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authorFelix Dick <[email protected]>2022-10-10 01:32:04 +0200
committerFelix Dick <[email protected]>2022-10-10 01:32:04 +0200
commit092dbda88acf08945d53f77fed61688088d0f2bb (patch)
tree5edc1b636141cf5553c38d86073963eddd3c25a1
parent1263bd5dcb44ab879b1a6efd1669a656f53ce693 (diff)
downloadHyprland-092dbda88acf08945d53f77fed61688088d0f2bb.tar.gz
Hyprland-092dbda88acf08945d53f77fed61688088d0f2bb.zip
Let openGL transpose the matrixes for us.
-rw-r--r--src/render/OpenGL.cpp19
1 files changed, 5 insertions, 14 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 1877a08e..77bf7d97 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -325,14 +325,12 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
- wlr_matrix_transpose(glMatrix, glMatrix);
-
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
- glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
+ glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
wlr_box transformedBox;
@@ -416,8 +414,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
- wlr_matrix_transpose(glMatrix, glMatrix);
-
CShader* shader = nullptr;
glEnable(GL_BLEND);
@@ -444,7 +440,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUseProgram(shader->program);
- glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
+ glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque);
@@ -534,7 +530,6 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
- wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
// get the config settings
@@ -570,7 +565,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
glUseProgram(pShader->program);
// prep two shaders
- glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
+ glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix);
glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
@@ -847,14 +842,12 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
- wlr_matrix_transpose(glMatrix, glMatrix);
-
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
- glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
+ glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round);
@@ -1105,14 +1098,12 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
- wlr_matrix_transpose(glMatrix, glMatrix);
-
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
- glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
+ glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
const auto TOPLEFT = Vector2D(range + round, range + round);