[mutter/gbsneto/graphene2: 36/45] clutter: Use graphene to interpolate matrixes



commit 82382ddc2d70de787ba42d37108fcb3a1891b91d
Author: Georges Basile Stavracas Neto <georges stavracas gmail com>
Date:   Thu Feb 28 09:10:45 2019 -0300

    clutter: Use graphene to interpolate matrixes

 clutter/clutter/clutter-base-types.c |  60 +------
 clutter/clutter/clutter-private.h    |  22 ---
 clutter/clutter/clutter-util.c       | 304 -----------------------------------
 3 files changed, 5 insertions(+), 381 deletions(-)
---
diff --git a/clutter/clutter/clutter-base-types.c b/clutter/clutter/clutter-base-types.c
index fcbcd2ec7..1d447ed22 100644
--- a/clutter/clutter/clutter-base-types.c
+++ b/clutter/clutter/clutter-base-types.c
@@ -126,65 +126,15 @@ clutter_matrix_progress (const GValue *a,
 {
   const ClutterMatrix *matrix1 = g_value_get_boxed (a);
   const ClutterMatrix *matrix2 = g_value_get_boxed (b);
-  graphene_point3d_t scale1 = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
-  float shear1[3] = { 0.f, 0.f, 0.f };
-  graphene_point3d_t rotate1 = GRAPHENE_POINT3D_INIT_ZERO;
-  graphene_point3d_t translate1 = GRAPHENE_POINT3D_INIT_ZERO;
-  ClutterVertex4 perspective1 = { 0.f, 0.f, 0.f, 0.f };
-  graphene_point3d_t scale2 = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
-  float shear2[3] = { 0.f, 0.f, 0.f };
-  graphene_point3d_t rotate2 = GRAPHENE_POINT3D_INIT_ZERO;
-  graphene_point3d_t translate2 = GRAPHENE_POINT3D_INIT_ZERO;
-  ClutterVertex4 perspective2 = { 0.f, 0.f, 0.f, 0.f };
-  graphene_point3d_t scale_res = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
-  float shear_res = 0.f;
-  graphene_point3d_t rotate_res = GRAPHENE_POINT3D_INIT_ZERO;
-  graphene_point3d_t translate_res = GRAPHENE_POINT3D_INIT_ZERO;
-  ClutterVertex4 perspective_res = { 0.f, 0.f, 0.f, 0.f };
+  graphene_matrix_t m1, m2, m;
   ClutterMatrix res;
 
-  clutter_matrix_init_identity (&res);
+  cogl_matrix_to_graphene_matrix (matrix1, &m1);
+  cogl_matrix_to_graphene_matrix (matrix2, &m2);
 
-  _clutter_util_matrix_decompose (matrix1,
-                                  &scale1, shear1, &rotate1, &translate1,
-                                  &perspective1);
-  _clutter_util_matrix_decompose (matrix2,
-                                  &scale2, shear2, &rotate2, &translate2,
-                                  &perspective2);
+  graphene_matrix_interpolate (&m1, &m2, progress, &m);
 
