263,9 +1263,9 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
void
cogl_fog_set (const CoglColor *fog_color,
CoglFixed density,
CoglFixed start,
CoglFixed stop)
float density,
float start,
float stop)
{
GLfloat fogColor[4];
@ -1281,8 +1281,8 @@ cogl_fog_set (const CoglColor *fog_color,
glFogi (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogf (GL_FOG_DENSITY, COGL_FIXED_TO_FLOAT (density));
glFogf (GL_FOG_START, COGL_FIXED_TO_FLOAT (start));
glFogf (GL_FOG_END, COGL_FIXED_TO_FLOAT (stop));
glFogf (GL_FOG_DENSITY, (density));
glFogf (GL_FOG_START, (start));
glFogf (GL_FOG_END, (stop));
}

View File

@ -80,7 +80,7 @@ cogl_create_context ()
#endif
/* Init OpenGL state */
GE( cogl_wrap_glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
GE( cogl_wrap_glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
GE( glColorMask (TRUE, TRUE, TRUE, FALSE) );
GE( glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
cogl_enable (0);

View File

@ -53,15 +53,15 @@ typedef struct
gboolean enable_backface_culling;
/* Primitives */
CoglFixedVec2 path_start;
CoglFixedVec2 path_pen;
floatVec2 path_start;
floatVec2 path_pen;
GArray *path_nodes;
guint last_path;
CoglFixedVec2 path_nodes_min;
CoglFixedVec2 path_nodes_max;
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
/* Cache of inverse projection matrix */
CoglFixed inverse_projection[16];
float inverse_projection[16];
/* Textures */
GArray *texture_handles;

View File

@ -227,12 +227,12 @@ cogl_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
/* Setup new viewport and matrices */
GE( glViewport (0, 0, fbo->width, fbo->height) );
GE( cogl_wrap_glTranslatex (-COGL_FIXED_1, -COGL_FIXED_1, 0) );
GE( cogl_wrap_glScalex (COGL_FIXED_DIV (COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (fbo->width)),
COGL_FIXED_DIV (COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (fbo->height)),
COGL_FIXED_1) );
GE( cogl_wrap_glTranslatef (-1.0, -1.0, 0) );
GE( cogl_wrap_glScalef (((float)(2) /
(float)(fbo->width)),
((float)(2) /
(float)(fbo->height)),
1.0) );
/* Bind offscreen framebuffer object */
GE( glBindFramebuffer (GL_FRAMEBUFFER, fbo->gl_handle) );

View File

@ -104,7 +104,7 @@ cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
void
cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
{
GLfixed default_fog_color[4] = { 0, 0, 0, 0 };
GLfloat default_fog_color[4] = { 0, 0, 0, 0 };
memset (wrapper, 0, sizeof (CoglGles2Wrapper));
@ -118,11 +118,11 @@ cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
/* Initialize the fogging options */
cogl_wrap_glDisable (GL_FOG);
cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
cogl_wrap_glFogx (GL_FOG_DENSITY, COGL_FIXED_1);
cogl_wrap_glFogx (GL_FOG_START, 0);
cogl_wrap_glFogx (GL_FOG_END, 1);
cogl_wrap_glFogxv (GL_FOG_COLOR, default_fog_color);
cogl_wrap_glFogf (GL_FOG_MODE, GL_LINEAR);
cogl_wrap_glFogf (GL_FOG_DENSITY, 1.0);
cogl_wrap_glFogf (GL_FOG_START, 0);
cogl_wrap_glFogf (GL_FOG_END, 1);
cogl_wrap_glFogfv (GL_FOG_COLOR, default_fog_color);
/* Initialize alpha testing */
cogl_wrap_glDisable (GL_ALPHA_TEST);
@ -517,10 +517,10 @@ cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
void
cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
{
glClearColor (COGL_FIXED_TO_FLOAT (r),
COGL_FIXED_TO_FLOAT (g),
COGL_FIXED_TO_FLOAT (b),
COGL_FIXED_TO_FLOAT (a));
glClearColor ( (r),
(g),
(b),
(a));
}
void
@ -666,58 +666,58 @@ cogl_wrap_glMultMatrix (const float *m)
}
void
cogl_wrap_glMultMatrixx (const GLfixed *m)
cogl_wrap_glMultMatrixf (const GLfloat *m)
{
float new_matrix[16];
int i;
for (i = 0; i < 16; i++)
new_matrix[i] = COGL_FIXED_TO_FLOAT (m[i]);
new_matrix[i] = (m[i]);
cogl_wrap_glMultMatrix (new_matrix);
}
void
cogl_wrap_glFrustumx (GLfixed left, GLfixed right,
GLfixed bottom, GLfixed top,
GLfixed z_near, GLfixed z_far)
cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat z_near, GLfloat z_far)
{
float matrix[16];
float two_near = COGL_FIXED_TO_FLOAT (2 * z_near);
float two_near = (2 * z_near);
memset (matrix, 0, sizeof (matrix));
matrix[0] = two_near / COGL_FIXED_TO_FLOAT (right - left);
matrix[5] = two_near / COGL_FIXED_TO_FLOAT (top - bottom);
matrix[8] = COGL_FIXED_TO_FLOAT (right + left)
/ COGL_FIXED_TO_FLOAT (right - left);
matrix[9] = COGL_FIXED_TO_FLOAT (top + bottom)
/ COGL_FIXED_TO_FLOAT (top - bottom);
matrix[10] = -COGL_FIXED_TO_FLOAT (z_far + z_near)
/ COGL_FIXED_TO_FLOAT (z_far - z_near);
matrix[0] = two_near / (right - left);
matrix[5] = two_near / (top - bottom);
matrix[8] = (right + left)
/ (right - left);
matrix[9] = (top + bottom)
/ (top - bottom);
matrix[10] = - (z_far + z_near)
/ (z_far - z_near);
matrix[11] = -1.0f;
matrix[14] = -two_near * COGL_FIXED_TO_FLOAT (z_far)
/ COGL_FIXED_TO_FLOAT (z_far - z_near);
matrix[14] = -two_near * (z_far)
/ (z_far - z_near);
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glScalex (GLfixed x, GLfixed y, GLfixed z)
cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z)
{
float matrix[16];
memset (matrix, 0, sizeof (matrix));
matrix[0] = COGL_FIXED_TO_FLOAT (x);
matrix[5] = COGL_FIXED_TO_FLOAT (y);
matrix[10] = COGL_FIXED_TO_FLOAT (z);
matrix[0] = (x);
matrix[5] = (y);
matrix[10] = (z);
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z)
cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z)
{
float matrix[16];
@ -725,22 +725,22 @@ cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z)
matrix[0] = 1.0f;
matrix[5] = 1.0f;
matrix[10] = 1.0f;
matrix[12] = COGL_FIXED_TO_FLOAT (x);
matrix[13] = COGL_FIXED_TO_FLOAT (y);
matrix[14] = COGL_FIXED_TO_FLOAT (z);
matrix[12] = (x);
matrix[13] = (y);
matrix[14] = (z);
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
float matrix[16];
float xf = COGL_FIXED_TO_FLOAT (x);
float yf = COGL_FIXED_TO_FLOAT (y);
float zf = COGL_FIXED_TO_FLOAT (z);
float anglef = COGL_FIXED_TO_FLOAT (angle) * G_PI / 180.0f;
float xf = (x);
float yf = (y);
float zf = (z);
float anglef = (angle) * G_PI / 180.0f;
float c = cosf (anglef);
float s = sinf (anglef);
@ -768,21 +768,21 @@ cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
}
void
cogl_wrap_glOrthox (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top,
GLfixed near, GLfixed far)
cogl_wrap_glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far)
{
float matrix[16];
float xrange = COGL_FIXED_TO_FLOAT (right - left);
float yrange = COGL_FIXED_TO_FLOAT (top - bottom);
float zrange = COGL_FIXED_TO_FLOAT (far - near);
float xrange = (right - left);
float yrange = (top - bottom);
float zrange = (far - near);
memset (matrix, 0, sizeof (matrix));
matrix[0] = 2.0f / xrange;
matrix[5] = 2.0f / yrange;
matrix[10] = 2.0f / zrange;
matrix[12] = COGL_FIXED_TO_FLOAT (right + left) / xrange;
matrix[13] = COGL_FIXED_TO_FLOAT (top + bottom) / yrange;
matrix[14] = COGL_FIXED_TO_FLOAT (far + near) / zrange;
matrix[12] = (right + left) / xrange;
matrix[13] = (top + bottom) / yrange;
matrix[14] = (far + near) / zrange;
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
@ -1033,7 +1033,7 @@ cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
}
void
cogl_wrap_glTexEnvx (GLenum target, GLenum pname, GLfixed param)
cogl_wrap_glTexEnvf (GLenum target, GLenum pname, GLfloat param)
{
/* This function is only used to set the texture mode once to
GL_MODULATE. The shader is hard-coded to modulate the texture so
@ -1143,17 +1143,17 @@ cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
}
void
cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
cogl_wrap_glColor4f (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
{
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
COGL_FIXED_TO_FLOAT (r),
COGL_FIXED_TO_FLOAT (g),
COGL_FIXED_TO_FLOAT (b),
COGL_FIXED_TO_FLOAT (a));
(r),
(g),
(b),
(a));
}
void
cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation)
cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation)
{
/* FIXME */
}
@ -1161,10 +1161,10 @@ cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation)
static void
cogl_gles2_float_array_to_fixed (int size,
const GLfloat *floats,
GLfixed *fixeds)
GLfloat *fixeds)
{
while (size-- > 0)
*(fixeds++) = COGL_FIXED_FROM_FLOAT (*(floats++));
*(fixeds++) = (*(floats++));
}
void
@ -1185,7 +1185,7 @@ cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
}
void
cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params)
cogl_wrap_glGetFixedv (GLenum pname, GLfloat *params)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
@ -1215,7 +1215,7 @@ cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params)
}
void
cogl_wrap_glFogx (GLenum pname, GLfixed param)
cogl_wrap_glFogf (GLenum pname, GLfloat param)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
@ -1227,23 +1227,23 @@ cogl_wrap_glFogx (GLenum pname, GLfixed param)
case GL_FOG_DENSITY:
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_DENSITY, fog_density,
COGL_FIXED_TO_FLOAT (param));
(param));
break;
case GL_FOG_START:
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_START, fog_start,
COGL_FIXED_TO_FLOAT (param));
(param));
break;
case GL_FOG_END:
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_END, fog_end,
COGL_FIXED_TO_FLOAT (param));
(param));
break;
}
}
void
cogl_wrap_glFogxv (GLenum pname, const GLfixed *params)
cogl_wrap_glFogfv (GLenum pname, const GLfloat *params)
{
int i;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
@ -1251,7 +1251,7 @@ cogl_wrap_glFogxv (GLenum pname, const GLfixed *params)
if (pname == GL_FOG_COLOR)
{
for (i = 0; i < 4; i++)
w->fog_color[i] = COGL_FIXED_TO_FLOAT (params[i]);
w->fog_color[i] = (params[i]);
w->dirty_uniforms |= COGL_GLES2_DIRTY_FOG_COLOR;
}

