Merge pull request #453 from emersion/surface-transform

Add surface transforms support
This commit is contained in:
Drew DeVault 2017-12-14 14:43:04 -05:00 committed by GitHub
commit 23fb663ea4
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 114 additions and 75 deletions

View file

@ -294,10 +294,8 @@ static bool view_at(struct roots_view *view, double lx, double ly,
struct wlr_surface_state *state = view->wlr_surface->current;
struct wlr_box box = {
.x = 0,
.y = 0,
.width = state->buffer_width / state->scale,
.height = state->buffer_height / state->scale,
.x = 0, .y = 0,
.width = state->width, .height = state->height,
};
if (view->rotation != 0.0) {
// Coordinates relative to the center of the view

View file

@ -48,24 +48,43 @@ static void render_surface(struct wlr_surface *surface,
lx, ly, lx + render_width, ly + render_height)) {
float matrix[16];
float translate_origin[16];
wlr_matrix_translate(&translate_origin,
float translate_center[16];
wlr_matrix_translate(&translate_center,
(int)ox + render_width / 2, (int)oy + render_height / 2, 0);
float rotate[16];
wlr_matrix_rotate(&rotate, rotation);
float translate_center[16];
wlr_matrix_translate(&translate_center, -render_width / 2,
float translate_origin[16];
wlr_matrix_translate(&translate_origin, -render_width / 2,
-render_height / 2, 0);
float scale[16];
wlr_matrix_scale(&scale, render_width, render_height, 1);
float transform[16];
wlr_matrix_mul(&translate_origin, &rotate, &transform);
wlr_matrix_mul(&transform, &translate_center, &transform);
wlr_matrix_mul(&translate_center, &rotate, &transform);
wlr_matrix_mul(&transform, &translate_origin, &transform);
wlr_matrix_mul(&transform, &scale, &transform);
if (surface->current->transform != WL_OUTPUT_TRANSFORM_NORMAL) {
float surface_translate_center[16];
wlr_matrix_translate(&surface_translate_center, 0.5, 0.5, 0);
float surface_transform[16];
wlr_matrix_transform(surface_transform,
wlr_output_transform_invert(surface->current->transform));
float surface_translate_origin[16];
wlr_matrix_translate(&surface_translate_origin, -0.5, -0.5, 0);
wlr_matrix_mul(&transform, &surface_translate_center,
&transform);
wlr_matrix_mul(&transform, &surface_transform, &transform);
wlr_matrix_mul(&transform, &surface_translate_origin,
&transform);
}
wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
wlr_render_with_matrix(desktop->server->renderer, surface->texture,