-  /* perspective */
-  _clutter_util_vertex4_interpolate (&perspective1, &perspective2, progress, &perspective_res);
-  res.wx = perspective_res.x;
-  res.wy = perspective_res.y;
-  res.wz = perspective_res.z;
-  res.ww = perspective_res.w;
-
-  /* translation */
-  graphene_point3d_interpolate (&translate1, &translate2, progress, &translate_res);
-  cogl_matrix_translate (&res, translate_res.x, translate_res.y, translate_res.z);
-
-  /* rotation */
-  graphene_point3d_interpolate (&rotate1, &rotate2, progress, &rotate_res);
-  cogl_matrix_rotate (&res, rotate_res.x, 1.0f, 0.0f, 0.0f);
-  cogl_matrix_rotate (&res, rotate_res.y, 0.0f, 1.0f, 0.0f);
-  cogl_matrix_rotate (&res, rotate_res.z, 0.0f, 0.0f, 1.0f);
-
-  /* skew */
-  shear_res = shear1[2] + (shear2[2] - shear1[2]) * progress; /* YZ */
-  if (shear_res != 0.f)
-    _clutter_util_matrix_skew_yz (&res, shear_res);
-
-  shear_res = shear1[1] + (shear2[1] - shear1[1]) * progress; /* XZ */
-  if (shear_res != 0.f)
-    _clutter_util_matrix_skew_xz (&res, shear_res);
-
-  shear_res = shear1[0] + (shear2[0] - shear1[0]) * progress; /* XY */
-  if (shear_res != 0.f)
-    _clutter_util_matrix_skew_xy (&res, shear_res);
-
-  /* scale */
-  graphene_point3d_interpolate (&scale1, &scale2, progress, &scale_res);
-  cogl_matrix_scale (&res, scale_res.x, scale_res.y, scale_res.z);
+  graphene_matrix_to_cogl_matrix (&m, &res);
 
   g_value_set_boxed (retval, &res);
 
diff --git a/clutter/clutter/clutter-private.h b/clutter/clutter/clutter-private.h
index 2465508cf..b5ff077c9 100644
--- a/clutter/clutter/clutter-private.h
+++ b/clutter/clutter/clutter-private.h
@@ -274,12 +274,6 @@ struct _ClutterVertex4
   float w;
 };
 
-void
-_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
-                                   const ClutterVertex4 *b,
-                                   double                progress,
-                                   ClutterVertex4       *res);
-
 #define CLUTTER_MATRIX_INIT_IDENTITY { \
   1.0f, 0.0f, 0.0f, 0.0f, \
   0.0f, 1.0f, 0.0f, 0.0f, \
@@ -287,22 +281,6 @@ _clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
   0.0f, 0.0f, 0.0f, 1.0f, \
 }
 
-float   _clutter_util_matrix_determinant        (const ClutterMatrix *matrix);
-
-void    _clutter_util_matrix_skew_xy            (ClutterMatrix *matrix,
-                                                 float          factor);
-void    _clutter_util_matrix_skew_xz            (ClutterMatrix *matrix,
-                                                 float          factor);
-void    _clutter_util_matrix_skew_yz            (ClutterMatrix *matrix,
-                                                 float          factor);
-
-gboolean        _clutter_util_matrix_decompose  (const ClutterMatrix *src,
-                                                 graphene_point3d_t  *scale_p,
-                                                 float                shear_p[3],
-                                                 graphene_point3d_t  *rotate_p,
-                                                 graphene_point3d_t  *translate_p,
-                                                 ClutterVertex4      *perspective_p);
-
 typedef struct _ClutterPlane
 {
   graphene_vec3_t v0;
diff --git a/clutter/clutter/clutter-util.c b/clutter/clutter/clutter-util.c
index 85e7d75f4..daf87b5d6 100644
--- a/clutter/clutter/clutter-util.c
+++ b/clutter/clutter/clutter-util.c
@@ -210,310 +210,6 @@ _clutter_util_rectangle_intersection (const cairo_rectangle_int_t *src1,
     }
 }
 
