[mutter/gbsneto/graphene2: 36/45] clutter: Use graphene to interpolate matrixes
- From: Georges Basile Stavracas Neto <gbsneto src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [mutter/gbsneto/graphene2: 36/45] clutter: Use graphene to interpolate matrixes
- Date: Sat, 7 Sep 2019 11:20:15 +0000 (UTC)
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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