[mutter/gbsneto/graphene-matrix: 22/42] clutter/stage: Setup 2D view internally
- From: Georges Basile Stavracas Neto <gbsneto src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [mutter/gbsneto/graphene-matrix: 22/42] clutter/stage: Setup 2D view internally
- Date: Wed, 23 Sep 2020 13:21:52 +0000 (UTC)
commit 995230f31618ac78221339d8197525e2e710cf73
Author: Georges Basile Stavracas Neto <georges stavracas gmail com>
Date: Fri Sep 11 16:17:51 2020 -0300
clutter/stage: Setup 2D view internally
Move and simplify cogl_matrix_view_2d_in_perspective() to inside
ClutterStage, since it's the only consumer of this API, and remove
it from Cogl.
https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
clutter/clutter/clutter-stage.c | 49 +++++++++++++++++++++-----
cogl/cogl/cogl-matrix.c | 57 ------------------------------
cogl/cogl/cogl-matrix.h | 78 -----------------------------------------
3 files changed, 41 insertions(+), 143 deletions(-)
---
diff --git a/clutter/clutter/clutter-stage.c b/clutter/clutter/clutter-stage.c
index dd47c2f733..ac6abb7336 100644
--- a/clutter/clutter/clutter-stage.c
+++ b/clutter/clutter/clutter-stage.c
@@ -2755,6 +2755,40 @@ calculate_z_translation (float z_near)
+ z_near;
}
+static void
+view_2d_in_perspective (graphene_matrix_t *matrix,
+ float fov_y,
+ float aspect,
+ float z_near,
+ float z_2d,
+ float width_2d,
+ float height_2d)
+{
+ float top = z_near * tan (fov_y * G_PI / 360.0);
+ float left = -top * aspect;
+ float right = top * aspect;
+ float bottom = -top;
+
+ float left_2d_plane = left / z_near * z_2d;
+ float right_2d_plane = right / z_near * z_2d;
+ float bottom_2d_plane = bottom / z_near * z_2d;
+ float top_2d_plane = top / z_near * z_2d;
+
+ float width_2d_start = right_2d_plane - left_2d_plane;
+ float height_2d_start = top_2d_plane - bottom_2d_plane;
+
+ /* Factors to scale from framebuffer geometry to frustum
+ * cross-section geometry. */
+ float width_scale = width_2d_start / width_2d;
+ float height_scale = height_2d_start / height_2d;
+
+ graphene_matrix_init_scale (matrix, width_scale, -height_scale, width_scale);
+ graphene_matrix_translate (matrix,
+ &GRAPHENE_POINT3D_INIT (left_2d_plane,
+ top_2d_plane,
+ -z_2d));
+}
+
static void
clutter_stage_update_view_perspective (ClutterStage *stage)
{
@@ -2779,14 +2813,13 @@ clutter_stage_update_view_perspective (ClutterStage *stage)
clutter_stage_set_perspective (stage, &perspective);
- cogl_matrix_init_identity (&priv->view);
- cogl_matrix_view_2d_in_perspective (&priv->view,
- perspective.fovy,
- perspective.aspect,
- perspective.z_near,
- z_2d,
- priv->viewport[2],
- priv->viewport[3]);
+ view_2d_in_perspective (&priv->view,
+ perspective.fovy,
+ perspective.aspect,
+ perspective.z_near,
+ z_2d,
+ priv->viewport[2],
+ priv->viewport[3]);
clutter_actor_invalidate_transform (CLUTTER_ACTOR (stage));
}
diff --git a/cogl/cogl/cogl-matrix.c b/cogl/cogl/cogl-matrix.c
index a4a1e9636d..a8a96c6941 100644
--- a/cogl/cogl/cogl-matrix.c
+++ b/cogl/cogl/cogl-matrix.c
@@ -246,63 +246,6 @@ cogl_matrix_init_from_euler (graphene_matrix_t *matrix,
graphene_matrix_rotate_euler (matrix, euler);
}
-void
-cogl_matrix_view_2d_in_frustum (graphene_matrix_t *matrix,
- float left,
- float right,
- float bottom,
- float top,
- float z_near,
- float z_2d,
- float width_2d,
- float height_2d)
-{
- float left_2d_plane = left / z_near * z_2d;
- float right_2d_plane = right / z_near * z_2d;
- float bottom_2d_plane = bottom / z_near * z_2d;
- float top_2d_plane = top / z_near * z_2d;
-
- float width_2d_start = right_2d_plane - left_2d_plane;
- float height_2d_start = top_2d_plane - bottom_2d_plane;
-
- /* Factors to scale from framebuffer geometry to frustum
- * cross-section geometry. */
- float width_scale = width_2d_start / width_2d;
- float height_scale = height_2d_start / height_2d;
-
- cogl_matrix_translate (matrix,
- left_2d_plane, top_2d_plane, -z_2d);
-
- cogl_matrix_scale (matrix, width_scale, -height_scale, width_scale);
-}
-
-/* Assuming a symmetric perspective matrix is being used for your
- * projective transform this convenience function lets you compose a
- * view transform such that geometry on the z=0 plane will map to
- * screen coordinates with a top left origin of (0,0) and with the
- * given width and height.
