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tweaked z_camera constant for default 60 deg perspective angle
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@ -1,3 +1,12 @@
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2007-06-26 Tomas Frydrych <tf@openedhand.com>
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* clutter/cogl/gl/cogl.c:
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* clutter/cogl/gles/cogl.c:
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(cogl_setup_viewport):
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For default perspective angle of 60 degrees, use a hardcoded
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z_camera constant that provides minimal artefacts when rendering
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text; for other angles we calculate.
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2007-06-26 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-actor.h:
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@ -494,7 +494,6 @@ cogl_setup_viewport (guint width,
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ClutterFixed z_far)
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{
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GLfloat z_camera;
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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GE( glViewport (0, 0, width, height) );
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@ -506,10 +505,31 @@ cogl_setup_viewport (guint width,
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glLoadIdentity () );
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1);
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/*
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* camera distance from screen, 0.5 * tan (FOV)
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*
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* We have been having some problems with this; the theoretically correct
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* value of 0.866025404f for the default 60 deg fovy angle happens to be
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* touch to small in reality, which on full-screen stage with an actor of
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* the same size results in about 1px on the left and top edges of the
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* actor being offscreen. Perhaps more significantly, it also causes
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* hinting artifacts when rendering text.
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*
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* So for the default 60 deg angle we worked out that the value of 0.8699
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* is giving correct stretch and no noticeable artifacts on text.
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*/
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#define DEFAULT_Z_CAMERA 0.8699f
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z_camera = DEFAULT_Z_CAMERA;
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if (fovy != CFX_60)
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{
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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z_camera =
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CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1);
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}
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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GE( glScalef ( 1.0f / width,
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-1.0f / height,
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@ -502,7 +502,6 @@ cogl_setup_viewport (guint w,
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gint width = (gint) w;
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gint height = (gint) h;
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ClutterFixed z_camera;
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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GE( glViewport (0, 0, width, height) );
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GE( glMatrixMode (GL_PROJECTION) );
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@ -517,10 +516,22 @@ cogl_setup_viewport (guint w,
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glLoadIdentity () );
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1;
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/*
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* camera distance from screen, 0.5 * tan (FOV)
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*
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* See comments in ../gl/cogl.c
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*/
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#define DEFAULT_Z_CAMERA 0.8699f
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z_camera = CLUTTER_FLOAT_TO_FIXED (DEFAULT_Z_CAMERA);
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if (fovy != CFX_60)
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{
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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z_camera = CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1;
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}
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GE( glTranslatex (-1 << 15, -1 << 15, -z_camera));
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