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cogl: removes unused _cogl_setup_viewport
Clutter has now taken responsibility for managing its viewport, projection matrix and view transform as part of ClutterStage so _cogl_setup_viewport is no longer used by anything, and since it's quite an obscure API anyway it's we've taken the opportunity to remove the function.
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14dbe81deb
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74
cogl/cogl.c
74
cogl/cogl.c
@ -411,80 +411,6 @@ cogl_viewport (unsigned int width,
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cogl_set_viewport (0, 0, width, height);
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}
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void
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_cogl_setup_viewport (unsigned int width,
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unsigned int height,
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float fovy,
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float aspect,
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float z_near,
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float z_far)
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{
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float z_camera;
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CoglMatrix projection_matrix;
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CoglMatrixStack *modelview_stack;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_set_viewport (0, 0, width, height);
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/* For Ortho projection.
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* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
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*/
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cogl_perspective (fovy, aspect, z_near, z_far);
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/*
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* In theory, we can compute the camera distance from screen as:
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*
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* 0.5 * tan (FOV)
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*
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* However, it's better to compute the z_camera from our projection
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* matrix so that we get a 1:1 mapping at the screen distance. Consider
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* the upper-left corner of the screen. It has object coordinates
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* (0,0,0), so by the transform below, ends up with eye coordinate
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*
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* x_eye = x_object / width - 0.5 = - 0.5
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* y_eye = (height - y_object) / width - 0.5 = 0.5
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* z_eye = z_object / width - z_camera = - z_camera
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*
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* From cogl_perspective(), we know that the projection matrix has
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* the form:
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*
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* (x, 0, 0, 0)
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* (0, y, 0, 0)
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* (0, 0, c, d)
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* (0, 0, -1, 0)
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*
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* Applied to the above, we get clip coordinates of
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*
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* x_clip = x * (- 0.5)
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* y_clip = y * 0.5
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* w_clip = - 1 * (- z_camera) = z_camera
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*
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* Dividing through by w to get normalized device coordinates, we
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* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
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* The upper left corner of the screen has normalized device coordinates,
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* (-1, 1), so to have the correct 1:1 mapping, we have to have:
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*
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* z_camera = 0.5 * x = 0.5 * y
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*
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* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
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* doesn't make sense.
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*/
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cogl_get_projection_matrix (&projection_matrix);
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z_camera = 0.5 * projection_matrix.xx;
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modelview_stack =
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_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
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_cogl_matrix_stack_load_identity (modelview_stack);
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_cogl_matrix_stack_translate (modelview_stack, -0.5f, -0.5f, -z_camera);
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_cogl_matrix_stack_scale (modelview_stack,
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1.0f / width, -1.0f / height, 1.0f / width);
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_cogl_matrix_stack_translate (modelview_stack,
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0.0f, -1.0 * height, 0.0f);
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}
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CoglFeatureFlags
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cogl_get_features (void)
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{
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26
cogl/cogl.h
26
cogl/cogl.h
@ -290,32 +290,6 @@ cogl_ortho (float left,
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float near,
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float far);
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/*
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* _cogl_setup_viewport:
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* @width: Width of the viewport
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* @height: Height of the viewport
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* @fovy: Field of view angle in degrees
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* @aspect: Aspect ratio to determine the field of view along the x-axis
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* @z_near: Nearest visible point along the z-axis
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* @z_far: Furthest visible point along the z-axis
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*
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* Replaces the current viewport and projection matrix with the given
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* values. The viewport is placed at the top left corner of the window
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* with the given width and height. The projection matrix is replaced
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* with one that has a viewing angle of @fovy along the y-axis and a
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* view scaled according to @aspect along the x-axis. The view is
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* clipped according to @z_near and @z_far on the z-axis.
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*
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* This function is used only by Clutter.
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*/
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void
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_cogl_setup_viewport (unsigned int width,
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unsigned int height,
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float fovy,
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float aspect,
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float z_near,
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float z_far);
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#ifndef COGL_DISABLE_DEPRECATED
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/**
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