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author | Felix Dick <[email protected]> | 2022-10-10 01:32:04 +0200 |
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committer | Felix Dick <[email protected]> | 2022-10-10 01:32:04 +0200 |
commit | 092dbda88acf08945d53f77fed61688088d0f2bb (patch) | |
tree | 5edc1b636141cf5553c38d86073963eddd3c25a1 | |
parent | 1263bd5dcb44ab879b1a6efd1669a656f53ce693 (diff) | |
download | Hyprland-092dbda88acf08945d53f77fed61688088d0f2bb.tar.gz Hyprland-092dbda88acf08945d53f77fed61688088d0f2bb.zip |
Let openGL transpose the matrixes for us.
-rw-r--r-- | src/render/OpenGL.cpp | 19 |
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); |