View File

@ -209,16 +209,16 @@ void cogl_wrap_glPushMatrix ();
void cogl_wrap_glPopMatrix ();
void cogl_wrap_glMatrixMode (GLenum mode);
void cogl_wrap_glLoadIdentity ();
void cogl_wrap_glMultMatrixx (const GLfixed *m);
void cogl_wrap_glFrustumx (GLfixed left, GLfixed right,
GLfixed bottom, GLfixed top,
GLfixed z_near, GLfixed z_far);
void cogl_wrap_glScalex (GLfixed x, GLfixed y, GLfixed z);
void cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z);
void cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
void cogl_wrap_glOrthox (GLfixed left, GLfixed right,
GLfixed bottom, GLfixed top,
GLfixed near, GLfixed far);
void cogl_wrap_glMultMatrixf (const GLfloat *m);
void cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat z_near, GLfloat z_far);
void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glOrthof (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void cogl_wrap_glEnable (GLenum cap);
void cogl_wrap_glDisable (GLenum cap);
@ -232,22 +232,22 @@ void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
void cogl_wrap_glNormalPointer (GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glTexEnvx (GLenum target, GLenum pname, GLfixed param);
void cogl_wrap_glTexEnvf (GLenum target, GLenum pname, GLfloat param);
void cogl_wrap_glEnableClientState (GLenum array);
void cogl_wrap_glDisableClientState (GLenum array);
void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
void cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
void cogl_wrap_glColor4f (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
void cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation);
void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
void cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params);
void cogl_wrap_glGetFixedv (GLenum pname, GLfloat *params);
void cogl_wrap_glFogx (GLenum pname, GLfixed param);
void cogl_wrap_glFogxv (GLenum pname, const GLfixed *params);
void cogl_wrap_glFogf (GLenum pname, GLfloat param);
void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params);
void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
@ -280,28 +280,28 @@ void _cogl_gles2_clear_cache_for_program (CoglHandle program);
#define cogl_wrap_glPopMatrix glPopMatrix
#define cogl_wrap_glMatrixMode glMatrixMode
#define cogl_wrap_glLoadIdentity glLoadIdentity
#define cogl_wrap_glMultMatrixx glMultMatrixx
#define cogl_wrap_glFrustumx glFrustumx
#define cogl_wrap_glScalex glScalex
#define cogl_wrap_glTranslatex glTranslatex
#define cogl_wrap_glRotatex glRotatex
#define cogl_wrap_glOrthox glOrthox
#define cogl_wrap_glMultMatrixf glMultMatrixx
#define cogl_wrap_glFrustumf glFrustumx
#define cogl_wrap_glScalef glScalex
#define cogl_wrap_glTranslatef glTranslatex
#define cogl_wrap_glRotatef glRotatex
#define cogl_wrap_glOrthof glOrthox
#define cogl_wrap_glEnable glEnable
#define cogl_wrap_glDisable glDisable
#define cogl_wrap_glTexCoordPointer glTexCoordPointer
#define cogl_wrap_glVertexPointer glVertexPointer
#define cogl_wrap_glColorPointer glColorPointer
#define cogl_wrap_glNormalPointer glNormalPointer
#define cogl_wrap_glTexEnvx glTexEnvx
#define cogl_wrap_glTexEnvf glTexEnvx
#define cogl_wrap_glEnableClientState glEnableClientState
#define cogl_wrap_glDisableClientState glDisableClientState
#define cogl_wrap_glAlphaFunc glAlphaFunc
#define cogl_wrap_glColor4x glColor4x
#define cogl_wrap_glClipPlanex glClipPlanex
#define cogl_wrap_glColor4f glColor4x
#define cogl_wrap_glClipPlanef glClipPlanex
#define cogl_wrap_glGetIntegerv glGetIntegerv
#define cogl_wrap_glGetFixedv glGetFixedv
#define cogl_wrap_glFogx glFogx
#define cogl_wrap_glFogxv glFogxv
#define cogl_wrap_glFogf glFogx
#define cogl_wrap_glFogfv glFogxv
#define cogl_wrap_glTexParameteri glTexParameteri
/* The extra third parameter of the bind texture wrapper isn't needed

