Change how surface matricies are calculated

master
Drew DeVault 7 years ago
parent 09faf4ff64
commit f60b53c6e3

@ -8,6 +8,7 @@
#include <wlr/backend.h> #include <wlr/backend.h>
#include <wlr/backend/session.h> #include <wlr/backend/session.h>
#include <wlr/render.h> #include <wlr/render.h>
#include <wlr/render/matrix.h>
#include <wlr/render/gles2.h> #include <wlr/render/gles2.h>
#include <wlr/types/wlr_output.h> #include <wlr/types/wlr_output.h>
#include <wlr/types/wlr_surface.h> #include <wlr/types/wlr_surface.h>
@ -41,12 +42,14 @@ void handle_output_frame(struct output_state *output, struct timespec *ts) {
struct wl_resource *_res; struct wl_resource *_res;
float matrix[16]; float matrix[16];
float transform[16];
wl_list_for_each(_res, &sample->compositor.surfaces, link) { wl_list_for_each(_res, &sample->compositor.surfaces, link) {
struct wlr_surface *surface = wl_resource_get_user_data(_res); struct wlr_surface *surface = wl_resource_get_user_data(_res);
wlr_surface_flush_damage(surface); wlr_surface_flush_damage(surface);
if (surface->texture->valid) { if (surface->texture->valid) {
wlr_matrix_translate(&transform, 200, 200, 0);
wlr_surface_get_matrix(surface, &matrix, wlr_surface_get_matrix(surface, &matrix,
&wlr_output->transform_matrix, 200, 200); &wlr_output->transform_matrix, &transform);
wlr_render_with_matrix(sample->renderer, surface->texture, &matrix); wlr_render_with_matrix(sample->renderer, surface->texture, &matrix);
struct wlr_frame_callback *cb, *cnext; struct wlr_frame_callback *cb, *cnext;

@ -55,7 +55,17 @@ struct wlr_renderer;
struct wlr_surface *wlr_surface_create(struct wl_resource *res, struct wlr_surface *wlr_surface_create(struct wl_resource *res,
struct wlr_renderer *renderer); struct wlr_renderer *renderer);
void wlr_surface_flush_damage(struct wlr_surface *surface); void wlr_surface_flush_damage(struct wlr_surface *surface);
void wlr_surface_get_matrix(struct wlr_surface *surface, float (*matrix)[16], /**
const float (*projection)[16], int x, int y); * Gets a matrix you can pass into wlr_render_with_matrix to display this
* surface. `matrix` is the output matrix, `projection` is the wlr_output
* projection matrix, and `transform` is any additional transformations you want
* to perform on the surface (or NULL/the identity matrix if you don't).
* `transform` is used before the surface is scaled, so its geometry extends
* from 0 to 1 in both dimensions.
*/
void wlr_surface_get_matrix(struct wlr_surface *surface,
float (*matrix)[16],
const float (*projection)[16],
const float (*transform)[16]);
#endif #endif

@ -353,14 +353,17 @@ struct wlr_surface *wlr_surface_create(struct wl_resource *res,
} }
void wlr_surface_get_matrix(struct wlr_surface *surface, void wlr_surface_get_matrix(struct wlr_surface *surface,
float (*matrix)[16], const float (*projection)[16], int x, int y) { float (*matrix)[16],
const float (*projection)[16],
const float (*transform)[16]) {
int width = surface->texture->width / surface->current.scale; int width = surface->texture->width / surface->current.scale;
int height = surface->texture->height / surface->current.scale; int height = surface->texture->height / surface->current.scale;
float world[16]; float scale[16];
wlr_matrix_identity(matrix); wlr_matrix_identity(matrix);
wlr_matrix_translate(&world, x, y, 0); if (transform) {
wlr_matrix_mul(matrix, &world, matrix); wlr_matrix_mul(matrix, transform, matrix);
wlr_matrix_scale(&world, width, height, 1); }
wlr_matrix_mul(matrix, &world, matrix); wlr_matrix_scale(&scale, width, height, 1);
wlr_matrix_mul(matrix, &scale, matrix);
wlr_matrix_mul(projection, matrix, matrix); wlr_matrix_mul(projection, matrix, matrix);
} }

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