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use box projection function
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1 changed files with 1 additions and 42 deletions
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@ -57,46 +57,7 @@ static void render_surface(struct wlr_surface *surface,
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};
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if (wlr_output_layout_intersects(layout, wlr_output, &render_box)) {
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float matrix[16];
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float translate_center[16];
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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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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, -render_width / 2,
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-render_height / 2, 0);
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float scale[16];
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wlr_matrix_scale(&scale, render_width, render_height, 1);
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float transform[16];
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wlr_matrix_mul(&translate_center, &rotate, &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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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_project_box(&matrix, &render_box, surface->current->transform, 0, &wlr_output->transform_matrix);
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wlr_render_with_matrix(server.renderer, surface->texture,
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&matrix);
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@ -220,8 +181,6 @@ static void output_frame_notify(struct wl_listener *listener, void *data) {
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struct wlr_renderer *renderer = wlr_backend_get_renderer(wlr_output->backend);
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wlr_renderer_clear(renderer, &clear_color);
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wlr_renderer_clear(renderer, &clear_color);
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int buffer_age = -1;
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wlr_output_make_current(wlr_output, &buffer_age);
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wlr_renderer_begin(server->renderer, wlr_output);
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