View File

@ -64,12 +64,12 @@ _cogl_rectangle (gint x,
void
_cogl_rectanglex (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height)
_cogl_rectanglex (float x,
float y,
float width,
float height)
{
GLfixed rect_verts[8] = {
GLfloat rect_verts[8] = {
x, y,
x + width, y,
x, y + height,
@ -89,8 +89,8 @@ _cogl_rectanglex (CoglFixed x,
void
_cogl_path_add_node (gboolean new_sub_path,
CoglFixed x,
CoglFixed y)
float x,
float y)
{
CoglPathNode new_node;
@ -147,19 +147,19 @@ _cogl_path_stroke_nodes ()
}
static void
_cogl_path_get_bounds (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
_cogl_path_get_bounds (floatVec2 nodes_min,
floatVec2 nodes_max,
gint *bounds_x,
gint *bounds_y,
guint *bounds_w,
guint *bounds_h)
{
*bounds_x = COGL_FIXED_FLOOR (nodes_min.x);
*bounds_y = COGL_FIXED_FLOOR (nodes_min.y);
*bounds_w = COGL_FIXED_CEIL (nodes_max.x
- COGL_FIXED_FROM_INT (*bounds_x));
*bounds_h = COGL_FIXED_CEIL (nodes_max.y
- COGL_FIXED_FROM_INT (*bounds_y));
*bounds_x = floorf (nodes_min.x);
*bounds_y = floorf (nodes_min.y);
*bounds_w = ceilf (nodes_max.x
- (float)(*bounds_x));
*bounds_h = ceilf (nodes_max.y
- (float)(*bounds_y));
}
static gint compare_ints (gconstpointer a,
@ -169,8 +169,8 @@ static gint compare_ints (gconstpointer a,
}
void
_cogl_add_path_to_stencil_buffer (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
floatVec2 nodes_max,
guint path_size,
CoglPathNode *path,
gboolean merge)
@ -244,12 +244,12 @@ _cogl_add_path_to_stencil_buffer (CoglFixedVec2 nodes_min,
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
cogl_rectanglex (-COGL_FIXED_1, -COGL_FIXED_1,
COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (2));
cogl_rectanglex (-COGL_FIXED_1, -COGL_FIXED_1,
COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (2));
cogl_rectanglex (-1.0, -1.0,
(float)(2),
(float)(2));
cogl_rectanglex (-1.0, -1.0,
(float)(2),
(float)(2));
GE( cogl_wrap_glPopMatrix () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPopMatrix () );
@ -292,14 +292,14 @@ _cogl_path_fill_nodes_scanlines (CoglPathNode *path,
for (i=0; i < bounds_h; i++)
scanlines[i]=NULL;
first_x = prev_x = COGL_FIXED_TO_INT (path->x);
first_y = prev_y = COGL_FIXED_TO_INT (path->y);
first_x = prev_x = (path->x);
first_y = prev_y = (path->y);
/* create scanline intersection list */
for (i=1; i < path_size; i++)
{
gint dest_x = COGL_FIXED_TO_INT (path[i].x);
gint dest_y = COGL_FIXED_TO_INT (path[i].y);
gint dest_x = (path[i].x);
gint dest_y = (path[i].y);
gint ydir;
gint dx;
gint dy;
@ -362,7 +362,7 @@ _cogl_path_fill_nodes_scanlines (CoglPathNode *path,
{
gint spans = 0;
gint span_no;
GLfixed *coords;
GLfloat *coords;
/* count number of spans */
for (i=0; i < bounds_h; i++)
@ -380,7 +380,7 @@ _cogl_path_fill_nodes_scanlines (CoglPathNode *path,
iter = next->next;
}
}
coords = g_malloc0 (spans * sizeof (GLfixed) * 3 * 2 * 2);
coords = g_malloc0 (spans * sizeof (GLfloat) * 3 * 2 * 2);
span_no = 0;
/* build list of triangles */
@ -390,15 +390,15 @@ _cogl_path_fill_nodes_scanlines (CoglPathNode *path,
while (iter)
{
GSList *next = iter->next;
GLfixed x0, x1;
GLfixed y0, y1;
GLfloat x0, x1;
GLfloat y0, y1;
if (!next)
break;
x0 = COGL_FIXED_FROM_INT (GPOINTER_TO_INT (iter->data));
x1 = COGL_FIXED_FROM_INT (GPOINTER_TO_INT (next->data));
y0 = COGL_FIXED_FROM_INT (bounds_y + i);
y1 = COGL_FIXED_FROM_INT (bounds_y + i + 1) + 2048;
x0 = (float)(GPOINTER_TO_INT (iter->data));
x1 = (float)(GPOINTER_TO_INT (next->data));
y0 = (float)(bounds_y + i);
y1 = (float)(bounds_y + i + 1) + 2048;
/* render scanlines 1.0625 high to avoid gaps when
transformed */

