1
0
Fork 0

removal of debug stuff, addition of comments

This commit is contained in:
Tomas Frydrych 2007-06-15 09:53:07 +00:00
parent 7d18616cfa
commit 0c5546007c
2 changed files with 47 additions and 182 deletions

View file

@ -1,3 +1,9 @@
2007-06-15 Tomas Frydrych <tf@openedhand.com>
* clutter/clutter-actor.c:
Added some comments; renamed MTX_GL_SCALE to MTX_GL_SCALE_X for
consistency; removed some debug output.
2007-06-14 Tomas Frydrych <tf@openedhand.com> 2007-06-14 Tomas Frydrych <tf@openedhand.com>
* clutter/clutter-vbox.c: * clutter/clutter-vbox.c:

View file

@ -318,6 +318,7 @@ mtx_transform (ClutterFixed m[16],
_z = *z; _z = *z;
_w = *w; _w = *w;
/* We care lot about precission here, so have to use QMUL */
*x = CFX_QMUL (M (m,0,0), _x) + CFX_QMUL (M (m,0,1), _y) + *x = CFX_QMUL (M (m,0,0), _x) + CFX_QMUL (M (m,0,1), _y) +
CFX_QMUL (M (m,0,2), _z) + CFX_QMUL (M (m,0,3), _w); CFX_QMUL (M (m,0,2), _z) + CFX_QMUL (M (m,0,3), _w);
@ -330,18 +331,15 @@ mtx_transform (ClutterFixed m[16],
*w = CFX_QMUL (M (m,3,0), _x) + CFX_QMUL (M (m,3,1), _y) + *w = CFX_QMUL (M (m,3,0), _x) + CFX_QMUL (M (m,3,1), _y) +
CFX_QMUL (M (m,3,2), _z) + CFX_QMUL (M (m,3,3), _w); CFX_QMUL (M (m,3,2), _z) + CFX_QMUL (M (m,3,3), _w);
#if 0 /* Specially for Matthew: was going to put a comment here, but could not
g_debug ("Transforming %f, %f, %f -> %f, %f, %f (m00 %f)", * think of anything at all to say ;)
CLUTTER_FIXED_TO_FLOAT (_x), */
CLUTTER_FIXED_TO_FLOAT (_y),
CLUTTER_FIXED_TO_FLOAT (_z),
CLUTTER_FIXED_TO_FLOAT (*x),
CLUTTER_FIXED_TO_FLOAT (*y),
CLUTTER_FIXED_TO_FLOAT (*z),
CLUTTER_FIXED_TO_FLOAT (M(m,0,0)));
#endif
} }
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*/
static void static void
clutter_actor_transform_point (ClutterActor *actor, clutter_actor_transform_point (ClutterActor *actor,
ClutterUnit *x, ClutterUnit *x,
@ -366,7 +364,10 @@ clutter_actor_transform_point (ClutterActor *actor,
cogl_pop_matrix(); cogl_pop_matrix();
} }
#define MTX_GL_SCALE(x,w,v1,v2) (CFX_MUL( \ /* Help macros to scale from OpenGL <-1,1> coordianta system to our
* X-window based <0,window-size> coordinates
*/
#define MTX_GL_SCALE_X(x,w,v1,v2) (CFX_MUL( \
((CFX_DIV (x,w) + CFX_ONE) >> 1), v1) \ ((CFX_DIV (x,w) + CFX_ONE) >> 1), v1) \
+ v2) + v2)
@ -374,7 +375,7 @@ clutter_actor_transform_point (ClutterActor *actor,
((CFX_DIV (y,w) + CFX_ONE) >> 1), v1) \ ((CFX_DIV (y,w) + CFX_ONE) >> 1), v1) \
+ v2) + v2)
#define MTX_GL_SCALE_Z(z,w) ((CFX_DIV (z,w) + CFX_ONE) >> 1) #define MTX_GL_SCALE_Z(z,w,v1,v2) MTX_GL_SCALE_X(z,w,v1,v2)
/** /**
* clutter_actor_project_point: * clutter_actor_project_point:
@ -400,20 +401,24 @@ clutter_actor_project_point (ClutterActor *self,
g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, x, y, z, &w); clutter_actor_transform_point (self, x, y, z, &w);
cogl_get_projection_matrix (mtx_p); cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v); cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */
mtx_transform (mtx_p, x, y, z, &w); mtx_transform (mtx_p, x, y, z, &w);
*x = MTX_GL_SCALE(*x,w,v[2],v[0]); /* Finaly translate from OpenGL coords to window coords */
*x = MTX_GL_SCALE_X(*x,w,v[2],v[0]);
*y = MTX_GL_SCALE_Y(*y,w,v[3],v[1]); *y = MTX_GL_SCALE_Y(*y,w,v[3],v[1]);
*z = MTX_GL_SCALE(*z,w,v[2],v[0]); *z = MTX_GL_SCALE_Z(*z,w,v[2],v[0]);
} }
/* Recursively tranform supplied vertices with the tranform for the current /* Recursively tranform supplied vertices with the tranform for the current
