[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ways of accomplishing the same result - even in languages that are not C. :-) first of all, ClutterCloneTexture has been replaced by ClutterClone, which can clone all actors, not just textures.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 -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com