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Adjust rendering to compensate for disparate scale
Something about my math is off, but I'm not certain what. Would appreciate a second opinion.
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1 changed files with 12 additions and 6 deletions
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@ -20,29 +20,35 @@ static void render_surface(struct wlr_surface *surface,
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struct roots_desktop *desktop, struct wlr_output *wlr_output,
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struct roots_desktop *desktop, struct wlr_output *wlr_output,
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struct timespec *when, double lx, double ly, float rotation) {
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struct timespec *when, double lx, double ly, float rotation) {
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if (surface->texture->valid) {
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if (surface->texture->valid) {
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int width = surface->current->buffer_width;
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float scale_factor = (float)wlr_output->scale / surface->current->scale;
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int height = surface->current->buffer_height;
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int width = surface->current->buffer_width * scale_factor;
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int height = surface->current->buffer_height * scale_factor;
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double ox = lx, oy = ly;
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double ox = lx, oy = ly;
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wlr_output_layout_output_coords(desktop->layout, wlr_output, &ox, &oy);
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wlr_output_layout_output_coords(desktop->layout, wlr_output, &ox, &oy);
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if (wlr_output_layout_intersects(desktop->layout, wlr_output,
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if (wlr_output_layout_intersects(desktop->layout, wlr_output,
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lx, ly, lx + width, ly + height)) {
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lx, ly, lx + width, ly + height)) {
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// TODO: accomodate for mismatched scale, which can happen, for
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// example, when a view is rendered over two outputs
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float matrix[16];
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float matrix[16];
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float translate_origin[16];
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float translate_origin[16];
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wlr_matrix_translate(&translate_origin,
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wlr_matrix_translate(&translate_origin,
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(int)ox + width / 2, (int)oy + height / 2, 0);
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(int)ox + width / 2, (int)oy + height / 2, 0);
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float rotate[16];
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float rotate[16];
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wlr_matrix_rotate(&rotate, rotation);
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wlr_matrix_rotate(&rotate, rotation);
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float translate_center[16];
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float translate_center[16];
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wlr_matrix_translate(&translate_center, -width / 2, -height / 2, 0);
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wlr_matrix_translate(&translate_center, -width / 2, -height / 2, 0);
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float scale[16];
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wlr_matrix_scale(&scale, width, height, 1);
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float transform[16];
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float transform[16];
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wlr_matrix_mul(&translate_origin, &rotate, &transform);
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wlr_matrix_mul(&translate_origin, &rotate, &transform);
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wlr_matrix_mul(&transform, &translate_center, &transform);
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wlr_matrix_mul(&transform, &translate_center, &transform);
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wlr_surface_get_matrix(surface, &matrix,
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wlr_matrix_mul(&transform, &scale, &transform);
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&wlr_output->transform_matrix, &transform);
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wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
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wlr_render_with_matrix(desktop->server->renderer,
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wlr_render_with_matrix(desktop->server->renderer,
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surface->texture, &matrix);
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surface->texture, &matrix);
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