move matrix model code to matrix.h
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@ -2,6 +2,7 @@
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#define WLR_RENDER_MATRIX_H
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#include <stdint.h>
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#include <wlr/types/wlr_box.h>
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void wlr_matrix_identity(float (*output)[16]);
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void wlr_matrix_translate(float (*output)[16], float x, float y, float z);
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@ -14,5 +15,7 @@ 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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void wlr_matrix_box_model(float (*mat)[16], struct wlr_box *box,
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enum wl_output_transform transform, float rotation);
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#endif
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@ -136,11 +136,4 @@ enum wl_output_transform wlr_output_transform_invert(
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enum wl_output_transform wlr_output_transform_compose(
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enum wl_output_transform tr_a, enum wl_output_transform tr_b);
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/**
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* Get a matrix suitable for rendering a box on the output.
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*/
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void wlr_output_get_box_matrix(struct wlr_output *output, int ox, int oy,
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int width, int height, enum wl_output_transform transform,
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float rotation, float (*mat)[16]);
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#endif
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@ -1,6 +1,8 @@
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#include <string.h>
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#include <math.h>
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#include <wayland-server-protocol.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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#include <wlr/render/matrix.h>
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/* Obtains the index for the given row/column */
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@ -158,3 +160,47 @@ void wlr_matrix_texture(float mat[static 16], int32_t width, int32_t height,
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mat[10] = 1.0f;
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mat[15] = 1.0f;
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}
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void wlr_matrix_box_model(float (*mat)[16], struct wlr_box *box,
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enum wl_output_transform transform, float rotation) {
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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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float translate_center[16];
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wlr_matrix_translate(&translate_center,
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(int)x + width / 2, (int)y + height / 2, 0);
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float rotate[16];
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wlr_matrix_rotate(&rotate, rotation);
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float translate_origin[16];
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wlr_matrix_translate(&translate_origin, -width / 2,
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-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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wlr_matrix_mul(&translate_center, &rotate, mat);
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wlr_matrix_mul(mat, &translate_origin, mat);
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wlr_matrix_mul(mat, &scale, mat);
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if (transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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float surface_translate_center[16];
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wlr_matrix_translate(&surface_translate_center, 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(transform));
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float surface_translate_origin[16];
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wlr_matrix_translate(&surface_translate_origin, -0.5, -0.5, 0);
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wlr_matrix_mul(mat, &surface_translate_center,
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mat);
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wlr_matrix_mul(mat, &surface_transform, mat);
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wlr_matrix_mul(mat, &surface_translate_origin,
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mat);
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}
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}
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@ -52,9 +52,16 @@ static void render_surface(struct wlr_surface *surface,
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.width = render_width, .height = render_height,
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};
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if (wlr_output_layout_intersects(desktop->layout, wlr_output, &render_box)) {
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struct wlr_box model_box = {
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.x = ox,
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.y = oy,
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.width = render_width,
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.height = render_height,
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};
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float matrix[16];
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wlr_output_get_box_matrix(wlr_output, ox, oy, render_width,
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render_height, surface->current->transform, rotation, &matrix);
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wlr_matrix_box_model(&matrix, &model_box, surface->current->transform,
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rotation);
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wlr_matrix_mul(&wlr_output->transform_matrix, &matrix, &matrix);
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wlr_render_with_matrix(desktop->server->renderer, surface->texture,
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&matrix);
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@ -157,11 +164,17 @@ static void render_decorations(struct roots_view *view,
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ox *= output->scale;
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oy *= output->scale;
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float matrix[16];
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wlr_output_get_box_matrix(output, ox, oy, deco_box.width,
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deco_box.height, WL_OUTPUT_TRANSFORM_NORMAL, view->rotation,
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&matrix);
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struct wlr_box model_box = {
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.x = ox,
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.y = oy,
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.width = deco_box.width,
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.height = deco_box.height,
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};
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float matrix[16];
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wlr_matrix_box_model(&matrix, &model_box, WL_OUTPUT_TRANSFORM_NORMAL,
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view->rotation);
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wlr_matrix_mul(&output->transform_matrix, &matrix, &matrix);
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float color[4] = { 0.2, 0.2, 0.2, 1 };
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wlr_render_colored_quad(desktop->server->renderer, &color, &matrix);
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}
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@ -751,46 +751,3 @@ enum wl_output_transform wlr_output_transform_compose(
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}
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return flipped | rotated;
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}
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void wlr_output_get_box_matrix(struct wlr_output *output, int ox, int oy,
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int width, int height, enum wl_output_transform transform,
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float rotation, float (*mat)[16]) {
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float translate_center[16];
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wlr_matrix_translate(&translate_center,
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(int)ox + width / 2, (int)oy + height / 2, 0);
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float rotate[16];
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wlr_matrix_rotate(&rotate, rotation);
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float translate_origin[16];
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wlr_matrix_translate(&translate_origin, -width / 2,
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-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_matrix[16];
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wlr_matrix_mul(&translate_center, &rotate, &transform_matrix);
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wlr_matrix_mul(&transform_matrix, &translate_origin, &transform_matrix);
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wlr_matrix_mul(&transform_matrix, &scale, &transform_matrix);
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if (transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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float surface_translate_center[16];
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wlr_matrix_translate(&surface_translate_center, 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(transform));
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float surface_translate_origin[16];
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wlr_matrix_translate(&surface_translate_origin, -0.5, -0.5, 0);
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wlr_matrix_mul(&transform_matrix, &surface_translate_center,
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&transform_matrix);
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wlr_matrix_mul(&transform_matrix, &surface_transform, &transform_matrix);
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wlr_matrix_mul(&transform_matrix, &surface_translate_origin,
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&transform_matrix);
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}
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wlr_matrix_mul(&output->transform_matrix, &transform_matrix, mat);
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}
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