#pragma once #include #include #include "../helpers/Box.hpp" static enum wl_output_transform wlr_output_transform_invert(enum wl_output_transform tr) { if ((tr & WL_OUTPUT_TRANSFORM_90) && !(tr & WL_OUTPUT_TRANSFORM_FLIPPED)) { tr = (wl_output_transform)((int)tr ^ (int)WL_OUTPUT_TRANSFORM_180); } return tr; } static void wlr_matrix_identity(float mat[9]) { const float identity[9] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; memcpy(mat, identity, sizeof(identity)); } static void wlr_matrix_multiply(float mat[9], const float a[9], const float b[9]) { float product[9]; product[0] = a[0] * b[0] + a[1] * b[3] + a[2] * b[6]; product[1] = a[0] * b[1] + a[1] * b[4] + a[2] * b[7]; product[2] = a[0] * b[2] + a[1] * b[5] + a[2] * b[8]; product[3] = a[3] * b[0] + a[4] * b[3] + a[5] * b[6]; product[4] = a[3] * b[1] + a[4] * b[4] + a[5] * b[7]; product[5] = a[3] * b[2] + a[4] * b[5] + a[5] * b[8]; product[6] = a[6] * b[0] + a[7] * b[3] + a[8] * b[6]; product[7] = a[6] * b[1] + a[7] * b[4] + a[8] * b[7]; product[8] = a[6] * b[2] + a[7] * b[5] + a[8] * b[8]; memcpy(mat, product, sizeof(product)); } static void wlr_matrix_transpose(float mat[9], const float a[9]) { float transposition[9] = { a[0], a[3], a[6], a[1], a[4], a[7], a[2], a[5], a[8], }; memcpy(mat, transposition, sizeof(transposition)); } static void wlr_matrix_translate(float mat[9], float x, float y) { float translate[9] = { 1.0f, 0.0f, x, 0.0f, 1.0f, y, 0.0f, 0.0f, 1.0f, }; wlr_matrix_multiply(mat, mat, translate); } static void wlr_matrix_scale(float mat[9], float x, float y) { float scale[9] = { x, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, 0.0f, 1.0f, }; wlr_matrix_multiply(mat, mat, scale); } static void wlr_matrix_rotate(float mat[9], float rad) { float rotate[9] = { cos(rad), -sin(rad), 0.0f, sin(rad), cos(rad), 0.0f, 0.0f, 0.0f, 1.0f, }; wlr_matrix_multiply(mat, mat, rotate); } static const float transforms[][9] = { [WL_OUTPUT_TRANSFORM_NORMAL] = { 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_90] = { 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_180] = { -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_270] = { 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_FLIPPED] = { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_FLIPPED_90] = { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_FLIPPED_180] = { 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, [WL_OUTPUT_TRANSFORM_FLIPPED_270] = { 0.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, }; static void wlr_matrix_transform(float mat[9], enum wl_output_transform transform) { wlr_matrix_multiply(mat, mat, transforms[transform]); } static void matrix_projection(float mat[9], int width, int height, enum wl_output_transform transform) { std::memset(mat, 0, sizeof(*mat) * 9); const float* t = transforms[transform]; float x = 2.0f / width; float y = 2.0f / height; // Rotation + reflection mat[0] = x * t[0]; mat[1] = x * t[1]; mat[3] = y * -t[3]; mat[4] = y * -t[4]; // Translation mat[2] = -copysign(1.0f, mat[0] + mat[1]); mat[5] = -copysign(1.0f, mat[3] + mat[4]); // Identity mat[8] = 1.0f; } static void wlr_matrix_project_box(float mat[9], const CBox* box, enum wl_output_transform transform, float rotation, const float projection[9]) { int x = box->x; int y = box->y; int width = box->width; int height = box->height; wlr_matrix_identity(mat); wlr_matrix_translate(mat, x, y); if (rotation != 0) { wlr_matrix_translate(mat, width / 2, height / 2); wlr_matrix_rotate(mat, rotation); wlr_matrix_translate(mat, -width / 2, -height / 2); } wlr_matrix_scale(mat, width, height); if (transform != WL_OUTPUT_TRANSFORM_NORMAL) { wlr_matrix_translate(mat, 0.5, 0.5); wlr_matrix_transform(mat, transform); wlr_matrix_translate(mat, -0.5, -0.5); } wlr_matrix_multiply(mat, projection, mat); } static void matrixProjection(float mat[9], int w, int h, wl_output_transform tr) { memset(mat, 0, sizeof(*mat) * 9); const float* t = transforms[tr]; float x = 2.0f / w; float y = 2.0f / h; // Rotation + reflection mat[0] = x * t[0]; mat[1] = x * t[1]; mat[3] = y * t[3]; mat[4] = y * t[4]; // Translation mat[2] = -copysign(1.0f, mat[0] + mat[1]); mat[5] = -copysign(1.0f, mat[3] + mat[4]); // Identity mat[8] = 1.0f; }