View File

@ -63,15 +63,15 @@ struct _CoglSpanIter
gint index;
GArray *array;
CoglTexSliceSpan *span;
CoglFixed pos;
CoglFixed next_pos;
CoglFixed origin;
CoglFixed cover_start;
CoglFixed cover_end;
CoglFixed intersect_start;
CoglFixed intersect_end;
CoglFixed intersect_start_local;
CoglFixed intersect_end_local;
float pos;
float next_pos;
float origin;
float cover_start;
float cover_end;
float intersect_start;
float intersect_end;
float intersect_start_local;
float intersect_end_local;
gboolean intersects;
};
@ -116,7 +116,7 @@ _cogl_span_iter_update (CoglSpanIter *iter)
/* Offset next position by span size */
iter->next_pos = iter->pos +
COGL_FIXED_FROM_INT (iter->span->size - iter->span->waste);
(float)(iter->span->size - iter->span->waste);
/* Check if span intersects the area to cover */
if (iter->next_pos <= iter->cover_start ||
@ -145,9 +145,9 @@ _cogl_span_iter_update (CoglSpanIter *iter)
static void
_cogl_span_iter_begin (CoglSpanIter *iter,
GArray *array,
CoglFixed origin,
CoglFixed cover_start,
CoglFixed cover_end)
float origin,
float cover_start,
float cover_end)
{
/* Copy info */
iter->index = 0;
@ -398,10 +398,10 @@ _cogl_texture_draw_and_read (CoglTexture *tex,
GLint *viewport)
{
gint bpp;
CoglFixed rx1, ry1;
CoglFixed rx2, ry2;
CoglFixed tx1, ty1;
CoglFixed tx2, ty2;
float rx1, ry1;
float rx2, ry2;
float tx1, ty1;
float tx2, ty2;
int bw, bh;
CoglBitmap rect_bmp;
CoglHandle handle;
@ -422,9 +422,9 @@ _cogl_texture_draw_and_read (CoglTexture *tex,
/* Draw the texture image */
cogl_texture_rectangle (handle,
0, 0,
COGL_FIXED_FROM_INT (tex->bitmap.width),
COGL_FIXED_FROM_INT (tex->bitmap.height),
0, 0, COGL_FIXED_1, COGL_FIXED_1);
(float)(tex->bitmap.width),
(float)(tex->bitmap.height),
0, 0, 1.0, 1.0);
/* Read into target bitmap */
prep_for_gl_pixels_download (tex->bitmap.rowstride);
@ -439,7 +439,7 @@ _cogl_texture_draw_and_read (CoglTexture *tex,
ry1 = 0; ry2 = 0;
ty1 = 0; ty2 = 0;
#define CFIX COGL_FIXED_FROM_INT
#define CFIX (float)
/* Walk Y axis until whole bitmap height consumed */
for (bh = tex->bitmap.height; bh > 0; bh -= viewport[3])
@ -450,7 +450,7 @@ _cogl_texture_draw_and_read (CoglTexture *tex,
/* Normalized texture Y coords */
ty1 = ty2;
ty2 = COGL_FIXED_DIV (CFIX (ry2), CFIX (tex->bitmap.height));
ty2 = (CFIX (ry2) / CFIX (tex->bitmap.height));
rx1 = 0; rx2 = 0;
tx1 = 0; tx2 = 0;
@ -464,7 +464,7 @@ _cogl_texture_draw_and_read (CoglTexture *tex,
/* Normalized texture X coords */
tx1 = tx2;
tx2 = COGL_FIXED_DIV (CFIX (rx2), CFIX (tex->bitmap.width));
tx2 = (CFIX (rx2) / CFIX (tex->bitmap.width));
/* Clear buffer with transparent black, draw with white
for direct copy to framebuffer */
@ -544,10 +544,10 @@ _cogl_texture_download_from_gl (CoglTexture *tex,
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glOrthox (0, COGL_FIXED_FROM_INT (viewport[2]),
0, COGL_FIXED_FROM_INT (viewport[3]),
COGL_FIXED_FROM_INT (0),
COGL_FIXED_FROM_INT (100)) );
GE( cogl_wrap_glOrthof (0, (float)(viewport[2]),
0, (float)(viewport[3]),
(float)(0),
(float)(100)) );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPushMatrix () );
@ -662,8 +662,8 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
/* Iterate vertical spans */
for (source_y = src_y,
_cogl_span_iter_begin (&y_iter, tex->slice_y_spans,
0, COGL_FIXED_FROM_INT (dst_y),
COGL_FIXED_FROM_INT (dst_y + height));
0, (float)(dst_y),
(float)(dst_y + height));
!_cogl_span_iter_end (&y_iter);
@ -683,8 +683,8 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
/* Iterate horizontal spans */
for (source_x = src_x,
_cogl_span_iter_begin (&x_iter, tex->slice_x_spans,
0, COGL_FIXED_FROM_INT (dst_x),
COGL_FIXED_FROM_INT (dst_x + width));
0, (float)(dst_x),
(float)(dst_x + width));
!_cogl_span_iter_end (&x_iter);
@ -702,15 +702,15 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
x_iter.index);
/* Pick intersection width and height */
inter_w = COGL_FIXED_TO_INT (x_iter.intersect_end -
inter_w = (x_iter.intersect_end -
x_iter.intersect_start);
inter_h = COGL_FIXED_TO_INT (y_iter.intersect_end -
inter_h = (y_iter.intersect_end -
y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = COGL_FIXED_TO_INT (x_iter.intersect_start -
local_x = (x_iter.intersect_start -
x_iter.pos);
local_y = COGL_FIXED_TO_INT (y_iter.intersect_start -
local_y = (y_iter.intersect_start -
y_iter.pos);
/* Pick slice GL handle */
@ -768,7 +768,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint wx, wy;
src = source_bmp->data
+ (src_y + COGL_FIXED_TO_INT (y_iter.intersect_start)
+ (src_y + (y_iter.intersect_start)
- dst_y)
* source_bmp->rowstride
+ (src_x + x_span->start + x_span->size - x_span->waste
@ -813,7 +813,7 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
guint copy_width;
src = source_bmp->data
+ (src_x + COGL_FIXED_TO_INT (x_iter.intersect_start)
+ (src_x + (x_iter.intersect_start)
- dst_x)
* bpp
+ (src_y + y_span->start + y_span->size - y_span->waste
@ -2148,24 +2148,24 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2)
{
CoglSpanIter iter_x , iter_y;
CoglFixed tw , th;
CoglFixed tqx , tqy;
CoglFixed first_tx , first_ty;
CoglFixed first_qx , first_qy;
CoglFixed slice_tx1 , slice_ty1;
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
float tw , th;
float tqx , tqy;
float first_tx , first_ty;
float first_qx , first_qy;
float slice_tx1 , slice_ty1;
float slice_tx2 , slice_ty2;
float slice_qx1 , slice_qy1;
float slice_qx2 , slice_qy2;
GLuint gl_handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -2180,7 +2180,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
slices */
if (tx2 < tx1)
{
CoglFixed temp = x1;
float temp = x1;
x1 = x2;
x2 = temp;
temp = tx1;
@ -2189,7 +2189,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
}
if (ty2 < ty1)
{
CoglFixed temp = y1;
float temp = y1;
y1 = y2;
y2 = temp;
temp = ty1;
@ -2198,27 +2198,27 @@ _cogl_texture_quad_sw (CoglTexture *tex,
}
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
tw = (float)(tex->bitmap.width);
th = (float)(tex->bitmap.height);
tqx = COGL_FIXED_DIV (x2 - x1, COGL_FIXED_MUL (tw, (tx2 - tx1)));
tqy = COGL_FIXED_DIV (y2 - y1, COGL_FIXED_MUL (th, (ty2 - ty1)));
tqx = (x2 - x1 / (tw * (tx2 - tx1)));
tqy = (y2 - y1 / (th * (ty2 - ty1)));
/* Integral texture coordinate for first tile */
first_tx = COGL_FIXED_FROM_INT (COGL_FIXED_FLOOR (tx1));
first_ty = COGL_FIXED_FROM_INT (COGL_FIXED_FLOOR (ty1));
first_tx = (float)(floorf (tx1));
first_ty = (float)(floorf (ty1));
/* Denormalize texture coordinates */
first_tx = COGL_FIXED_MUL (first_tx, tw);
first_ty = COGL_FIXED_MUL (first_ty, th);
tx1 = COGL_FIXED_MUL (tx1, tw);
ty1 = COGL_FIXED_MUL (ty1, th);
tx2 = COGL_FIXED_MUL (tx2, tw);
ty2 = COGL_FIXED_MUL (ty2, th);
first_tx = (first_tx * tw);
first_ty = (first_ty * th);
tx1 = (tx1 * tw);
ty1 = (ty1 * th);
tx2 = (tx2 * tw);
ty2 = (ty2 * th);
/* Quad coordinate of the first tile */
first_qx = x1 - COGL_FIXED_MUL (tx1 - first_tx, tqx);
first_qy = y1 - COGL_FIXED_MUL (ty1 - first_ty, tqy);
first_qx = x1 - (tx1 - first_tx * tqx);
first_qy = y1 - (ty1 - first_ty * tqy);
/* Iterate until whole quad height covered */
@ -2232,10 +2232,10 @@ _cogl_texture_quad_sw (CoglTexture *tex,
/* Span-quad intersection in quad coordinates */
slice_qy1 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_start - first_ty, tqy);
(iter_y.intersect_start - first_ty * tqy);
slice_qy2 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_end - first_ty, tqy);
(iter_y.intersect_end - first_ty * tqy);
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
@ -2257,10 +2257,10 @@ _cogl_texture_quad_sw (CoglTexture *tex,
/* Span-quad intersection in quad coordinates */
slice_qx1 = first_qx +
COGL_FIXED_MUL (iter_x.intersect_start - first_tx, tqx);
(iter_x.intersect_start - first_tx * tqx);
slice_qx2 = first_qx +
COGL_FIXED_MUL (iter_x.intersect_end - first_tx, tqx);
(iter_x.intersect_end - first_tx * tqx);
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
@ -2273,14 +2273,14 @@ _cogl_texture_quad_sw (CoglTexture *tex,
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", COGL_FIXED_TO_FLOAT (slice_qx1));
printf("qy1: %f\n", COGL_FIXED_TO_FLOAT (slice_qy1));
printf("qx2: %f\n", COGL_FIXED_TO_FLOAT (slice_qx2));
printf("qy2: %f\n", COGL_FIXED_TO_FLOAT (slice_qy2));
printf("tx1: %f\n", COGL_FIXED_TO_FLOAT (slice_tx1));
printf("ty1: %f\n", COGL_FIXED_TO_FLOAT (slice_ty1));
printf("tx2: %f\n", COGL_FIXED_TO_FLOAT (slice_tx2));
printf("ty2: %f\n", COGL_FIXED_TO_FLOAT (slice_ty2));
printf("qx1: %f\n", (slice_qx1));
printf("qy1: %f\n", (slice_qy1));
printf("qx2: %f\n", (slice_qx2));
printf("qy2: %f\n", (slice_qy2));
printf("tx1: %f\n", (slice_tx1));
printf("ty1: %f\n", (slice_ty1));
printf("tx2: %f\n", (slice_tx2));
printf("ty2: %f\n", (slice_ty2));
#endif
/* Pick and bind opengl texture object */
@ -2297,28 +2297,28 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ctx->texture_current = gl_handle;
ctx->texture_format = tex->gl_intformat;
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
_cogl_texture_add_quad_vertices ( (slice_qx1),
(slice_qy1),
(slice_qx2),
(slice_qy2),
(slice_tx1),
(slice_ty1),
(slice_tx2),
(slice_ty2));
}
}
}
static void
_cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2)
{
GLuint gl_handle;
CoglTexSliceSpan *x_span;
@ -2352,19 +2352,19 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
_cogl_texture_add_quad_vertices ( (x1),
(y1),
(x2),
(y2),
(tx1),
(ty1),
(tx2),
(ty2));
}
void
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
const float *verts,
guint n_rects)
{
CoglTexture *tex;
@ -2411,10 +2411,10 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
|| (verts[4] >= 0 && verts[4] <= 1.0
&& verts[6] >= 0 && verts[6] <= 1.0
&& verts[5] >= 0 && verts[5] <= 1.0
&& verts[7] >= 0 && verts[7] <= 1.0)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
@ -2430,16 +2430,16 @@ cogl_texture_multiple_rectangles (CoglHandle handle,
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
float x1,
float y1,
float x2,
float y2,
float tx1,
float ty1,
float tx2,
float ty2)
{
CoglFixed verts[8];
float verts[8];
verts[0] = x1;
verts[1] = y1;
@ -2541,7 +2541,7 @@ cogl_texture_polygon (CoglHandle handle,
OpenGL */
for (i = 0; i < n_vertices; i++, p++)
{
#define CFX_F COGL_FIXED_TO_FLOAT
#define CFX_F
p->v[0] = CFX_F(vertices[i].x);
p->v[1] = CFX_F(vertices[i].y);