-float
-_clutter_util_matrix_determinant (const ClutterMatrix *matrix)
-{
-  return matrix->xw * matrix->yz * matrix->zy * matrix->wz
-       - matrix->xz * matrix->yw * matrix->zy * matrix->wz
-       - matrix->xw * matrix->yy * matrix->zz * matrix->wz
-       + matrix->xy * matrix->yw * matrix->zz * matrix->wz
-       + matrix->xz * matrix->yy * matrix->zw * matrix->wz
-       - matrix->xy * matrix->yz * matrix->zw * matrix->wz
-       - matrix->xw * matrix->yz * matrix->zx * matrix->wy
-       + matrix->xz * matrix->yw * matrix->zx * matrix->wy
-       + matrix->xw * matrix->yx * matrix->zz * matrix->wy
-       - matrix->xx * matrix->yw * matrix->zz * matrix->wy
-       - matrix->xz * matrix->yx * matrix->zw * matrix->wy
-       + matrix->xx * matrix->yz * matrix->zw * matrix->wy
-       + matrix->xw * matrix->yy * matrix->zx * matrix->wz
-       - matrix->xy * matrix->yw * matrix->zx * matrix->wz
-       - matrix->xw * matrix->yx * matrix->zy * matrix->wz
-       + matrix->xx * matrix->yw * matrix->zy * matrix->wz
-       + matrix->xy * matrix->yx * matrix->zw * matrix->wz
-       - matrix->xx * matrix->yy * matrix->zw * matrix->wz
-       - matrix->xz * matrix->yy * matrix->zx * matrix->ww
-       + matrix->xy * matrix->yz * matrix->zx * matrix->ww
-       + matrix->xz * matrix->yx * matrix->zy * matrix->ww
-       - matrix->xx * matrix->yz * matrix->zy * matrix->ww
-       - matrix->xy * matrix->yx * matrix->zz * matrix->ww
-       + matrix->xx * matrix->yy * matrix->zz * matrix->ww;
-}
-
-static void
-_clutter_util_matrix_transpose_vector4_transform (const ClutterMatrix  *matrix,
-                                                  const ClutterVertex4 *point,
-                                                  ClutterVertex4       *res)
-{
-  res->x = matrix->xx * point->x
-         + matrix->xy * point->y
-         + matrix->xz * point->z
-         + matrix->xw * point->w;
-
-  res->y = matrix->yx * point->x
-         + matrix->yy * point->y
-         + matrix->yz * point->z
-         + matrix->yw * point->w;
-
-  res->z = matrix->zx * point->x
-         + matrix->zy * point->y
-         + matrix->zz * point->z
-         + matrix->zw * point->w;
-
-  res->w = matrix->wz * point->x
-         + matrix->wy * point->w
-         + matrix->wz * point->z
-         + matrix->ww * point->w;
-}
-
-void
-_clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
-                              float          factor)
-{
-  matrix->yx += matrix->xx * factor;
-  matrix->yy += matrix->xy * factor;
-  matrix->yz += matrix->xz * factor;
-  matrix->yw += matrix->xw * factor;
-}
-
-void
-_clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
-                              float          factor)
-{
-  matrix->zx += matrix->xx * factor;
-  matrix->zy += matrix->xy * factor;
-  matrix->zz += matrix->xz * factor;
-  matrix->zw += matrix->xw * factor;
-}
-
-void
-_clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
-                              float          factor)
-{
-  matrix->zx += matrix->yx * factor;
-  matrix->zy += matrix->yy * factor;
-  matrix->zz += matrix->yz * factor;
-  matrix->zw += matrix->yw * factor;
-}
-
-static void
-_clutter_util_vertex_combine (const graphene_point3d_t *a,
-                              const graphene_point3d_t *b,
-                              double                    ascl,
-                              double                    bscl,
-                              graphene_point3d_t       *res)
-{
-  res->x = (ascl * a->x) + (bscl * b->x);
