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[texture] split out fbo update code from cluter_texture_paint
To help keep clutter_texture_paint maintainable this splits out a big chunk of standalone code that's responsible for updating the fbo when clutter_texture_new_from_actor has been used.
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@ -511,13 +511,92 @@ clutter_texture_set_fbo_projection (ClutterActor *self)
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perspective.z_far);
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}
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static void
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update_fbo (ClutterActor *self)
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{
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ClutterTexture *texture = CLUTTER_TEXTURE (self);
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ClutterTexturePrivate *priv = texture->priv;
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ClutterMainContext *context;
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ClutterShader *shader = NULL;
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ClutterActor *stage = NULL;
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ClutterPerspective perspective;
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CoglColor transparent_col;
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context = _clutter_context_get_default ();
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if (context->shaders)
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shader = clutter_actor_get_shader (context->shaders->data);
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/* Temporarily turn of the shader on the top of the context's
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* shader stack, to restore the GL pipeline to it's natural state.
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*/
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if (shader)
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clutter_shader_set_is_enabled (shader, FALSE);
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/* Redirect drawing to the fbo */
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cogl_push_draw_buffer ();
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cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, priv->fbo_handle);
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if ((stage = clutter_actor_get_stage (self)))
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{
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gfloat stage_width, stage_height;
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ClutterActor *source_parent;
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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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was still the same size as the stage */
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_cogl_setup_viewport (stage_width, stage_height,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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/* Use a projection matrix that makes the actor appear as it
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would if it was rendered at its normal screen location */
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clutter_texture_set_fbo_projection (self);
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/* Reset the viewport to the size of the FBO */
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cogl_set_viewport (0, 0, priv->image_width, priv->image_height);
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/* Reapply the source's parent transformations */
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if ((source_parent = clutter_actor_get_parent (priv->fbo_source)))
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_clutter_actor_apply_modelview_transform_recursive (source_parent,
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NULL);
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}
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/* cogl_clear is called to clear the buffers */
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cogl_color_set_from_4ub (&transparent_col, 0, 0, 0, 0);
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cogl_clear (&transparent_col,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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cogl_disable_fog ();
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/* Render the actor to the fbo */
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clutter_actor_paint (priv->fbo_source);
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/* Restore drawing to the previous draw buffer */
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cogl_pop_draw_buffer ();
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/* Restore the perspective matrix using cogl_perspective so that
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the inverse matrix will be right */
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cogl_perspective (perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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/* If there is a shader on top of the shader stack, turn it back on. */
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if (shader)
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clutter_shader_set_is_enabled (shader, TRUE);
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}
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static void
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clutter_texture_paint (ClutterActor *self)
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{
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ClutterTexture *texture = CLUTTER_TEXTURE (self);
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ClutterTexturePrivate *priv = texture->priv;
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ClutterActorBox box = { 0, };
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CoglColor transparent_col;
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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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@ -530,80 +609,7 @@ clutter_texture_paint (ClutterActor *self)
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}
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if (priv->fbo_handle != COGL_INVALID_HANDLE)
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{
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ClutterMainContext *context;
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ClutterShader *shader = NULL;
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ClutterActor *stage = NULL;
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ClutterPerspective perspective;
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context = _clutter_context_get_default ();
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if (context->shaders)
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shader = clutter_actor_get_shader (context->shaders->data);
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/* Temporarily turn of the shader on the top of the context's
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* shader stack, to restore the GL pipeline to it's natural state.
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*/
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if (shader)
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clutter_shader_set_is_enabled (shader, FALSE);
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/* Redirect drawing to the fbo */
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cogl_push_draw_buffer ();
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cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, priv->fbo_handle);
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if ((stage = clutter_actor_get_stage (self)))
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{
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gfloat stage_width, stage_height;
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ClutterActor *source_parent;
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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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was still the same size as the stage */
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_cogl_setup_viewport (stage_width, stage_height,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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/* Use a projection matrix that makes the actor appear as it
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would if it was rendered at its normal screen location */
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clutter_texture_set_fbo_projection (self);
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/* Reset the viewport to the size of the FBO */
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cogl_set_viewport (0, 0, priv->image_width, priv->image_height);
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/* Reapply the source's parent transformations */
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if ((source_parent = clutter_actor_get_parent (priv->fbo_source)))
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_clutter_actor_apply_modelview_transform_recursive (source_parent,
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NULL);
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}
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/* cogl_clear is called to clear the buffers */
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cogl_color_set_from_4ub (&transparent_col, 0, 0, 0, 0);
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cogl_clear (&transparent_col,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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cogl_disable_fog ();
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/* Render out actor scene to fbo */
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clutter_actor_paint (priv->fbo_source);
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/* Restore drawing to the previous draw buffer */
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cogl_pop_draw_buffer ();
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/* Restore the perspective matrix using cogl_perspective so that
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the inverse matrix will be right */
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cogl_perspective (perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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/* If there is a shader on top of the shader stack, turn it back on. */
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if (shader)
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clutter_shader_set_is_enabled (shader, TRUE);
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}
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update_fbo (self);
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CLUTTER_NOTE (PAINT,
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"painting texture '%s'",
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