View File

@ -116,41 +116,41 @@ cogl_pop_matrix (void)
}
void
cogl_scale (CoglFixed x, CoglFixed y)
cogl_scale (float x, float y)
{
GE( cogl_wrap_glScalex (x, y, COGL_FIXED_1) );
GE( cogl_wrap_glScalef (x, y, 1.0) );
}
void
cogl_translatex (CoglFixed x, CoglFixed y, CoglFixed z)
cogl_translatex (float x, float y, float z)
{
GE( cogl_wrap_glTranslatex (x, y, z) );
GE( cogl_wrap_glTranslatef (x, y, z) );
}
void
cogl_translate (gint x, gint y, gint z)
{
GE( cogl_wrap_glTranslatex (COGL_FIXED_FROM_INT(x),
COGL_FIXED_FROM_INT(y),
COGL_FIXED_FROM_INT(z)) );
GE( cogl_wrap_glTranslatef ((float)(x),
(float)(y),
(float)(z)) );
}
void
cogl_rotatex (CoglFixed angle,
CoglFixed x,
CoglFixed y,
CoglFixed z)
cogl_rotatex (float angle,
float x,
float y,
float z)
{
GE( cogl_wrap_glRotatex (angle,x,y,z) );
GE( cogl_wrap_glRotatef (angle,x,y,z) );
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
GE( cogl_wrap_glRotatex (COGL_FIXED_FROM_INT(angle),
COGL_FIXED_FROM_INT(x),
COGL_FIXED_FROM_INT(y),
COGL_FIXED_FROM_INT(z)) );
GE( cogl_wrap_glRotatef ((float)(angle),
(float)(x),
(float)(y),
(float)(z)) );
}
static inline gboolean
@ -315,7 +315,7 @@ cogl_set_source_color (const CoglColor *color)
#else
/* conversion can cause issues with picking on some gles implementations */
GE( cogl_wrap_glColor4x (cogl_color_get_red (color),
GE( cogl_wrap_glColor4f (cogl_color_get_red (color),
cogl_color_get_green (color),
cogl_color_get_blue (color),
cogl_color_get_alpha (color)) );
@ -326,22 +326,22 @@ cogl_set_source_color (const CoglColor *color)
}
static void
apply_matrix (const CoglFixed *matrix, CoglFixed *vertex)
apply_matrix (const float *matrix, float *vertex)
{
int x, y;
CoglFixed vertex_out[4] = { 0 };
float vertex_out[4] = { 0 };
for (y = 0; y < 4; y++)
for (x = 0; x < 4; x++)
vertex_out[y] += cogl_fixed_mul (vertex[x], matrix[y + x * 4]);
vertex_out[y] += (vertex[x] * matrix[y + x * 4]);
memcpy (vertex, vertex_out, sizeof (vertex_out));
}
static void
project_vertex (CoglFixed *modelview,
CoglFixed *project,
CoglFixed *vertex)
project_vertex (float *modelview,
float *project,
float *vertex)
{
int i;
@ -351,21 +351,21 @@ project_vertex (CoglFixed *modelview,
apply_matrix (project, vertex);
/* Convert from homogenized coordinates */
for (i = 0; i < 4; i++)
vertex[i] = cogl_fixed_div (vertex[i], vertex[3]);
vertex[i] = (vertex[i] / vertex[3]);
}
static void
set_clip_plane (GLint plane_num,
const CoglFixed *vertex_a,
const CoglFixed *vertex_b)
const float *vertex_a,
const float *vertex_b)
{
GLfixed plane[4];
GLfixed angle;
GLfloat plane[4];
GLfloat angle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Calculate the angle between the axes and the line crossing the
two points */
angle = cogl_fixed_mul (cogl_fixed_atan2 (vertex_b[1] - vertex_a[1],
angle = (atan2f (vertex_b[1] - vertex_a[1] *
vertex_b[0] - vertex_a[0]),
COGL_RADIANS_TO_DEGREES);
@ -374,36 +374,36 @@ set_clip_plane (GLint plane_num,
projection matrix so we can specify the plane in screen
coordinates */
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glMultMatrixx ((GLfixed *) ctx->inverse_projection) );
GE( cogl_wrap_glMultMatrixf ((GLfloat *) ctx->inverse_projection) );
/* Rotate about point a */
GE( cogl_wrap_glTranslatex (vertex_a[0], vertex_a[1], vertex_a[2]) );
GE( cogl_wrap_glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
/* Rotate the plane by the calculated angle so that it will connect
the two points */
GE( cogl_wrap_glRotatex (angle, 0.0f, 0.0f, 1.0f) );
GE( cogl_wrap_glTranslatex (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
GE( cogl_wrap_glRotatef (angle, 0.0f, 0.0f, 1.0f) );
GE( cogl_wrap_glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
plane[0] = 0;
plane[1] = -COGL_FIXED_1;
plane[1] = -1.0;
plane[2] = 0;
plane[3] = vertex_a[1];
GE( cogl_wrap_glClipPlanex (plane_num, plane) );
GE( cogl_wrap_glClipPlanef (plane_num, plane) );
GE( cogl_wrap_glPopMatrix () );
}
void
_cogl_set_clip_planes (CoglFixed x_offset,
CoglFixed y_offset,
CoglFixed width,
CoglFixed height)
_cogl_set_clip_planes (float x_offset,
float y_offset,
float width,
float height)
{
GLfixed modelview[16], projection[16];
GLfloat modelview[16], projection[16];
CoglFixed vertex_tl[4] = { x_offset, y_offset, 0, COGL_FIXED_1 };
CoglFixed vertex_tr[4] = { x_offset + width, y_offset, 0, COGL_FIXED_1 };
CoglFixed vertex_bl[4] = { x_offset, y_offset + height, 0, COGL_FIXED_1 };
CoglFixed vertex_br[4] = { x_offset + width, y_offset + height,
0, COGL_FIXED_1 };
float vertex_tl[4] = { x_offset, y_offset, 0, 1.0 };
float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 };
float vertex_bl[4] = { x_offset, y_offset + height, 0, 1.0 };
float vertex_br[4] = { x_offset + width, y_offset + height,
0, 1.0 };
GE( cogl_wrap_glGetFixedv (GL_MODELVIEW_MATRIX, modelview) );
GE( cogl_wrap_glGetFixedv (GL_PROJECTION_MATRIX, projection) );
@ -421,7 +421,7 @@ _cogl_set_clip_planes (CoglFixed x_offset,
if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
{
CoglFixed temp[4];
float temp[4];
memcpy (temp, vertex_tl, sizeof (temp));
memcpy (vertex_tl, vertex_tr, sizeof (temp));
memcpy (vertex_tr, temp, sizeof (temp));
@ -437,10 +437,10 @@ _cogl_set_clip_planes (CoglFixed x_offset,
}
void
_cogl_add_stencil_clip (CoglFixed x_offset,
CoglFixed y_offset,
CoglFixed width,
CoglFixed height,
_cogl_add_stencil_clip (float x_offset,
float y_offset,
float width,
float height,
gboolean first)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -476,9 +476,9 @@ _cogl_add_stencil_clip (CoglFixed x_offset,
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
cogl_rectanglex (-COGL_FIXED_1, -COGL_FIXED_1,
COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (2));
cogl_rectanglex (-1.0, -1.0,
(float)(2),
(float)(2));
GE( cogl_wrap_glPopMatrix () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPopMatrix () );
@ -490,10 +490,10 @@ _cogl_add_stencil_clip (CoglFixed x_offset,
}
void
_cogl_set_matrix (const CoglFixed *matrix)
_cogl_set_matrix (const float *matrix)
{
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glMultMatrixx (matrix) );
GE( cogl_wrap_glMultMatrixf (matrix) );
}
void
@ -522,25 +522,25 @@ _cogl_disable_clip_planes (void)
void
cogl_alpha_func (COGLenum func,
CoglFixed ref)
float ref)
{
GE( cogl_wrap_glAlphaFunc (func, COGL_FIXED_TO_FLOAT(ref)) );
