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https://github.com/hyprwm/Hyprland.git
synced 2025-08-07 07:31:53 -07:00
Change matrixProjection function stop use matrixFlip180 everywhere.
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@@ -357,8 +357,8 @@ void matrixProjection(float mat[9], int w, int h, wl_output_transform tr) {
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// Rotation + reflection
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// Rotation + reflection
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mat[0] = x * t[0];
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mat[0] = x * t[0];
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mat[1] = x * t[1];
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mat[1] = x * t[1];
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mat[3] = y * -t[3];
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mat[3] = y * t[3];
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mat[4] = y * -t[4];
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mat[4] = y * t[4];
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// Translation
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// Translation
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mat[2] = -copysign(1.0f, mat[0] + mat[1]);
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mat[2] = -copysign(1.0f, mat[0] + mat[1]);
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@@ -323,7 +323,6 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
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float glMatrix[9];
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -412,7 +411,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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float glMatrix[9];
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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CShader* shader = nullptr;
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CShader* shader = nullptr;
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@@ -840,7 +838,6 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
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float glMatrix[9];
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -1096,7 +1093,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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float glMatrix[9];
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@@ -12,11 +12,6 @@
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#include "Texture.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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#include "Framebuffer.hpp"
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inline const float matrixFlip180[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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inline const float fullVerts[] = {
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inline const float fullVerts[] = {
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1, 0, // top right
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1, 0, // top right
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0, 0, // top left
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0, 0, // top left
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