void test_euler_quaternion (void) { CoglEuler euler; CoglQuaternion quaternion; CoglMatrix matrix_a, matrix_b; /* Try doing the rotation with three separate rotations */ cogl_matrix_init_identity (&matrix_a); cogl_matrix_rotate (&matrix_a, -30.0f, 0.0f, 1.0f, 0.0f); cogl_matrix_rotate (&matrix_a, 40.0f, 1.0f, 0.0f, 0.0f); cogl_matrix_rotate (&matrix_a, 50.0f, 0.0f, 0.0f, 1.0f); /* And try the same rotation with a euler */ cogl_euler_init (&euler, -30, 40, 50); cogl_matrix_init_from_euler (&matrix_b, &euler); /* Verify that the matrices are approximately the same */ COMPARE_MATRICES (&matrix_a, &matrix_b); /* Try converting the euler to a matrix via a quaternion */ cogl_quaternion_init_from_euler (&quaternion, &euler); memset (&matrix_b, 0, sizeof (matrix_b)); cogl_matrix_init_from_quaternion (&matrix_b, &quaternion); COMPARE_MATRICES (&matrix_a, &matrix_b); /* Try applying the rotation from a euler to a framebuffer */ cogl_framebuffer_identity_matrix (test_fb); cogl_framebuffer_rotate_euler (test_fb, &euler); memset (&matrix_b, 0, sizeof (matrix_b)); cogl_framebuffer_get_modelview_matrix (test_fb, &matrix_b); COMPARE_MATRICES (&matrix_a, &matrix_b); /* And again with a quaternion */ cogl_framebuffer_identity_matrix (test_fb); cogl_framebuffer_rotate_quaternion (test_fb, &quaternion); memset (&matrix_b, 0, sizeof (matrix_b)); cogl_framebuffer_get_modelview_matrix (test_fb, &matrix_b); COMPARE_MATRICES (&matrix_a, &matrix_b); /* FIXME: This needs a lot more tests! */ if (cogl_test_verbose ()) g_print ("OK\n"); }
static RutTraverseVisitFlags entitygraph_pre_paint_cb (RutObject *object, int depth, void *user_data) { RigPaintContext *paint_ctx = user_data; RutPaintContext *rut_paint_ctx = user_data; RutCamera *camera = rut_paint_ctx->camera; CoglFramebuffer *fb = rut_camera_get_framebuffer (camera); if (rut_object_is (object, RUT_INTERFACE_ID_TRANSFORMABLE)) { const CoglMatrix *matrix = rut_transformable_get_matrix (object); cogl_framebuffer_push_matrix (fb); cogl_framebuffer_transform (fb, matrix); } if (rut_object_get_type (object) == &rut_entity_type) { RutEntity *entity = RUT_ENTITY (object); RutObject *geometry; CoglMatrix matrix; if (!rut_entity_get_visible (entity) || (paint_ctx->pass == RIG_PASS_SHADOW && !rut_entity_get_cast_shadow (entity))) return RUT_TRAVERSE_VISIT_CONTINUE; geometry = rut_entity_get_component (object, RUT_COMPONENT_TYPE_GEOMETRY); if (!geometry) { if (!paint_ctx->engine->play_mode && object == paint_ctx->engine->light) draw_entity_camera_frustum (paint_ctx->engine, object, fb); return RUT_TRAVERSE_VISIT_CONTINUE; } cogl_framebuffer_get_modelview_matrix (fb, &matrix); rig_journal_log (paint_ctx->engine->journal, paint_ctx, entity, &matrix); return RUT_TRAVERSE_VISIT_CONTINUE; } return RUT_TRAVERSE_VISIT_CONTINUE; }
void cogl_get_modelview_matrix (CoglMatrix *matrix) { cogl_framebuffer_get_modelview_matrix (cogl_get_draw_framebuffer (), matrix); }