GE( cogl_wrap_glAlphaFunc (func, (ref)) );
}
/*
* Fixed point implementation of the perspective function
*/
void
cogl_perspective (CoglFixed fovy,
CoglFixed aspect,
CoglFixed zNear,
CoglFixed zFar)
cogl_perspective (float fovy,
float aspect,
float zNear,
float zFar)
{
CoglFixed xmax, ymax;
CoglFixed x, y, c, d;
CoglFixed fovy_rad_half = cogl_fixed_mul (fovy, COGL_FIXED_PI) / 360;
float xmax, ymax;
float x, y, c, d;
float fovy_rad_half = (fovy * G_PI) / 360;
GLfixed m[16];
GLfloat m[16];
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -558,76 +558,76 @@ cogl_perspective (CoglFixed fovy,
* 2) When working with small numbers, we can are loosing significant
* precision
*/
ymax = cogl_fixed_mul (zNear,
cogl_fixed_div (cogl_fixed_sin (fovy_rad_half),
cogl_fixed_cos (fovy_rad_half)));
xmax = cogl_fixed_mul (ymax, aspect);
ymax = (zNear *
(sinf (fovy_rad_half) /
cosf (fovy_rad_half)));
xmax = (ymax * aspect);
x = cogl_fixed_div (zNear, xmax);
y = cogl_fixed_div (zNear, ymax);
c = cogl_fixed_div (-(zFar + zNear), ( zFar - zNear));
d = cogl_fixed_div (-(cogl_fixed_mul (2 * zFar, zNear)), (zFar - zNear));
x = (zNear / xmax);
y = (zNear / ymax);
c = (-(zFar + zNear) / ( zFar - zNear));
d = (-((2 * zFar * zNear)) / (zFar - zNear));
#define M(row,col) m[col*4+row]
M(0,0) = x;
M(1,1) = y;
M(2,2) = c;
M(2,3) = d;
M(3,2) = -COGL_FIXED_1;
M(3,2) = -1.0;
GE( cogl_wrap_glMultMatrixx (m) );
GE( cogl_wrap_glMultMatrixf (m) );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (CoglFixed) * 16);
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
#define m ctx->inverse_projection
M(0, 0) = cogl_fixed_div (COGL_FIXED_1, x);
M(1, 1) = cogl_fixed_div (COGL_FIXED_1, y);
M(2, 3) = -COGL_FIXED_1;
M(3, 2) = cogl_fixed_div (COGL_FIXED_1, d);
M(3, 3) = cogl_fixed_div (c, d);
M(0, 0) = (1.0 / x);
M(1, 1) = (1.0 / y);
M(2, 3) = -1.0;
M(3, 2) = (1.0 / d);
M(3, 3) = (c / d);
#undef m
#undef M
}
void
cogl_frustum (CoglFixed left,
CoglFixed right,
CoglFixed bottom,
CoglFixed top,
CoglFixed z_near,
CoglFixed z_far)
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglFixed c, d;
float c, d;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glFrustumx (left, right,
GE( cogl_wrap_glFrustumf (left, right,
bottom, top,
z_near, z_far) );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (CoglFixed) * 16);
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
c = -cogl_fixed_div (z_far + z_near, z_far - z_near);
d = -cogl_fixed_div (2 * cogl_fixed_mul (z_far, z_near), z_far - z_near);
c = -(z_far + z_near / z_far - z_near);
d = -(2 * (z_far * z_near) / z_far - z_near);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = cogl_fixed_div (right - left, 2 * z_near);
M(0,3) = cogl_fixed_div (right + left, 2 * z_near);
M(1,1) = cogl_fixed_div (top - bottom, 2 * z_near);
M(1,3) = cogl_fixed_div (top + bottom, 2 * z_near);
M(2,3) = -COGL_FIXED_1;
M(3,2) = cogl_fixed_div (COGL_FIXED_1, d);
M(3,3) = cogl_fixed_div (c, d);
M(0,0) = (right - left / 2 * z_near);
M(0,3) = (right + left / 2 * z_near);
M(1,1) = (top - bottom / 2 * z_near);
M(1,3) = (top + bottom / 2 * z_near);
M(2,3) = -1.0;
M(3,2) = (1.0 / d);
M(3,3) = (c / d);
#undef M
}
@ -641,19 +641,19 @@ cogl_viewport (guint width,
void
cogl_setup_viewport (guint w,
guint h,
CoglFixed fovy,
CoglFixed aspect,
CoglFixed z_near,
CoglFixed z_far)
float fovy,
float aspect,
float z_near,
float z_far)
{
gint width = (gint) w;
gint height = (gint) h;
CoglFixed z_camera;
float z_camera;
GE( glViewport (0, 0, width, height) );
/* For Ortho projection.
* cogl_wrap_glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
* cogl_wrap_glOrthof (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
@ -666,24 +666,24 @@ cogl_setup_viewport (guint w,
* See comments in ../gl/cogl.c
*/
#define DEFAULT_Z_CAMERA 0.869f
z_camera = COGL_FIXED_FROM_FLOAT (DEFAULT_Z_CAMERA);
z_camera = (DEFAULT_Z_CAMERA);
if (fovy != COGL_FIXED_60)
if (fovy != 60.0)
{
CoglFixed fovy_rad = cogl_fixed_mul (fovy, COGL_FIXED_PI) / 180;
float fovy_rad = (fovy * G_PI) / 180;
z_camera = cogl_fixed_div (cogl_fixed_sin (fovy_rad),
cogl_fixed_cos (fovy_rad)) >> 1;
z_camera = (sinf (fovy_rad) /
cosf (fovy_rad)) >> 1;
}
GE( cogl_wrap_glTranslatex (-1 << 15, -1 << 15, -z_camera) );
GE( cogl_wrap_glTranslatef (-1 << 15, -1 << 15, -z_camera) );
GE( cogl_wrap_glScalex ( COGL_FIXED_1 / width,
-COGL_FIXED_1 / height,
COGL_FIXED_1 / width) );
GE( cogl_wrap_glScalef ( 1.0 / width,
-1.0 / height,
1.0 / width) );
GE( cogl_wrap_glTranslatex (0, -COGL_FIXED_1 * height, 0) );
GE( cogl_wrap_glTranslatef (0, -1.0 * height, 0) );
}
static void
@ -735,19 +735,19 @@ cogl_features_available (CoglFeatureFlags features)
}
void
cogl_get_modelview_matrix (CoglFixed m[16])
cogl_get_modelview_matrix (float m[16])
{
cogl_wrap_glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
}
void
cogl_get_projection_matrix (CoglFixed m[16])
cogl_get_projection_matrix (float m[16])
{
cogl_wrap_glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
}
void
cogl_get_viewport (CoglFixed v[4])
cogl_get_viewport (float v[4])
{
GLint viewport[4];
int i;
@ -755,7 +755,7 @@ cogl_get_viewport (CoglFixed v[4])
cogl_wrap_glGetIntegerv (GL_VIEWPORT, viewport);
for (i = 0; i < 4; i++)
v[i] = COGL_FIXED_FROM_INT (viewport[i]);
v[i] = (float)(viewport[i]);
}
void
@ -773,11 +773,11 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
void
cogl_fog_set (const CoglColor *fog_color,
CoglFixed density,
CoglFixed z_near,
CoglFixed z_far)
float density,
float z_near,
float z_far)
{
GLfixed fogColor[4];
GLfloat fogColor[4];
fogColor[0] = cogl_color_get_red (fog_color);
fogColor[1] = cogl_color_get_green (fog_color);
@ -786,12 +786,12 @@ cogl_fog_set (const CoglColor *fog_color,
cogl_wrap_glEnable (GL_FOG);
cogl_wrap_glFogxv (GL_FOG_COLOR, fogColor);
cogl_wrap_glFogfv (GL_FOG_COLOR, fogColor);
cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
cogl_wrap_glFogf (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
cogl_wrap_glFogx (GL_FOG_DENSITY, (GLfixed) density);
cogl_wrap_glFogx (GL_FOG_START, (GLfixed) z_near);
cogl_wrap_glFogx (GL_FOG_END, (GLfixed) z_far);
cogl_wrap_glFogf (GL_FOG_DENSITY, (GLfloat) density);
cogl_wrap_glFogf (GL_FOG_START, (GLfloat) z_near);
cogl_wrap_glFogf (GL_FOG_END, (GLfloat) z_far);
}

