renderer: use viewporter corrected size for uv calcs

This commit is contained in:
Vaxry 2023-11-12 23:57:53 +00:00
parent 68935ba9dc
commit 2e26542e3b

View file

@ -776,10 +776,16 @@ void CHyprRenderer::calculateUVForSurface(CWindow* pWindow, wlr_surface* pSurfac
uvBR = uvBR - Vector2D(1.0 - WPERC * (uvBR.x - uvTL.x), 1.0 - HPERC * (uvBR.y - uvTL.y));
uvTL = uvTL + TOADDTL;
if (geom.width > pWindow->m_vRealSize.vec().x)
uvBR.x = uvBR.x * (pWindow->m_vRealSize.vec().x / geom.width);
if (geom.height > pWindow->m_vRealSize.vec().y)
uvBR.y = uvBR.y * (pWindow->m_vRealSize.vec().y / geom.height);
// TODO: make this passed to the func. Might break in the future.
auto maxSize = pWindow->m_vRealSize.vec();
if (pWindow->m_pWLSurface.small() && !pWindow->m_pWLSurface.m_bFillIgnoreSmall)
maxSize = pWindow->m_pWLSurface.getViewporterCorrectedSize();
if (geom.width > maxSize.x)
uvBR.x = uvBR.x * (maxSize.x / geom.width);
if (geom.height > maxSize.y)
uvBR.y = uvBR.y * (maxSize.y / geom.height);
}
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = uvTL;