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9130dc1311
Instead of unconditionally combining the modelview and projection matrices and then iterating each of the vertices to call cogl_matrix_transform_point for each one in turn we now only combine the matrices if there are more than 4 vertices (with less than 4 vertices its less work to transform them separately) and we use the new cogl_vertex_{transform,project}_points APIs which can hopefully vectorize the transformations. Finally the perspective divide and viewport scale is done in a separate loop at the end and we don't do the spurious perspective divide and viewport scale for the z component.
151 lines
4.4 KiB
C
151 lines
4.4 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/**
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* SECTION:clutter-util
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* @short_description: Utility functions
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*
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* Various miscellaneous utilility functions.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib/gi18n-lib.h>
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#include "clutter-util.h"
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#include "clutter-main.h"
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/**
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* clutter_util_next_p2:
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* @a: Value to get the next power
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*
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* Calculates the nearest power of two, greater than or equal to @a.
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*
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* Return value: The nearest power of two, greater or equal to @a.
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*
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* Deprecated: 1.2
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*/
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gint
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clutter_util_next_p2 (gint a)
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{
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int rval = 1;
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while (rval < a)
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rval <<= 1;
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return rval;
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}
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/*< private >
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* _clutter_gettext:
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* @str: a string to localize
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*
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* Retrieves the localized version of @str, using the Clutter domain
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*
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* Return value: the translated string
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*/
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G_CONST_RETURN gchar *
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_clutter_gettext (const gchar *str)
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{
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return g_dgettext (GETTEXT_PACKAGE, str);
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}
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/* Help macros to scale from OpenGL <-1,1> coordinates system to
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* window coordinates ranging [0,window-size]
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*/
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#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
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typedef struct _ClutterVertex4
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{
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float x;
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float y;
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float z;
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float w;
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} ClutterVertex4;
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void
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_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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const float *viewport,
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const ClutterVertex *vertices_in,
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ClutterVertex *vertices_out,
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int n_vertices)
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{
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CoglMatrix modelview_projection;
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ClutterVertex4 *vertices_tmp;
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int i;
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vertices_tmp = g_alloca (sizeof (ClutterVertex4) * n_vertices);
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if (n_vertices >= 4)
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{
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/* XXX: we should find a way to cache this per actor */
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cogl_matrix_multiply (&modelview_projection,
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projection,
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modelview);
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cogl_matrix_project_points (&modelview_projection,
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3,
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sizeof (ClutterVertex),
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vertices_in,
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sizeof (ClutterVertex4),
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vertices_tmp,
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n_vertices);
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}
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else
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{
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cogl_matrix_transform_points (modelview,
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3,
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sizeof (ClutterVertex),
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vertices_in,
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sizeof (ClutterVertex4),
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vertices_tmp,
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n_vertices);
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cogl_matrix_project_points (projection,
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3,
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sizeof (ClutterVertex4),
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vertices_tmp,
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sizeof (ClutterVertex4),
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vertices_tmp,
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n_vertices);
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}
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for (i = 0; i < n_vertices; i++)
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{
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ClutterVertex4 vertex_tmp = vertices_tmp[i];
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ClutterVertex *vertex_out = &vertices_out[i];
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/* Finally translate from OpenGL coords to window coords */
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vertex_out->x = MTX_GL_SCALE_X (vertex_tmp.x, vertex_tmp.w,
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viewport[2], viewport[0]);
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vertex_out->y = MTX_GL_SCALE_Y (vertex_tmp.y, vertex_tmp.w,
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viewport[3], viewport[1]);
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}
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}
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