Support screen transformations in ES.
paintGenericScreen should be merged back to scene_opengl
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2 changed files with 36 additions and 5 deletions
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@ -3,6 +3,7 @@ precision highp float;
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#endif
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform mat4 screenTransformation;
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uniform mat4 windowTransformation;
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// passed in vertex - only x and y are used
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@ -15,5 +16,5 @@ varying vec2 varyingTexCoords;
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void main() {
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varyingTexCoords = texCoord;
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gl_Position = vertex*(windowTransformation*modelview)*projection;
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gl_Position = vertex*(windowTransformation*screenTransformation*modelview)*projection;
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}
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@ -208,11 +208,41 @@ void SceneOpenGL::flushBuffer( int mask, QRegion damage )
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XFlush( display());
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}
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void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
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{
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// TODO: setup shader for transformed geometry
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Scene::paintGenericScreen( mask, data );
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void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
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{
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if (mask & PAINT_SCREEN_TRANSFORMED) {
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// apply screen transformations
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QMatrix4x4 screenTransformation;
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screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
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if (data.rotation) {
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screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
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// translate to rotation point, rotate, translate back
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qreal xAxis = 0.0;
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qreal yAxis = 0.0;
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qreal zAxis = 0.0;
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switch (data.rotation->axis) {
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case RotationData::XAxis:
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xAxis = 1.0;
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break;
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case RotationData::YAxis:
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yAxis = 1.0;
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break;
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case RotationData::ZAxis:
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zAxis = 1.0;
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break;
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}
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screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
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screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
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}
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screenTransformation.scale(data.xScale, data.yScale, data.zScale);
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m_genericSceneShader->bind();
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m_genericSceneShader->setUniform("screenTransformation", screenTransformation);
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} else if ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) {
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m_genericSceneShader->bind();
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m_genericSceneShader->setUniform("screenTransformation", QMatrix4x4());
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}
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Scene::paintGenericScreen(mask, data);
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}
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void SceneOpenGL::paintBackground( QRegion region )
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{
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