Adjust rendering to compensate for disparate scale

Something about my math is off, but I'm not certain what. Would
appreciate a second opinion.
This commit is contained in:
Drew DeVault 2017-10-25 23:48:54 -04:00
parent 8c0929cfb3
commit 7f76f46318

View file

@ -20,29 +20,35 @@ static void render_surface(struct wlr_surface *surface,
struct roots_desktop *desktop, struct wlr_output *wlr_output, struct roots_desktop *desktop, struct wlr_output *wlr_output,
struct timespec *when, double lx, double ly, float rotation) { struct timespec *when, double lx, double ly, float rotation) {
if (surface->texture->valid) { if (surface->texture->valid) {
int width = surface->current->buffer_width; float scale_factor = (float)wlr_output->scale / surface->current->scale;
int height = surface->current->buffer_height; int width = surface->current->buffer_width * scale_factor;
int height = surface->current->buffer_height * scale_factor;
double ox = lx, oy = ly; double ox = lx, oy = ly;
wlr_output_layout_output_coords(desktop->layout, wlr_output, &ox, &oy); wlr_output_layout_output_coords(desktop->layout, wlr_output, &ox, &oy);
if (wlr_output_layout_intersects(desktop->layout, wlr_output, if (wlr_output_layout_intersects(desktop->layout, wlr_output,
lx, ly, lx + width, ly + height)) { lx, ly, lx + width, ly + height)) {
// TODO: accomodate for mismatched scale, which can happen, for
// example, when a view is rendered over two outputs
float matrix[16]; float matrix[16];
float translate_origin[16]; float translate_origin[16];
wlr_matrix_translate(&translate_origin, wlr_matrix_translate(&translate_origin,
(int)ox + width / 2, (int)oy + height / 2, 0); (int)ox + width / 2, (int)oy + height / 2, 0);
float rotate[16]; float rotate[16];
wlr_matrix_rotate(&rotate, rotation); wlr_matrix_rotate(&rotate, rotation);
float translate_center[16]; float translate_center[16];
wlr_matrix_translate(&translate_center, -width / 2, -height / 2, 0); wlr_matrix_translate(&translate_center, -width / 2, -height / 2, 0);
float scale[16];
wlr_matrix_scale(&scale, width, height, 1);
float transform[16]; float transform[16];
wlr_matrix_mul(&translate_origin, &rotate, &transform); wlr_matrix_mul(&translate_origin, &rotate, &transform);
wlr_matrix_mul(&transform, &translate_center, &transform); wlr_matrix_mul(&transform, &translate_center, &transform);
wlr_surface_get_matrix(surface, &matrix, wlr_matrix_mul(&transform, &scale, &transform);
&wlr_output->transform_matrix, &transform); wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
wlr_render_with_matrix(desktop->server->renderer, wlr_render_with_matrix(desktop->server->renderer,
surface->texture, &matrix); surface->texture, &matrix);