示例#1
0
gboolean
_cogl_matrix_stack_equal (CoglMatrixStack *stack0,
                          CoglMatrixStack *stack1)
{
  CoglMatrixState *state0 = _cogl_matrix_stack_top (stack0);
  CoglMatrixState *state1 = _cogl_matrix_stack_top (stack1);

  if (state0->is_identity != state1->is_identity)
    return FALSE;

  if (state0->is_identity)
    return TRUE;
  else
    return cogl_matrix_equal (&state0->matrix, &state1->matrix);
}
示例#2
0
CoglBool
cogl_matrix_entry_equal (CoglMatrixEntry *entry0,
                         CoglMatrixEntry *entry1)
{
  for (;
       entry0 && entry1;
       entry0 = entry0->parent, entry1 = entry1->parent)
    {
      entry0 = _cogl_matrix_entry_skip_saves (entry0);
      entry1 = _cogl_matrix_entry_skip_saves (entry1);

      if (entry0 == entry1)
        return TRUE;

      if (entry0->op != entry1->op)
        return FALSE;

      switch (entry0->op)
        {
        case COGL_MATRIX_OP_LOAD_IDENTITY:
          return TRUE;
        case COGL_MATRIX_OP_TRANSLATE:
          {
            CoglMatrixEntryTranslate *translate0 =
              (CoglMatrixEntryTranslate *)entry0;
            CoglMatrixEntryTranslate *translate1 =
              (CoglMatrixEntryTranslate *)entry1;
            /* We could perhaps use an epsilon to compare here?
             * I expect the false negatives are probaly never going to
             * be a problem and this is a bit cheaper. */
            if (translate0->x != translate1->x ||
                translate0->y != translate1->y ||
                translate0->z != translate1->z)
              return FALSE;
          }
          break;
        case COGL_MATRIX_OP_ROTATE:
          {
            CoglMatrixEntryRotate *rotate0 =
              (CoglMatrixEntryRotate *)entry0;
            CoglMatrixEntryRotate *rotate1 =
              (CoglMatrixEntryRotate *)entry1;
            if (rotate0->angle != rotate1->angle ||
                rotate0->x != rotate1->x ||
                rotate0->y != rotate1->y ||
                rotate0->z != rotate1->z)
              return FALSE;
          }
          break;
        case COGL_MATRIX_OP_ROTATE_QUATERNION:
          {
            CoglMatrixEntryRotateQuaternion *rotate0 =
              (CoglMatrixEntryRotateQuaternion *)entry0;
            CoglMatrixEntryRotateQuaternion *rotate1 =
              (CoglMatrixEntryRotateQuaternion *)entry1;
            int i;
            for (i = 0; i < 4; i++)
              if (rotate0->values[i] != rotate1->values[i])
                return FALSE;
          }
          break;
        case COGL_MATRIX_OP_ROTATE_EULER:
          {
            CoglMatrixEntryRotateEuler *rotate0 =
              (CoglMatrixEntryRotateEuler *)entry0;
            CoglMatrixEntryRotateEuler *rotate1 =
              (CoglMatrixEntryRotateEuler *)entry1;

            if (rotate0->heading != rotate1->heading ||
                rotate0->pitch != rotate1->pitch ||
                rotate0->roll != rotate1->roll)
              return FALSE;
          }
          break;
        case COGL_MATRIX_OP_SCALE:
          {
            CoglMatrixEntryScale *scale0 = (CoglMatrixEntryScale *)entry0;
            CoglMatrixEntryScale *scale1 = (CoglMatrixEntryScale *)entry1;
            if (scale0->x != scale1->x ||
                scale0->y != scale1->y ||
                scale0->z != scale1->z)
              return FALSE;
          }
          break;
        case COGL_MATRIX_OP_MULTIPLY:
          {
            CoglMatrixEntryMultiply *mult0 = (CoglMatrixEntryMultiply *)entry0;
            CoglMatrixEntryMultiply *mult1 = (CoglMatrixEntryMultiply *)entry1;
            if (!cogl_matrix_equal (mult0->matrix, mult1->matrix))
              return FALSE;
          }
          break;
        case COGL_MATRIX_OP_LOAD:
          {
            CoglMatrixEntryLoad *load0 = (CoglMatrixEntryLoad *)entry0;
            CoglMatrixEntryLoad *load1 = (CoglMatrixEntryLoad *)entry1;
            /* There's no need to check any further since an
             * _OP_LOAD makes all the ancestors redundant as far as
             * the final matrix value is concerned. */
            return cogl_matrix_equal (load0->matrix, load1->matrix);
          }
        case COGL_MATRIX_OP_SAVE:
          /* We skip over saves above so we shouldn't see save entries */
          g_warn_if_reached ();
        }
    }

  return FALSE;
}