opengl: apply box rot to projections

This commit is contained in:
Vaxry 2024-01-07 18:51:08 +01:00
parent f5b2fd2bc3
commit d7d333d162

View file

@ -644,7 +644,7 @@ void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CColor& col, CRegion
box = &newBox;
float matrix[9];
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), newBox.rot,
m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];
@ -732,7 +732,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, CBox*
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, newBox.rot, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@ -893,7 +893,7 @@ void CHyprOpenGLImpl::renderTexturePrimitive(const CTexture& tex, CBox* pBox) {
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, newBox.rot, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@ -947,7 +947,7 @@ void CHyprOpenGLImpl::renderTextureMatte(const CTexture& tex, CBox* pBox, CFrame
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, newBox.rot, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@ -1495,7 +1495,7 @@ void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, in
round += round == 0 ? 0 : scaledBorderSize;
float matrix[9];
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), newBox.rot,
m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];
@ -1792,7 +1792,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const
const auto col = color;
float matrix[9];
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), newBox.rot,
m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];