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[stage] Coalesce fog and perspective API
The fog and perspective API is currently split in two parts: - the floating point version, using values - the fixed point version, using structures The relative properties are using the structure types, since they are meant to set multiple values at the same time. Instead of using bare values, the whole API should be coalesced into two simple calls using structures to match the GObject properties. Thus: clutter_stage_set_fog (ClutterStage*, const ClutterFog*) clutter_stage_get_fog (ClutterStage*, ClutterFog*) clutter_stage_set_perspective (ClutterStage*, const ClutterPerspective*) clutter_stage_get_perspective (ClutterStage*, ClutterPerspective*) Which supercedes the fixed point and floating point variants. More importantly, both ClutterFog and ClutterPerspective should using floating point values, since that's what get passed to COGL anyway. ClutterFog should also drop the "density" member, since ClutterStage only allows linear fog; non-linear fog distribution can be achieved using a signal handler and calling cogl_set_fog() directly; this keeps the API compact yet extensible. Finally, there is no ClutterStage:fog so it should be added.
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@ -438,12 +438,12 @@ clutter_texture_set_fbo_projection (ClutterActor *self)
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{
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ClutterTexturePrivate *priv = CLUTTER_TEXTURE (self)->priv;
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ClutterVertex verts[4];
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ClutterFixed viewport[4];
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gfloat viewport[4];
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ClutterUnit x_min, x_max, y_min, y_max;
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ClutterFixed tx_min, tx_max, ty_min, ty_max;
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gfloat tx_min, tx_max, ty_min, ty_max;
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gfloat tan_angle, near_size;
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ClutterPerspective perspective;
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ClutterStage *stage;
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ClutterFixed tan_angle, near_size;
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int i;
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/* Get the bounding rectangle of the source as drawn in screen
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@ -469,30 +469,31 @@ clutter_texture_set_fbo_projection (ClutterActor *self)
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}
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stage = CLUTTER_STAGE (clutter_actor_get_stage (self));
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clutter_stage_get_perspectivex (stage, &perspective);
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clutter_stage_get_perspective (stage, &perspective);
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/* Convert the coordinates back to [-1,1] range */
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cogl_get_viewport (viewport);
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tx_min = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_min), viewport[2])
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tx_min = (CLUTTER_UNITS_TO_FLOAT (x_min) / viewport[2])
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* 2 - 1.0;
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tx_max = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_max), viewport[2])
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tx_max = (CLUTTER_UNITS_TO_FLOAT (x_max) / viewport[2])
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* 2 - 1.0;
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ty_min = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_min), viewport[3])
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ty_min = (CLUTTER_UNITS_TO_FLOAT (y_min) / viewport[3])
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* 2 - 1.0;
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ty_max = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_max), viewport[3])
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ty_max = (CLUTTER_UNITS_TO_FLOAT (y_max) / viewport[3])
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* 2 - 1.0;
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/* Set up a projection matrix so that the actor will be projected as
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if it was drawn at its original location */
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tan_angle = tanf ((perspective.fovy / 2) * (G_PI/180.0));
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near_size = CLUTTER_FIXED_MUL (perspective.z_near, tan_angle);
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tan_angle = tanf ((perspective.fovy / 2) * (G_PI / 180.0));
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near_size = perspective.z_near * tan_angle;
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cogl_frustum (CLUTTER_FIXED_MUL (tx_min, near_size),
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CLUTTER_FIXED_MUL (tx_max, near_size),
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CLUTTER_FIXED_MUL (-ty_min, near_size),
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CLUTTER_FIXED_MUL (-ty_max, near_size),
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perspective.z_near, perspective.z_far);
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cogl_frustum ((tx_min * near_size),
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(tx_max * near_size),
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(-ty_min * near_size),
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(-ty_max * near_size),
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perspective.z_near,
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perspective.z_far);
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}
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static void
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@ -502,10 +503,10 @@ clutter_texture_paint (ClutterActor *self)
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ClutterTexturePrivate *priv = texture->priv;
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gint x_1, y_1, x_2, y_2;
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CoglColor transparent_col;
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ClutterFixed t_w, t_h;
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gfloat t_w, t_h;
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guint8 paint_opacity = clutter_actor_get_paint_opacity (self);
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if (clutter_actor_get_paint_opacity (self) == 0)
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if (paint_opacity == 0)
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{
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/* Bail early if painting the actor would be a no-op, custom actors that
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* might cause a lot of work/state changes should all do this.
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@ -542,7 +543,7 @@ clutter_texture_paint (ClutterActor *self)
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guint stage_width, stage_height;
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ClutterActor *source_parent;
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clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective);
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clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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/* Use below to set the modelview matrix as if the viewport
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@ -614,14 +615,12 @@ clutter_texture_paint (ClutterActor *self)
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clutter_actor_get_opacity (self));
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if (priv->repeat_x && priv->width > 0)
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t_w = CLUTTER_FIXED_DIV ((float)(x_2 - x_1),
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(float)(priv->width));
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t_w = (float) (x_2 - x_1) / (float) (priv->width);
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else
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t_w = 1.0;
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if (priv->repeat_y && priv->height > 0)
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t_h = CLUTTER_FIXED_DIV ((float)(y_2 - y_1),
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(float)(priv->height));
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t_h = (float) (y_2 - y_1) / (float) (priv->height);
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else
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t_h = 1.0;
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