test-cogl-offscreen: Setup a clutter style modelview/projection

This updates test-cogl-offscreen to give an example of setting up a
CoglFramebuffer with a Clutter style 2D coordinate system with (0,0) top
left and (framebuffer_width, framebuffer_height) bottom right.
This commit is contained in:
Robert Bragg 2010-03-03 16:37:59 +00:00
parent 6f6ab86929
commit d2d890a33e

View File

@ -78,7 +78,7 @@ struct _TestCoglboxPrivate
*--------------------------------------------------*/
static void
test_coglbox_paint(ClutterActor *self)
test_coglbox_paint (ClutterActor *self)
{
TestCoglboxPrivate *priv = TEST_COGLBOX_GET_PRIVATE (self);
gfloat texcoords[4] = { 0, 0, 1, 1 };
@ -136,11 +136,104 @@ test_coglbox_dispose (GObject *object)
G_OBJECT_CLASS (test_coglbox_parent_class)->dispose (object);
}
/* A newly created Cogl framebuffer will be initialized with a
* viewport covering the size of the viewport i.e. equavalent to:
*
* calling cogl_framebuffer_set_viewport (
* fb,
* 0, 0,
* cogl_framebuffer_get_viewport_width (fb),
* cogl_framebuffer_get_viewport_width (fb));
*
* The projection matrix will be an identity matrix.
*
* The modelview matrix will be an identity matrix, and this will
* create a coordinate system - like OpenGL - with the viewport
* being mapped to a unit cube with the origin (0, 0, 0) in the
* center, x, y and z ranging from -1 to 1 with (-1, -1) being top
* left and (1, 1) bottom right.
*
* This sets up a Clutter like coordinate system for a Cogl
* framebuffer
*/
void
setup_viewport (unsigned int width,
unsigned int height,
float fovy,
float aspect,
float z_near,
float z_far)
{
float z_camera;
CoglMatrix projection_matrix;
CoglMatrix mv_matrix;
cogl_set_viewport (0, 0, width, height);
/* For Ortho projection.
* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_get_projection_matrix (&projection_matrix);
z_camera = 0.5 * projection_matrix.xx;
cogl_matrix_init_identity (&mv_matrix);
cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
cogl_set_modelview_matrix (&mv_matrix);
}
static void
test_coglbox_init (TestCoglbox *self)
{
ClutterActor *stage;
TestCoglboxPrivate *priv;
gchar *file;
ClutterPerspective perspective;
float stage_width;
float stage_height;
self->priv = priv = TEST_COGLBOX_GET_PRIVATE(self);
@ -163,6 +256,20 @@ test_coglbox_init (TestCoglbox *self)
printf ("Creating offscreen\n");
priv->offscreen_id = cogl_offscreen_new_to_texture (priv->texture_id);
stage = clutter_stage_get_default ();
clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
clutter_actor_get_size (stage, &stage_width, &stage_height);
cogl_push_framebuffer (priv->offscreen_id);
setup_viewport (stage_width, stage_height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
cogl_pop_framebuffer ();
if (priv->offscreen_id == COGL_INVALID_HANDLE)
printf ("Failed creating offscreen to texture!\n");
}