-  res->y = (ascl * a->y) + (bscl * b->y);
-  res->z = (ascl * a->z) + (bscl * b->z);
-}
-
-void
-_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
-                                   const ClutterVertex4 *b,
-                                   double                progress,
-                                   ClutterVertex4       *res)
-{
-  res->x = a->x + (b->x - a->x) * progress;
-  res->y = a->y + (b->y - a->y) * progress;
-  res->z = a->z + (b->z - a->z) * progress;
-  res->w = a->w + (b->w - a->w) * progress;
-}
-
-/*< private >
- * clutter_util_matrix_decompose:
- * @src: the matrix to decompose
- * @scale_p: (out caller-allocates): return location for a vertex containing
- *   the scaling factors
- * @shear_p: (out) (array length=3): return location for an array of 3
- *   elements containing the skew factors (XY, XZ, and YZ respectively)
- * @rotate_p: (out caller-allocates): return location for a vertex containing
- *   the Euler angles
- * @translate_p: (out caller-allocates): return location for a vertex
- *   containing the translation vector
- * @perspective_p: (out caller-allocates: return location for a 4D vertex
- *   containing the perspective
- *
- * Decomposes a #ClutterMatrix into the transformations that compose it.
- *
- * This code is based on the matrix decomposition algorithm as published in
- * the CSS Transforms specification by the W3C CSS working group, available
- * at http://www.w3.org/TR/css3-transforms/.
- *
- * The algorithm, in turn, is based on the "unmatrix" method published in
- * "Graphics Gems II, edited by Jim Arvo", which is available at:
- * http://tog.acm.org/resources/GraphicsGems/gemsii/unmatrix.c
- *
- * Return value: %TRUE if the decomposition was successful, and %FALSE
- *   if the matrix is singular
- */
-gboolean
-_clutter_util_matrix_decompose (const ClutterMatrix *src,
-                                graphene_point3d_t  *scale_p,
-                                float                shear_p[3],
-                                graphene_point3d_t  *rotate_p,
-                                graphene_point3d_t  *translate_p,
-                                ClutterVertex4      *perspective_p)
-{
-  CoglMatrix matrix = *src;
-  CoglMatrix perspective;
-  ClutterVertex4 vertex_tmp;
-  graphene_point3d_t row[3], pdum;
-  int i, j;
-
-#define XY_SHEAR        0
-#define XZ_SHEAR        1
-#define YZ_SHEAR        2
-#define MAT(m,r,c)      ((float *)(m))[(c) * 4 + (r)]
-
-  /* normalize the matrix */
-  if (matrix.ww == 0.f)
-    return FALSE;
-
-  for (i = 0; i < 4; i++)
-    {
-      for (j = 0; j < 4; j++)
-        {
-          MAT (&matrix, j, i) /= MAT (&matrix, 3, 3);
-        }
-    }
-
-  /* perspective is used to solve for perspective, but it also provides
-   * an easy way to test for singularity of the upper 3x3 component
-   */
-  perspective = matrix;
-
-  /* transpose */
-  MAT (&perspective, 3, 0) = 0.f;
-  MAT (&perspective, 3, 1) = 0.f;
-  MAT (&perspective, 3, 2) = 0.f;
-  MAT (&perspective, 3, 3) = 1.f;
-
-  if (_clutter_util_matrix_determinant (&perspective) == 0.f)
-    return FALSE;
-
-  if (MAT (&matrix, 3, 0) != 0.f ||
-      MAT (&matrix, 3, 1) != 0.f ||
-      MAT (&matrix, 3, 2) != 0.f)
-    {
-      CoglMatrix perspective_inv;
-      ClutterVertex4 p;
-
-      vertex_tmp.x = MAT (&matrix, 3, 0);
-      vertex_tmp.y = MAT (&matrix, 3, 1);
-      vertex_tmp.z = MAT (&matrix, 3, 2);
-      vertex_tmp.w = MAT (&matrix, 3, 3);
-
-      /* solve the equation by inverting perspective... */
