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@ -48,24 +48,43 @@ static void render_surface(struct wlr_surface *surface,
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lx, ly, lx + render_width, ly + render_height)) {
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lx, ly, lx + render_width, ly + render_height)) {
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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_center[16];
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wlr_matrix_translate(&translate_origin,
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wlr_matrix_translate(&translate_center,
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(int)ox + render_width / 2, (int)oy + render_height / 2, 0);
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(int)ox + render_width / 2, (int)oy + render_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_origin[16];
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wlr_matrix_translate(&translate_center, -render_width / 2,
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wlr_matrix_translate(&translate_origin, -render_width / 2,
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-render_height / 2, 0);
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-render_height / 2, 0);
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float scale[16];
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float scale[16];
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wlr_matrix_scale(&scale, render_width, render_height, 1);
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wlr_matrix_scale(&scale, render_width, render_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_center, &rotate, &transform);
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wlr_matrix_mul(&transform, &translate_center, &transform);
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wlr_matrix_mul(&transform, &translate_origin, &transform);
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wlr_matrix_mul(&transform, &scale, &transform);
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wlr_matrix_mul(&transform, &scale, &transform);
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if (surface->current->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(surface->current->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, &surface_translate_center,
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&transform);
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wlr_matrix_mul(&transform, &surface_transform, &transform);
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wlr_matrix_mul(&transform, &surface_translate_origin,
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&transform);
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}
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wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
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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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wlr_render_with_matrix(desktop->server->renderer, surface->texture,
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