[re-directing to the correct mailing list]

hi;

On Fri, 2010-07-16 at 11:34 +0800, Jianchun Zhou wrote:

> In Clutter 0.5, I had ever got a class named ClutterReflectTexture,
> and now I want use this reflect function in Clutter 1.0
> 
> I wonder if there is a similar one or not?

that code was never in Clutter: it was in one of the toys.

nowadays, two years and a half after that code was written, we have
better ways of accomplishing the same result - even in languages that
are not C. :-)

first of all, ClutterCloneTexture has been replaced by ClutterClone,
which can clone all actors, not just textures.

then you don't need to drop into GL to paint: Cogl, the Clutter OpenGL
abstraction library, can do that for you, and more efficiently.

the whole paint() virtual function implementation can be replaced with
something like this:

static void
clutter_texture_reflection_paint (ClutterActor *actor)
{
  ClutterClone *super = CLUTTER_CLONE (actor);
  ClutterTextureReflectionPrivate *priv;
  ClutterActor *source;
  ClutterActorBox *box;
  CoglHandle material;
  gfloat width, height, r_height;
  gfloat rty;
  CoglColor color_1, color_2;
  CoglTextureVertex vertices[4];

  priv = CLUTTER_TEXTURE_REFLECTION (actor)->priv;

  /* if we don't have a source actor, don't paint */
  source = clutter_clone_get_source (super);
  if (source == NULL)
    return;

  /* if the source texture does not have any content, don't paint */
  material = clutter_texture_get_cogl_material (CLUTTER_TEXTURE (source));
  if (material == NULL)
    return;

  /* get the size of the reflection */
  clutter_actor_get_allocation_box (actor, &box);
  clutter_actor_box_get_size (&box, &width, &height);

  /* get the composite opacity of the actor */
  opacity = clutter_actor_get_paint_opacity (actor);

  /* clamp the size of the reflection */
  r_height = priv->reflection_height;
  if (r_height < 0 || r_height > height)
    r_height = height;

  /* figure out the texel for the reflection */
  rty = r_height / height;

  /* figure out the two colors for the reflection: the first is
   * full color and the second is the same, but at 0 opacity
   */
  cogl_color_set_from_4f (&color_1, 1.0, 1.0, 1.0, opacity / 255.);
  cogl_color_premultiply (&color_1);
  cogl_color_set_from_4f (&color_2, 1.0, 1.0, 1.0, 0.0);
  cogl_color_premultiply (&color_2);

  /* now describe the four vertices of the quad; since it has
   * to be a reflection, we need to invert it as well
   */
  vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0;
  vertices[0].tx = 0.0; vertices[0].ty = 1.0;
  vertices[0].color = color_1;

  vertices[1].x = width; vertices[1].y = 0; vertices[1].z = 0;
  vertices[1].tx = 1.0; vertices[1].ty = 1.0;
  vertices[1].color = color_1;

  vertices[2].x = width; vertices[2].y = r_height; vertices[2].z = 0;
  vertices[2].tz = 1.0; vertices[2].ty = 1.0 - rty;
  vertices[2].color = color_2;

  vertices[3].x = 0; vertices[3].y = r_height; vertices[3].z = 0;
  vertices[3].tx = 0.0; vertices[3].ty = 1.0 - rty;
  vertices[3].color = color_2;

  /* paint the same texture but with a different geometry */
  cogl_set_source (material);
  cogl_polygon (vertices, 4, TRUE);
}

[the code above is untested and uncompiled, but translated from the
python example available in Git[0] so it should just work]

ciao,
 Emmanuele.

[0] 
http://git.clutter-project.org/bindings/pyclutter/plain/examples/reflection.py


-- 
Emmanuele Bassi, Open Source Software Engineer
Intel Open Source Technology Center

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