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https://github.com/hyprwm/Hyprland
synced 2024-11-22 16:25:59 +01:00
Let openGL transpose the matrixes for us.
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1263bd5dcb
commit
092dbda88a
1 changed files with 5 additions and 14 deletions
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@ -325,14 +325,12 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix);
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glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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wlr_box transformedBox;
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@ -416,8 +414,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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CShader* shader = nullptr;
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glEnable(GL_BLEND);
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@ -444,7 +440,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glUseProgram(shader->program);
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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@ -534,7 +530,6 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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// get the config settings
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@ -570,7 +565,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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glUseProgram(pShader->program);
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// prep two shaders
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix);
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glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
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if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
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glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
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@ -847,14 +842,12 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix);
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glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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const auto TOPLEFT = Vector2D(round, round);
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@ -1105,14 +1098,12 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix);
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glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
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const auto TOPLEFT = Vector2D(range + round, range + round);
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