View File

@ -342,13 +342,13 @@ cogl_pango_glyph_cache_set (CoglPangoGlyphCache *cache,
value = g_slice_new (CoglPangoGlyphCacheValue);
value->texture = cogl_texture_ref (band->texture);
value->tx1 = COGL_FIXED_FROM_INT (band->space_remaining)
value->tx1 = (float)(band->space_remaining)
/ band->texture_size;
value->tx2 = COGL_FIXED_FROM_INT (band->space_remaining + width)
value->tx2 = (float)(band->space_remaining + width)
/ band->texture_size;
value->ty1 = COGL_FIXED_FROM_INT (band->top)
value->ty1 = (float)(band->top)
/ band->texture_size;
value->ty2 = COGL_FIXED_FROM_INT (band->top + height)
value->ty2 = (float)(band->top + height)
/ band->texture_size;
value->draw_x = draw_x;
value->draw_y = draw_y;

View File

@ -37,10 +37,10 @@ struct _CoglPangoGlyphCacheValue
{
CoglHandle texture;
CoglFixed tx1;
CoglFixed ty1;
CoglFixed tx2;
CoglFixed ty2;
float tx1;
float ty1;
float tx2;
float ty2;
int draw_x;
int draw_y;

View File

@ -67,7 +67,7 @@ cogl_pango_renderer_glyphs_end (CoglPangoRenderer *priv)
{
if (priv->glyph_rectangles->len > 0)
{
CoglFixed *rectangles = (CoglFixed *) priv->glyph_rectangles->data;
float *rectangles = (float *) priv->glyph_rectangles->data;
cogl_texture_multiple_rectangles (priv->glyph_texture, rectangles,
priv->glyph_rectangles->len / 8);
g_array_set_size (priv->glyph_rectangles, 0);
@ -77,11 +77,11 @@ cogl_pango_renderer_glyphs_end (CoglPangoRenderer *priv)
static void
cogl_pango_renderer_draw_glyph (CoglPangoRenderer *priv,
CoglPangoGlyphCacheValue *cache_value,
CoglFixed x1,
CoglFixed y1)
float x1,
float y1)
{
CoglFixed x2, y2;
CoglFixed *p;
float x2, y2;
float *p;
if (priv->glyph_rectangles->len > 0
&& priv->glyph_texture != cache_value->texture)
@ -93,7 +93,7 @@ cogl_pango_renderer_draw_glyph (CoglPangoRenderer *priv,
y2 = y1 + CLUTTER_INT_TO_FIXED (cache_value->draw_height);
g_array_set_size (priv->glyph_rectangles, priv->glyph_rectangles->len + 8);
p = &g_array_index (priv->glyph_rectangles, CoglFixed,
p = &g_array_index (priv->glyph_rectangles, float,
priv->glyph_rectangles->len - 8);
*(p++) = x1; *(p++) = y1;
@ -133,7 +133,7 @@ cogl_pango_renderer_init (CoglPangoRenderer *priv)
priv->glyph_cache = cogl_pango_glyph_cache_new (FALSE);
priv->mipmapped_glyph_cache = cogl_pango_glyph_cache_new (TRUE);
priv->use_mipmapping = FALSE;
priv->glyph_rectangles = g_array_new (FALSE, FALSE, sizeof (CoglFixed));
priv->glyph_rectangles = g_array_new (FALSE, FALSE, sizeof (float));
}
static void
@ -413,10 +413,10 @@ static void
cogl_pango_renderer_draw_box (int x, int y,
int width, int height)
{
cogl_path_rectangle (COGL_FIXED_FROM_INT (x),
COGL_FIXED_FROM_INT (y - height),
COGL_FIXED_FROM_INT (width),
COGL_FIXED_FROM_INT (height));
cogl_path_rectangle ((float)(x),
(float)(y - height),
(float)(width),
(float)(height));
cogl_path_stroke ();
}
@ -424,17 +424,17 @@ static void
cogl_pango_renderer_get_device_units (PangoRenderer *renderer,
int xin,
int yin,
CoglFixed *xout,
CoglFixed *yout)
float *xout,
float *yout)
{
const PangoMatrix *matrix;
if ((matrix = pango_renderer_get_matrix (renderer)))
{
/* Convert user-space coords to device coords */
*xout = COGL_FIXED_FROM_FLOAT ((xin * matrix->xx + yin * matrix->xy)
*xout = ((xin * matrix->xx + yin * matrix->xy)
/ PANGO_SCALE + matrix->x0);
*yout = COGL_FIXED_FROM_FLOAT ((yin * matrix->yy + xin * matrix->yx)
*yout = ((yin * matrix->yy + xin * matrix->yx)
/ PANGO_SCALE + matrix->y0);
}
else
@ -452,7 +452,7 @@ cogl_pango_renderer_draw_rectangle (PangoRenderer *renderer,
int width,
int height)
{
CoglFixed x1, x2, y1, y2;
float x1, x2, y1, y2;
cogl_pango_renderer_set_color_for_part (renderer, part);
@ -476,15 +476,15 @@ cogl_pango_renderer_draw_trapezoid (PangoRenderer *renderer,
double x12,
double x22)
{
CoglFixed points[8];
float points[8];
points[0] = COGL_FIXED_FROM_FLOAT (x11);
points[1] = COGL_FIXED_FROM_FLOAT (y1);
points[2] = COGL_FIXED_FROM_FLOAT (x12);
points[3] = COGL_FIXED_FROM_FLOAT (y2);
points[4] = COGL_FIXED_FROM_FLOAT (x22);
points[0] = (x11);
points[1] = (y1);
points[2] = (x12);
points[3] = (y2);
points[4] = (x22);
points[5] = points[3];
points[6] = COGL_FIXED_FROM_FLOAT (x21);
points[6] = (x21);
points[7] = points[1];
cogl_pango_renderer_set_color_for_part (renderer, part);
@ -510,7 +510,7 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
for (i = 0; i < glyphs->num_glyphs; i++)
{
PangoGlyphInfo *gi = glyphs->glyphs + i;
CoglFixed x, y;
float x, y;
cogl_pango_renderer_get_device_units (renderer,
xi + gi->geometry.x_offset,
@ -526,15 +526,15 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
if (font == NULL ||
(metrics = pango_font_get_metrics (font, NULL)) == NULL)
{
cogl_pango_renderer_draw_box (COGL_FIXED_TO_INT (x),
COGL_FIXED_TO_INT (y),
cogl_pango_renderer_draw_box ( (x),
(y),
PANGO_UNKNOWN_GLYPH_WIDTH,
PANGO_UNKNOWN_GLYPH_HEIGHT);
}
else
{
cogl_pango_renderer_draw_box (COGL_FIXED_TO_INT (x),
COGL_FIXED_TO_INT (y),
cogl_pango_renderer_draw_box ( (x),
(y),
metrics->approximate_char_width
/ PANGO_SCALE,
metrics->ascent / PANGO_SCALE);
@ -555,20 +555,20 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
{
cogl_pango_renderer_glyphs_end (priv);
cogl_pango_renderer_draw_box (COGL_FIXED_TO_INT (x),
COGL_FIXED_TO_INT (y),
cogl_pango_renderer_draw_box ( (x),
(y),
PANGO_UNKNOWN_GLYPH_WIDTH,
PANGO_UNKNOWN_GLYPH_HEIGHT);
}
else
{
CoglFixed width, height;
float width, height;
x += COGL_FIXED_FROM_INT (cache_value->draw_x);
y += COGL_FIXED_FROM_INT (cache_value->draw_y);
x += (float)(cache_value->draw_x);
y += (float)(cache_value->draw_y);
width = x + COGL_FIXED_FROM_INT (cache_value->draw_width);
height = y + COGL_FIXED_FROM_INT (cache_value->draw_height);
width = x + (float)(cache_value->draw_width);
height = y + (float)(cache_value->draw_height);
cogl_pango_renderer_draw_glyph (priv, cache_value, x, y);
}

