swayfx/sway/desktop/fx_renderer/matrix.c

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#include <math.h>
#include <string.h>
#include <wlr/types/wlr_output.h>
#include "sway/desktop/fx_renderer/matrix.h"
static const float transforms[][9] = {
[WL_OUTPUT_TRANSFORM_NORMAL] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_90] = {
0.0f, 1.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_180] = {
-1.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_270] = {
0.0f, -1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED] = {
-1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_90] = {
0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_180] = {
1.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_270] = {
0.0f, -1.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
},
};
void matrix_projection(float mat[static 9], int width, int height,
enum wl_output_transform transform) {
memset(mat, 0, sizeof(*mat) * 9);
const float *t = transforms[transform];
float x = 2.0f / width;
float y = 2.0f / height;
// Rotation + reflection
mat[0] = x * t[0];
mat[1] = x * t[1];
mat[3] = y * -t[3];
mat[4] = y * -t[4];
// Translation
mat[2] = -copysign(1.0f, mat[0] + mat[1]);
mat[5] = -copysign(1.0f, mat[3] + mat[4]);
// Identity
mat[8] = 1.0f;
}