-      cogl_matrix_get_inverse (&perspective, &perspective_inv);
-
-      /* ... and multiplying vertex_tmp by the inverse */
-      _clutter_util_matrix_transpose_vector4_transform (&perspective_inv,
-                                                        &vertex_tmp,
-                                                        &p);
-
-      *perspective_p = p;
-
-      /* clear the perspective part */
-      MAT (&matrix, 3, 0) = 0.0f;
-      MAT (&matrix, 3, 1) = 0.0f;
-      MAT (&matrix, 3, 2) = 0.0f;
-      MAT (&matrix, 3, 3) = 1.0f;
-    }
-  else
-    {
-      /* no perspective */
-      perspective_p->x = 0.0f;
-      perspective_p->y = 0.0f;
-      perspective_p->z = 0.0f;
-      perspective_p->w = 1.0f;
-    }
-
-  /* translation */
-  translate_p->x = MAT (&matrix, 0, 3);
-  MAT (&matrix, 0, 3) = 0.f;
-  translate_p->y = MAT (&matrix, 1, 3);
-  MAT (&matrix, 1, 3) = 0.f;
-  translate_p->z = MAT (&matrix, 2, 3);
-  MAT (&matrix, 2, 3) = 0.f;
-
-  /* scale and shear; we split the upper 3x3 matrix into rows */
-  for (i = 0; i < 3; i++)
-    {
-      row[i].x = MAT (&matrix, i, 0);
-      row[i].y = MAT (&matrix, i, 1);
-      row[i].z = MAT (&matrix, i, 2);
-    }
-
-  /* compute scale.x and normalize the first row */
-  scale_p->x = graphene_point3d_length (&row[0]);
-  graphene_point3d_normalize (&row[0], &row[0]);
-
-  /* compute XY shear and make the second row orthogonal to the first */
-  shear_p[XY_SHEAR] = graphene_point3d_dot (&row[0], &row[1]);
-  _clutter_util_vertex_combine (&row[1], &row[0],
-                                1.0, -shear_p[XY_SHEAR],
-                                &row[1]);
-
-  /* compute the Y scale and normalize the second row */
-  scale_p->y = graphene_point3d_length (&row[1]);
-  graphene_point3d_normalize (&row[1], &row[1]);
-  shear_p[XY_SHEAR] /= scale_p->y;
-
-  /* compute XZ and YZ shears, orthogonalize the third row */
-  shear_p[XZ_SHEAR] = graphene_point3d_dot (&row[0], &row[2]);
-  _clutter_util_vertex_combine (&row[2], &row[0],
-                                1.0, -shear_p[XZ_SHEAR],
-                                &row[2]);
-
-  shear_p[YZ_SHEAR] = graphene_point3d_dot (&row[1], &row[2]);
-  _clutter_util_vertex_combine (&row[2], &row[1],
-                                1.0, -shear_p[YZ_SHEAR],
-                                &row[2]);
-
-  /* get the Z scale and normalize the third row*/
-  scale_p->z = graphene_point3d_length (&row[2]);
-  graphene_point3d_normalize (&row[2], &row[2]);
-  shear_p[XZ_SHEAR] /= scale_p->z;
-  shear_p[YZ_SHEAR] /= scale_p->z;
-
-  /* at this point, the matrix (inside row[]) is orthonormal.
-   * check for a coordinate system flip; if the determinant
-   * is -1, then negate the matrix and scaling factors
-   */
-  graphene_point3d_cross (&row[1], &row[2], &pdum);
-  if (graphene_point3d_dot (&row[0], &pdum) < 0.f)
-    {
-      scale_p->x *= -1.f;
-
-      for (i = 0; i < 3; i++)
-        {
-          row[i].x *= -1.f;
-          row[i].y *= -1.f;
-          row[i].z *= -1.f;
-        }
-    }
-
-  /* now get the rotations out */
-  rotate_p->y = asinf (-row[0].z);
-  if (cosf (rotate_p->y) != 0.f)
-    {
-      rotate_p->x = atan2f (row[1].z, row[2].z);
-      rotate_p->z = atan2f (row[0].y, row[0].x);
-    }
-  else
-    {
-      rotate_p->x = atan2f (-row[2].x, row[1].y);
-      rotate_p->z = 0.f;
-    }
-
-#undef XY_SHEAR
-#undef XZ_SHEAR
-#undef YZ_SHEAR
-#undef MAT
-
-  return TRUE;
-}
-
 typedef struct
 {
   GType value_type;


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