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stage: Use precomputed constants instead of trigonometric functions
This should actually ensure that the calculations of the Z translation for the projection matrix is resolved to "variable * CONSTANT". The original factors are left in code so it's trivial to revert to the trigonometric operations if need be, even without reverting this commit.
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@ -3396,6 +3396,8 @@ clutter_stage_ensure_viewport (ClutterStage *stage)
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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}
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# define _DEG_TO_RAD(d) ((d) * ((float) G_PI / 180.0f))
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/* This calculates a distance into the view frustum to position the
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* stage so there is a decent amount of space to position geometry
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* between the stage and the near clipping plane.
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@ -3508,13 +3510,26 @@ calculate_z_translation (float z_near)
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* z_2d = --------------------------- + z_near
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* sin (0.5°)
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*/
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#define _DEG_TO_RAD (G_PI / 180.0)
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return z_near * tanf (30.0f * _DEG_TO_RAD) *
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sinf (120.0f * _DEG_TO_RAD) * cosf (30.5f * _DEG_TO_RAD) /
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sinf (0.5f * _DEG_TO_RAD) +
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z_near;
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#undef _DEG_TO_RAD
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/* We expect the compiler should boil this down to z_near * CONSTANT */
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/* We expect the compiler should boil this down to z_near * CONSTANT
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* already, but just in case we use precomputed constants
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*/
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#if 0
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# define A tanf (_DEG_TO_RAD (30.f))
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# define B sinf (_DEG_TO_RAD (120.f))
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# define C cosf (_DEG_TO_RAD (30.5f))
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# define D sinf (_DEG_TO_RAD (.5f))
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#else
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# define A 0.57735025882720947265625f
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# define B 0.866025388240814208984375f
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# define C 0.86162912845611572265625f
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# define D 0.00872653536498546600341796875f
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#endif
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return z_near
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* A * B * C
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/ D
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+ z_near;
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}
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void
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@ -3546,15 +3561,13 @@ _clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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perspective.aspect = priv->viewport[2] / priv->viewport[3];
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z_2d = calculate_z_translation (perspective.z_near);
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#define _DEG_TO_RAD (G_PI / 180.0)
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/* NB: z_2d is only enough room for 85% of the stage_height between
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* the stage and the z_near plane. For behind the stage plane we
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* want a more consistent gap of 10 times the stage_height before
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* hitting the far plane so we calculate that relative to the final
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* height of the stage plane at the z_2d_distance we got... */
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perspective.z_far = z_2d +
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tanf ((perspective.fovy / 2.0f) * _DEG_TO_RAD) * z_2d * 20.0f;
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#undef _DEG_TO_RAD
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tanf (_DEG_TO_RAD (perspective.fovy / 2.0f)) * z_2d * 20.0f;
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clutter_stage_set_perspective_internal (stage, &perspective);
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}
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@ -3581,6 +3594,8 @@ _clutter_stage_maybe_setup_viewport (ClutterStage *stage)
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}
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}
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#undef _DEG_TO_RAD
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/**
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* clutter_stage_ensure_redraw:
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* @stage: a #ClutterStage
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