Change how surface matricies are calculated
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@ -8,6 +8,7 @@
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#include <wlr/backend.h>
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#include <wlr/backend/session.h>
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#include <wlr/render.h>
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#include <wlr/render/matrix.h>
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#include <wlr/render/gles2.h>
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#include <wlr/types/wlr_output.h>
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#include <wlr/types/wlr_surface.h>
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@ -41,12 +42,14 @@ void handle_output_frame(struct output_state *output, struct timespec *ts) {
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struct wl_resource *_res;
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float matrix[16];
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float transform[16];
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wl_list_for_each(_res, &sample->compositor.surfaces, link) {
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struct wlr_surface *surface = wl_resource_get_user_data(_res);
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wlr_surface_flush_damage(surface);
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if (surface->texture->valid) {
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wlr_matrix_translate(&transform, 200, 200, 0);
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wlr_surface_get_matrix(surface, &matrix,
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&wlr_output->transform_matrix, 200, 200);
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&wlr_output->transform_matrix, &transform);
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wlr_render_with_matrix(sample->renderer, surface->texture, &matrix);
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struct wlr_frame_callback *cb, *cnext;
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@ -55,7 +55,17 @@ struct wlr_renderer;
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struct wlr_surface *wlr_surface_create(struct wl_resource *res,
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struct wlr_renderer *renderer);
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void wlr_surface_flush_damage(struct wlr_surface *surface);
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void wlr_surface_get_matrix(struct wlr_surface *surface, float (*matrix)[16],
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const float (*projection)[16], int x, int y);
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/**
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* Gets a matrix you can pass into wlr_render_with_matrix to display this
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* surface. `matrix` is the output matrix, `projection` is the wlr_output
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* projection matrix, and `transform` is any additional transformations you want
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* to perform on the surface (or NULL/the identity matrix if you don't).
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* `transform` is used before the surface is scaled, so its geometry extends
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* from 0 to 1 in both dimensions.
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*/
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void wlr_surface_get_matrix(struct wlr_surface *surface,
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float (*matrix)[16],
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const float (*projection)[16],
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const float (*transform)[16]);
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#endif
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@ -353,14 +353,17 @@ struct wlr_surface *wlr_surface_create(struct wl_resource *res,
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}
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void wlr_surface_get_matrix(struct wlr_surface *surface,
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float (*matrix)[16], const float (*projection)[16], int x, int y) {
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float (*matrix)[16],
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const float (*projection)[16],
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const float (*transform)[16]) {
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int width = surface->texture->width / surface->current.scale;
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int height = surface->texture->height / surface->current.scale;
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float world[16];
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float scale[16];
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wlr_matrix_identity(matrix);
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wlr_matrix_translate(&world, x, y, 0);
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wlr_matrix_mul(matrix, &world, matrix);
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wlr_matrix_scale(&world, width, height, 1);
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wlr_matrix_mul(matrix, &world, matrix);
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if (transform) {
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wlr_matrix_mul(matrix, transform, matrix);
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}
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wlr_matrix_scale(&scale, width, height, 1);
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wlr_matrix_mul(matrix, &scale, matrix);
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wlr_matrix_mul(projection, matrix, matrix);
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}
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