fix: move to Mat3x3 from hyprutils

This commit is contained in:
Virt 2024-09-25 21:10:36 +02:00
commit 98c006aeae
2 changed files with 25 additions and 30 deletions

View file

@ -4,6 +4,8 @@ authors = "Virt"
commit_pins = [ commit_pins = [
# v Hyprland v hypr-dynamic-cursors # v Hyprland v hypr-dynamic-cursors
["918d8340afd652b011b937d29d5eea0be08467f5", "f0409be76564171a97a792deabab3bd0528fe40c"], # v0.41.2 ["918d8340afd652b011b937d29d5eea0be08467f5", "f0409be76564171a97a792deabab3bd0528fe40c"], # v0.41.2
["9a09eac79b85c846e3a865a9078a3f8ff65a9259", "ddfea3a29c9badf6dabe12be86e4c5ba6d5507ad"], # v0.42.0
["0f594732b063a90d44df8c5d402d658f27471dfe", "ddfea3a29c9badf6dabe12be86e4c5ba6d5507ad"], # v0.43.0
] ]
[dynamic-cursors] [dynamic-cursors]

View file

@ -15,43 +15,38 @@
/* /*
This is the projectBox method from hyprland, but with support for rotation around a point, the hotspot. This is the projectBox method from hyprland, but with support for rotation around a point, the hotspot.
*/ */
void projectCursorBox(float mat[9], CBox& box, eTransform transform, float rotation, const float projection[9], Vector2D hotspot, float stretchAngle, Vector2D stretch) { Mat3x3 projectCursorBox(CBox& box, eTransform transform, float rotation, const Mat3x3& projection, Vector2D hotspot, float stretchAngle, Vector2D stretch) {
double x = box.x; auto mat = Mat3x3::identity();
double y = box.y; mat.translate(box.pos());
double width = box.width;
double height = box.height;
matrixIdentity(mat);
matrixTranslate(mat, x, y);
if (stretch != Vector2D{1,1}) { if (stretch != Vector2D{1,1}) {
// center to origin, rotate, shift up, scale, undo // center to origin, rotate, shift up, scale, undo
// we do the shifting up so the stretch is "only to one side" // we do the shifting up so the stretch is "only to one side"
matrixTranslate(mat, box.w / 2, box.h / 2); mat.translate({box.w / 2, box.h / 2});
matrixRotate(mat, stretchAngle); mat.rotate(stretchAngle);
matrixTranslate(mat, 0, box.h / 2); mat.translate({0.f, box.h / 2});
matrixScale(mat, stretch.x, stretch.y); mat.scale(stretch);
matrixTranslate(mat, 0, box.h / -2); mat.translate({0.f, box.h / -2});
matrixRotate(mat, -stretchAngle); mat.rotate(-stretchAngle);
matrixTranslate(mat, box.w / -2, box.h / -2); mat.translate({box.w / -2, box.h / -2});
} }
if (rotation != 0) { if (rotation != 0) {
matrixTranslate(mat, hotspot.x, hotspot.y); mat.translate(hotspot);
matrixRotate(mat, rotation); mat.rotate(rotation);
matrixTranslate(mat, -hotspot.x, -hotspot.y); mat.translate(-hotspot);
} }
matrixScale(mat, width, height); mat.scale(box.size());
if (transform != HYPRUTILS_TRANSFORM_NORMAL) { if (transform != HYPRUTILS_TRANSFORM_NORMAL) {
matrixTranslate(mat, 0.5, 0.5); mat.translate({0.5, 0.5});
matrixTransform(mat, transform); mat.transform(transform);
matrixTranslate(mat, -0.5, -0.5); mat.translate({-0.5, -0.5});
} }
matrixMultiply(mat, projection, mat); return projection.copy().multiply(mat);
} }
/* /*
@ -77,11 +72,9 @@ void renderCursorTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, CRegion
// get transform // get transform
const auto TRANSFORM = wlTransformToHyprutils(invertTransform(!g_pHyprOpenGL->m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : g_pHyprOpenGL->m_RenderData.pMonitor->transform)); const auto TRANSFORM = wlTransformToHyprutils(invertTransform(!g_pHyprOpenGL->m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : g_pHyprOpenGL->m_RenderData.pMonitor->transform));
float matrix[9]; Mat3x3 matrix = projectCursorBox(newBox, TRANSFORM, newBox.rot, g_pHyprOpenGL->m_RenderData.monitorProjection, hotspot, stretchAngle, stretch);
projectCursorBox(matrix, newBox, TRANSFORM, newBox.rot, g_pHyprOpenGL->m_RenderData.monitorProjection.data(), hotspot, stretchAngle, stretch);
float glMatrix[9]; Mat3x3 glMatrix = g_pHyprOpenGL->m_RenderData.projection.copy().multiply(matrix);
matrixMultiply(glMatrix, g_pHyprOpenGL->m_RenderData.projection, matrix);
CShader* shader = nullptr; CShader* shader = nullptr;
@ -106,11 +99,11 @@ void renderCursorTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, CRegion
glUseProgram(shader->program); glUseProgram(shader->program);
#ifndef GLES2 #ifndef GLES2
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix); glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
#else #else
matrixTranspose(glMatrix, glMatrix); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix.transpose().getMatrix().data());
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
#endif #endif
glUniform1i(shader->tex, 0); glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha); glUniform1f(shader->alpha, alpha);
glUniform1i(shader->discardOpaque, 0); glUniform1i(shader->discardOpaque, 0);