View File

@ -114,33 +114,33 @@ on_paint (ClutterActor *actor, TestState *state)
the first */
for (i = 0; i < 2; i++)
{
CoglFixed x1 = 0, x2, y1 = 0, y2 = COGL_FIXED_FROM_INT (TEXTURE_SIZE);
float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_SIZE);
CoglTextureVertex verts[4];
memset (verts, 0, sizeof (verts));
/* Set the color to white so that all the textures will be drawn
at their own color */
cogl_set_source_color4x (COGL_FIXED_1, COGL_FIXED_1,
COGL_FIXED_1, COGL_FIXED_1);
cogl_set_source_color4x (1.0, 1.0,
1.0, 1.0);
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
x2 = x1 + (float)(TEXTURE_SIZE);
/* Draw a front-facing texture */
cogl_texture_rectangle (state->texture,
x1, y1, x2, y2,
0, 0, COGL_FIXED_1, COGL_FIXED_1);
0, 0, 1.0, 1.0);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
x2 = x1 + (float)(TEXTURE_SIZE);
/* Draw a back-facing texture */
cogl_texture_rectangle (state->texture,
x2, y1, x1, y2,
0, 0, COGL_FIXED_1, COGL_FIXED_1);
0, 0, 1.0, 1.0);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
x2 = x1 + (float)(TEXTURE_SIZE);
/* Draw a front-facing texture polygon */
verts[0].x = x1; verts[0].y = y2;
@ -148,14 +148,14 @@ on_paint (ClutterActor *actor, TestState *state)
verts[2].x = x2; verts[2].y = y1;
verts[3].x = x1; verts[3].y = y1;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = COGL_FIXED_1; verts[1].ty = 0;
verts[2].tx = COGL_FIXED_1; verts[2].ty = COGL_FIXED_1;
verts[3].tx = 0; verts[3].ty = COGL_FIXED_1;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_texture_polygon (state->texture, 4,
verts, FALSE);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
x2 = x1 + (float)(TEXTURE_SIZE);
/* Draw a back-facing texture polygon */
verts[0].x = x1; verts[0].y = y1;
@ -163,19 +163,19 @@ on_paint (ClutterActor *actor, TestState *state)
verts[2].x = x2; verts[2].y = y2;
verts[3].x = x1; verts[3].y = y2;
verts[0].tx = 0; verts[0].ty = 0;
verts[1].tx = COGL_FIXED_1; verts[1].ty = 0;
verts[2].tx = COGL_FIXED_1; verts[2].ty = COGL_FIXED_1;
verts[3].tx = 0; verts[3].ty = COGL_FIXED_1;
verts[1].tx = 1.0; verts[1].ty = 0;
verts[2].tx = 1.0; verts[2].ty = 1.0;
verts[3].tx = 0; verts[3].ty = 1.0;
cogl_texture_polygon (state->texture, 4,
verts, FALSE);
x1 = x2;
x2 = x1 + COGL_FIXED_FROM_INT (TEXTURE_SIZE);
x2 = x1 + (float)(TEXTURE_SIZE);
/* Draw a regular rectangle (this should always show) */
cogl_set_source_color4x (COGL_FIXED_1, 0, 0, COGL_FIXED_1);
cogl_rectangle (COGL_FIXED_TO_INT (x1), COGL_FIXED_TO_INT (y1),
COGL_FIXED_TO_INT (x2 - x1), COGL_FIXED_TO_INT (y2 - y1));
cogl_set_source_color4x (1.0, 0, 0, 1.0);
cogl_rectangle ( (x1), (y1),
(x2 - x1), (y2 - y1));
/* The second time round draw beneath the first with backface
culling disabled */

View File

@ -94,9 +94,9 @@ test_coglbox_paint(ClutterActor *self)
cos_frame = clutter_cosi (CLUTTER_ANGLE_FROM_DEG (priv->frame));
pingpong_frame = (priv->frame <= 180 ? priv->frame : 360 - priv->frame);
frac_frame = COGL_FIXED_DIV (CLUTTER_INT_TO_FIXED (pingpong_frame),
frac_frame = (CLUTTER_INT_TO_FIXED (pingpong_frame) /
CLUTTER_INT_TO_FIXED (180));
frac_frame += (COGL_FIXED_1 >> 1);
frac_frame += (1.0 >> 1);
frac_frame <<= 1;
for (t=0; t<4; t+=2)
@ -104,8 +104,8 @@ test_coglbox_paint(ClutterActor *self)
texcoords[t] += cos_frame;
texcoords[t+1] += sin_frame;
texcoords[t] = COGL_FIXED_MUL (texcoords[t], frac_frame);
texcoords[t+1] = COGL_FIXED_MUL (texcoords[t+1], frac_frame);
texcoords[t] = (texcoords[t] * frac_frame);
texcoords[t+1] = (texcoords[t+1] * frac_frame);
}
priv = TEST_COGLBOX_GET_PRIVATE (self);

View File

@ -19,7 +19,7 @@ on_entry_paint (ClutterActor *actor,
cogl_path_round_rectangle (0, 0,
CLUTTER_UNITS_TO_FIXED (width),
CLUTTER_UNITS_TO_FIXED (height),
COGL_FIXED_FROM_INT (4),
(float)(4),
COGL_ANGLE_FROM_DEG (1.0));
cogl_path_stroke ();
}