* actor and all its ancestors * actor and all its ancestors (like clutter_actor_transform_point() but
* for all the vertices in one go).
*/ */
static void static void
clutter_actor_transform_vertices (ClutterActor * self, clutter_actor_transform_vertices (ClutterActor * self,
@ -433,32 +438,6 @@ clutter_actor_transform_vertices (ClutterActor * self,
cogl_get_modelview_matrix (mtx); cogl_get_modelview_matrix (mtx);
#if 0
g_debug ("Modelview Matrix:\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,0,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,1,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,2,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx,3,3)));
#endif
_x = 0; _x = 0;
_y = 0; _y = 0;
_z = 0; _z = 0;
@ -533,37 +512,10 @@ clutter_actor_project_vertices (ClutterActor * self,
g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* FIXME: we should probably call query_cords on the actor to make
* sure untransformed box is up to date.
*/
priv = self->priv; priv = self->priv;
clutter_actor_transform_vertices (self, verts, w); clutter_actor_transform_vertices (self, verts, w);
#if 0
g_debug ("Transformed Vertices:\n"
"tl: %f, %f, %f, %f\n"
"tr: %f, %f, %f, %f\n"
"bl: %f, %f, %f, %f\n"
"br: %f, %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (verts[0].x),
CLUTTER_FIXED_TO_FLOAT (verts[0].y),
CLUTTER_FIXED_TO_FLOAT (verts[0].z),
CLUTTER_FIXED_TO_FLOAT (w[0]),
CLUTTER_FIXED_TO_FLOAT (verts[1].x),
CLUTTER_FIXED_TO_FLOAT (verts[1].y),
CLUTTER_FIXED_TO_FLOAT (verts[1].z),
CLUTTER_FIXED_TO_FLOAT (w[1]),
CLUTTER_FIXED_TO_FLOAT (verts[2].x),
CLUTTER_FIXED_TO_FLOAT (verts[2].y),
CLUTTER_FIXED_TO_FLOAT (verts[2].z),
CLUTTER_FIXED_TO_FLOAT (w[2]),
CLUTTER_FIXED_TO_FLOAT (verts[3].x),
CLUTTER_FIXED_TO_FLOAT (verts[3].y),
CLUTTER_FIXED_TO_FLOAT (verts[3].z),
CLUTTER_FIXED_TO_FLOAT (w[3]));
#endif
cogl_get_projection_matrix (mtx_p); cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v); cogl_get_viewport (v);
@ -573,9 +525,9 @@ clutter_actor_project_vertices (ClutterActor * self,
&verts[0].z, &verts[0].z,
&w[0]); &w[0]);
verts[0].x = MTX_GL_SCALE (verts[0].x, w[0], v[2], v[0]); verts[0].x = MTX_GL_SCALE_X (verts[0].x, w[0], v[2], v[0]);
verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]); verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]);
verts[0].z = MTX_GL_SCALE (verts[0].z, w[0], v[2], v[0]); verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0], v[2], v[0]);
mtx_transform (mtx_p, mtx_transform (mtx_p,
&verts[1].x, &verts[1].x,
@ -583,9 +535,9 @@ clutter_actor_project_vertices (ClutterActor * self,
&verts[1].z, &verts[1].z,
&w[1]); &w[1]);
verts[1].x = MTX_GL_SCALE (verts[1].x, w[1], v[2], v[0]); verts[1].x = MTX_GL_SCALE_X (verts[1].x, w[1], v[2], v[0]);
verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]); verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]);
verts[1].z = MTX_GL_SCALE (verts[1].z, w[1], v[2], v[0]); verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1], v[2], v[0]);
mtx_transform (mtx_p, mtx_transform (mtx_p,
&verts[2].x, &verts[2].x,
@ -593,9 +545,9 @@ clutter_actor_project_vertices (ClutterActor * self,
&verts[2].z, &verts[2].z,
&w[2]); &w[2]);
verts[2].x = MTX_GL_SCALE (verts[2].x, w[2], v[2], v[0]); verts[2].x = MTX_GL_SCALE_X (verts[2].x, w[2], v[2], v[0]);
verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]); verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]);
verts[2].z = MTX_GL_SCALE (verts[2].z, w[2], v[2], v[0]); verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2], v[2], v[0]);