- */
-void
-cogl_matrix_view_2d_in_perspective (graphene_matrix_t *matrix,
- float fov_y,
- float aspect,
- float z_near,
- float z_2d,
- float width_2d,
- float height_2d)
-{
- float top = z_near * tan (fov_y * G_PI / 360.0);
- cogl_matrix_view_2d_in_frustum (matrix,
- -top * aspect,
- top * aspect,
- -top,
- top,
- z_near,
- z_2d,
- width_2d,
- height_2d);
-}
-
gboolean
cogl_matrix_equal (const void *v1, const void *v2)
{
diff --git a/cogl/cogl/cogl-matrix.h b/cogl/cogl/cogl-matrix.h
index c4222a91e2..008e5b4676 100644
--- a/cogl/cogl/cogl-matrix.h
+++ b/cogl/cogl/cogl-matrix.h
@@ -308,84 +308,6 @@ cogl_matrix_orthographic (graphene_matrix_t *matrix,
float near,
float far);
-/**
- * cogl_matrix_view_2d_in_frustum:
- * @matrix: A 4x4 transformation matrix
- * @left: coord of left vertical clipping plane
- * @right: coord of right vertical clipping plane
- * @bottom: coord of bottom horizontal clipping plane
- * @top: coord of top horizontal clipping plane
- * @z_near: The distance to the near clip plane. Never pass 0 and always pass
- * a positive number.
- * @z_2d: The distance to the 2D plane. (Should always be positive and
- * be between @z_near and the z_far value that was passed to
- * cogl_matrix_frustum())
- * @width_2d: The width of the 2D coordinate system
- * @height_2d: The height of the 2D coordinate system
- *
- * Multiplies @matrix by a view transform that maps the 2D coordinates
- * (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
- * size. Geometry at a depth of 0 will now lie on this 2D plane.
- *
- * Note: this doesn't multiply the matrix by any projection matrix,
- * but it assumes you have a perspective projection as defined by
- * passing the corresponding arguments to cogl_matrix_frustum().
-
- * Toolkits such as Clutter that mix 2D and 3D drawing can use this to
- * create a 2D coordinate system within a 3D perspective projected
- * view frustum.
- *
- * Since: 1.8
- * Stability: unstable
- */
-COGL_EXPORT void
-cogl_matrix_view_2d_in_frustum (graphene_matrix_t *matrix,
- float left,
- float right,
- float bottom,
- float top,
- float z_near,
- float z_2d,
- float width_2d,
- float height_2d);
-
-/**
- * cogl_matrix_view_2d_in_perspective:
- * @fov_y: A field of view angle for the Y axis
- * @aspect: The ratio of width to height determining the field of view angle
- * for the x axis.
- * @z_near: The distance to the near clip plane. Never pass 0 and always pass
- * a positive number.
- * @z_2d: The distance to the 2D plane. (Should always be positive and
- * be between @z_near and the z_far value that was passed to
- * cogl_matrix_frustum())
- * @width_2d: The width of the 2D coordinate system
- * @height_2d: The height of the 2D coordinate system
- *
- * Multiplies @matrix by a view transform that maps the 2D coordinates
- * (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
- * size. Geometry at a depth of 0 will now lie on this 2D plane.
- *
- * Note: this doesn't multiply the matrix by any projection matrix,
- * but it assumes you have a perspective projection as defined by
- * passing the corresponding arguments to cogl_matrix_perspective().
- *
- * Toolkits such as Clutter that mix 2D and 3D drawing can use this to
- * create a 2D coordinate system within a 3D perspective projected
- * view frustum.
- *
- * Since: 1.8
- * Stability: unstable
- */
-COGL_EXPORT void
-cogl_matrix_view_2d_in_perspective (graphene_matrix_t *matrix,
- float fov_y,
- float aspect,
- float z_near,
- float z_2d,
- float width_2d,
- float height_2d);
-
/**
* cogl_matrix_init_from_array:
* @matrix: A 4x4 transformation matrix
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