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Fix surface transforms
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4 changed files with 36 additions and 0 deletions
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@ -10,6 +10,8 @@ void wlr_matrix_rotate(float (*output)[16], float radians);
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void wlr_matrix_mul(const float (*x)[16], const float (*y)[16], float (*product)[16]);
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enum wl_output_transform;
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void wlr_matrix_transform(float mat[static 16],
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enum wl_output_transform transform);
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void wlr_matrix_texture(float mat[static 16], int32_t width, int32_t height,
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enum wl_output_transform transform);
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@ -106,4 +106,6 @@ bool wlr_output_cursor_move(struct wlr_output_cursor *cursor,
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double x, double y);
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void wlr_output_cursor_destroy(struct wlr_output_cursor *cursor);
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enum wl_output_transform wlr_output_transform_invert(enum wl_output_transform);
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#endif
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@ -118,6 +118,23 @@ static const float transforms[][4] = {
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},
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};
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void wlr_matrix_transform(float mat[static 16],
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enum wl_output_transform transform) {
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memset(mat, 0, sizeof(*mat) * 16);
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const float *t = transforms[transform];
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// Rotation + relection
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mat[0] = t[0];
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mat[1] = t[1];
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mat[4] = -t[2];
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mat[5] = -t[3];
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// Identity
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mat[10] = 1.0f;
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mat[15] = 1.0f;
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}
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// Equivilent to glOrtho(0, width, 0, height, 1, -1) with the transform applied
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void wlr_matrix_texture(float mat[static 16], int32_t width, int32_t height,
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enum wl_output_transform transform) {
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@ -63,10 +63,25 @@ static void render_surface(struct wlr_surface *surface,
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float scale[16];
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wlr_matrix_scale(&scale, render_width, render_height, 1);
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float translate_mdr[16];
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wlr_matrix_translate(&translate_mdr, 0.5, 0.5, 0);
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float surface_transform[16];
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wlr_matrix_transform(surface_transform,
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wlr_output_transform_invert(surface->current->transform)); // TODO
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float translate_mdr2[16];
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wlr_matrix_translate(&translate_mdr2, -0.5, -0.5, 0);
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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(&transform, &translate_center, &transform);
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wlr_matrix_mul(&transform, &scale, &transform);
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wlr_matrix_mul(&transform, &translate_mdr, &transform);
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wlr_matrix_mul(&transform, &surface_transform, &transform);
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wlr_matrix_mul(&transform, &translate_mdr2, &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, surface->texture,
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