mtx_transform (mtx_p, mtx_transform (mtx_p,
&verts[3].x, &verts[3].x,
@ -603,56 +555,17 @@ clutter_actor_project_vertices (ClutterActor * self,
&verts[3].z, &verts[3].z,
&w[3]); &w[3]);
verts[3].x = MTX_GL_SCALE (verts[3].x, w[3], v[2], v[0]); verts[3].x = MTX_GL_SCALE_X (verts[3].x, w[3], v[2], v[0]);
verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]); verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]);
verts[3].z = MTX_GL_SCALE (verts[3].z, w[3], v[2], v[0]); verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3], v[2], v[0]);
#if 0
g_debug ("Projection Matrix:\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,0,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,1,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,2,3)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,0)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,1)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,2)),
CLUTTER_FIXED_TO_FLOAT (M(mtx_p,3,3)));
g_debug ("Projected Vertices:\n"
"tl: %f, %f, %f\n"
"tr: %f, %f, %f\n"
"bl: %f, %f, %f\n"
"br: %f, %f, %f\n",
CLUTTER_FIXED_TO_FLOAT (verts[0].x),
CLUTTER_FIXED_TO_FLOAT (verts[0].y),
CLUTTER_FIXED_TO_FLOAT (verts[0].z),
CLUTTER_FIXED_TO_FLOAT (verts[1].x),
CLUTTER_FIXED_TO_FLOAT (verts[1].y),
CLUTTER_FIXED_TO_FLOAT (verts[1].z),
CLUTTER_FIXED_TO_FLOAT (verts[2].x),
CLUTTER_FIXED_TO_FLOAT (verts[2].y),
CLUTTER_FIXED_TO_FLOAT (verts[2].z),
CLUTTER_FIXED_TO_FLOAT (verts[3].x),
CLUTTER_FIXED_TO_FLOAT (verts[3].y),
CLUTTER_FIXED_TO_FLOAT (verts[3].z));
#endif
} }
/* Applies the transforms associated with this actor to the
* OpenGL modelview matrix.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
void void
_clutter_actor_apply_modelview_transform (ClutterActor * self) _clutter_actor_apply_modelview_transform (ClutterActor * self)
{ {
@ -697,38 +610,14 @@ _clutter_actor_apply_modelview_transform (ClutterActor * self)
if (priv->has_clip) if (priv->has_clip)
cogl_clip_set (&(priv->clip)); cogl_clip_set (&(priv->clip));
#if 0
float gl_mtx[16];
glGetFloatv (GL_MODELVIEW_MATRIX, &gl_mtx[0]);
g_debug ("Modelview Matrix (draw)\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
M(gl_mtx,0,0),
M(gl_mtx,0,1),
M(gl_mtx,0,2),
M(gl_mtx,0,3),
M(gl_mtx,1,0),
M(gl_mtx,1,1),
M(gl_mtx,1,2),
M(gl_mtx,1,3),
M(gl_mtx,2,0),
M(gl_mtx,2,1),
M(gl_mtx,2,2),
M(gl_mtx,2,3),
M(gl_mtx,3,0),
M(gl_mtx,3,1),
M(gl_mtx,3,2),
M(gl_mtx,3,3));
#endif
} }
/* Recursively applies the transforms associated with this actor and
* its ancestors to the OpenGL modelview matrix.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
void void
_clutter_actor_apply_modelview_transform_recursive (ClutterActor * self) _clutter_actor_apply_modelview_transform_recursive (ClutterActor * self)
{ {
@ -736,36 +625,6 @@ _clutter_actor_apply_modelview_transform_recursive (ClutterActor * self)
_clutter_actor_apply_modelview_transform (self); _clutter_actor_apply_modelview_transform (self);
#if 0
float gl_mtx[16];
glGetFloatv (GL_MODELVIEW_MATRIX, &gl_mtx[0]);
g_debug ("Modelview Matrix (partial), %s\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n"
"%f, %f, %f, %f\n",
g_type_name (G_OBJECT_TYPE (self)),
M(gl_mtx,0,0),
M(gl_mtx,0,1),
M(gl_mtx,0,2),
M(gl_mtx,0,3),
M(gl_mtx,1,0),
M(gl_mtx,1,1),
M(gl_mtx,1,2),
M(gl_mtx,1,3),
M(gl_mtx,2,0),
M(gl_mtx,2,1),
M(gl_mtx,2,2),
M(gl_mtx,2,3),
M(gl_mtx,3,0),
M(gl_mtx,3,1),
M(gl_mtx,3,2),
M(gl_mtx,3,3));
#endif
parent = clutter_actor_get_parent (self); parent = clutter_actor_get_parent (self);
if (parent) if (parent)