Merge pull request #823 from Dickby/simplify_matrix_calculations

Simplify matrix calculations
This commit is contained in:
Vaxry 2022-10-10 15:59:25 +01:00 committed by GitHub
commit f55f56f260
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 10 additions and 29 deletions

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@ -178,7 +178,7 @@ bool isNumber(const std::string& str, bool allowfloat) {
std::string copy = str;
if (*copy.begin() == '-')
copy = copy.substr(1);
if (copy.empty())
return false;
@ -331,7 +331,7 @@ void logSystemInfo() {
Debug::log(LOG, "Node name: %s", unameInfo.nodename);
Debug::log(LOG, "Release: %s", unameInfo.release);
Debug::log(LOG, "Version: %s", unameInfo.version);
Debug::log(NONE, "\n");
const std::string GPUINFO = execAndGet("lspci -vnn | grep VGA");
@ -357,8 +357,8 @@ void matrixProjection(float mat[9], int w, int h, wl_output_transform tr) {
// Rotation + reflection
mat[0] = x * t[0];
mat[1] = x * t[1];
mat[3] = y * -t[3];
mat[4] = y * -t[4];
mat[3] = y * t[3];
mat[4] = y * t[4];
// Translation
mat[2] = -copysign(1.0f, mat[0] + mat[1]);
@ -401,4 +401,4 @@ int64_t getPPIDof(int64_t pid) {
} catch (std::exception& e) {
return 0;
}
}
}

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@ -323,16 +323,13 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
wlr_box transformedBox;
@ -414,9 +411,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
CShader* shader = nullptr;
@ -444,7 +438,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque);
@ -534,8 +528,6 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
// get the config settings
static auto *const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_size")->intValue;
@ -570,7 +562,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
glUseProgram(pShader->program);
// prep two shaders
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix);
glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
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));
@ -845,16 +837,13 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round);
@ -1103,16 +1092,13 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
const auto TOPLEFT = Vector2D(range + round, range + round);

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@ -12,11 +12,6 @@
#include "Texture.hpp"
#include "Framebuffer.hpp"
inline const float matrixFlip180[] = {
1.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
};
inline const float fullVerts[] = {
1, 0, // top right
0, 0, // top left