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https://github.com/hyprwm/wlroots-hyprland.git
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6ecb0eefcb
Setting glUniformMatrix3fv's transpose parameter to GL_TRUE is not allowed for OpenGL ES 2. This adds a wlr_matrix_transpose function.
169 lines
4 KiB
C
169 lines
4 KiB
C
#include <math.h>
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#include <string.h>
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#include <wayland-server-protocol.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/types/wlr_box.h>
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#include <wlr/types/wlr_output.h>
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void wlr_matrix_identity(float mat[static 9]) {
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static const float identity[9] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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memcpy(mat, identity, sizeof(identity));
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}
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void wlr_matrix_multiply(float mat[static 9], const float a[static 9],
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const float b[static 9]) {
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float product[9];
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product[0] = a[0]*b[0] + a[1]*b[3] + a[2]*b[6];
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product[1] = a[0]*b[1] + a[1]*b[4] + a[2]*b[7];
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product[2] = a[0]*b[2] + a[1]*b[5] + a[2]*b[8];
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product[3] = a[3]*b[0] + a[4]*b[3] + a[5]*b[6];
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product[4] = a[3]*b[1] + a[4]*b[4] + a[5]*b[7];
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product[5] = a[3]*b[2] + a[4]*b[5] + a[5]*b[8];
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product[6] = a[6]*b[0] + a[7]*b[3] + a[8]*b[6];
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product[7] = a[6]*b[1] + a[7]*b[4] + a[8]*b[7];
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product[8] = a[6]*b[2] + a[7]*b[5] + a[8]*b[8];
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memcpy(mat, product, sizeof(product));
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}
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void wlr_matrix_transpose(float mat[static 9], const float a[static 9]) {
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float transposition[9] = {
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a[0], a[3], a[6],
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a[1], a[4], a[7],
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a[2], a[5], a[8],
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};
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memcpy(mat, transposition, sizeof(transposition));
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}
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void wlr_matrix_translate(float mat[static 9], float x, float y) {
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float translate[9] = {
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1.0f, 0.0f, x,
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0.0f, 1.0f, y,
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0.0f, 0.0f, 1.0f,
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};
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wlr_matrix_multiply(mat, mat, translate);
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}
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void wlr_matrix_scale(float mat[static 9], float x, float y) {
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float scale[9] = {
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x, 0.0f, 0.0f,
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0.0f, y, 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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wlr_matrix_multiply(mat, mat, scale);
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}
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void wlr_matrix_rotate(float mat[static 9], float rad) {
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float rotate[9] = {
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cos(rad), -sin(rad), 0.0f,
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sin(rad), cos(rad), 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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wlr_matrix_multiply(mat, mat, rotate);
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}
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static const float transforms[][9] = {
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[WL_OUTPUT_TRANSFORM_NORMAL] = {
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1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_90] = {
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0.0f, -1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_180] = {
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-1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_270] = {
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0.0f, 1.0f, 0.0f,
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-1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_FLIPPED] = {
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-1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_FLIPPED_90] = {
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0.0f, -1.0f, 0.0f,
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-1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_FLIPPED_180] = {
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1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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[WL_OUTPUT_TRANSFORM_FLIPPED_270] = {
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0.0f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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},
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};
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void wlr_matrix_transform(float mat[static 9],
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enum wl_output_transform transform) {
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wlr_matrix_multiply(mat, mat, transforms[transform]);
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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_projection(float mat[static 9], int width, int height,
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enum wl_output_transform transform) {
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memset(mat, 0, sizeof(*mat) * 9);
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const float *t = transforms[transform];
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float x = 2.0f / width;
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float y = 2.0f / height;
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// Rotation + reflection
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mat[0] = x * t[0];
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mat[1] = x * t[1];
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mat[3] = y * -t[3];
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mat[4] = y * -t[4];
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// Translation
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mat[2] = -copysign(1.0f, mat[0] + mat[1]);
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mat[5] = -copysign(1.0f, mat[3] + mat[4]);
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// Identity
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mat[8] = 1.0f;
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}
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void wlr_matrix_project_box(float mat[static 9], const struct wlr_box *box,
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enum wl_output_transform transform, float rotation,
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const float projection[static 9]) {
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int x = box->x;
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int y = box->y;
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int width = box->width;
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int height = box->height;
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wlr_matrix_identity(mat);
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wlr_matrix_translate(mat, x, y);
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if (rotation != 0) {
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wlr_matrix_translate(mat, width/2, height/2);
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wlr_matrix_rotate(mat, rotation);
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wlr_matrix_translate(mat, -width/2, -height/2);
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}
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wlr_matrix_scale(mat, width, height);
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if (transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_translate(mat, 0.5, 0.5);
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wlr_matrix_transform(mat, transform);
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wlr_matrix_translate(mat, -0.5, -0.5);
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}
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wlr_matrix_multiply(mat, projection, mat);
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}
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