renderer: Account for OpenGLs coordinate system in the Gles2Renderer

This commit is contained in:
Victor Brekenfeld 2021-11-27 21:48:01 +01:00
parent eccdd5221c
commit 76787fb7df
5 changed files with 122 additions and 133 deletions

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@ -33,6 +33,7 @@
- `X11Surface` is now multi-window capable. - `X11Surface` is now multi-window capable.
- `Renderer::clear` now expects a second argument to optionally only clear parts of the buffer/surface - `Renderer::clear` now expects a second argument to optionally only clear parts of the buffer/surface
- `Transform::transform_size` now takes a `Size` instead of two `u32` - `Transform::transform_size` now takes a `Size` instead of two `u32`
- `Gles2Renderer` now automatically flips the `render` result to account for OpenGLs coordinate system
### Additions ### Additions

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@ -743,18 +743,8 @@ fn render_surface(
// and draw to our buffer // and draw to our buffer
match renderer match renderer
.render( .render(mode.size, Transform::Normal, |renderer, frame| {
mode.size, render_layers_and_windows(renderer, frame, window_map, output_geometry, output_scale, logger)?;
Transform::Flipped180, // Scanout is rotated
|renderer, frame| {
render_layers_and_windows(
renderer,
frame,
window_map,
output_geometry,
output_scale,
logger,
)?;
// set cursor // set cursor
if output_geometry.to_f64().contains(pointer_location) { if output_geometry.to_f64().contains(pointer_location) {
@ -827,8 +817,7 @@ fn render_surface(
} }
Ok(()) Ok(())
}, })
)
.map_err(Into::<SwapBuffersError>::into) .map_err(Into::<SwapBuffersError>::into)
.and_then(|x| x) .and_then(|x| x)
.map_err(Into::<SwapBuffersError>::into) .map_err(Into::<SwapBuffersError>::into)

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@ -239,12 +239,8 @@ pub fn run_x11(log: Logger) {
// drawing logic // drawing logic
match renderer match renderer
// X11 scanout for a Dmabuf is upside down
// TODO: Address this issue in renderer. // TODO: Address this issue in renderer.
.render( .render(backend_data.mode.size, Transform::Normal, |renderer, frame| {
backend_data.mode.size,
Transform::Flipped180,
|renderer, frame| {
render_layers_and_windows( render_layers_and_windows(
renderer, renderer,
frame, frame,
@ -309,8 +305,7 @@ pub fn run_x11(log: Logger) {
} }
Ok(()) Ok(())
}, })
)
.map_err(Into::<SwapBuffersError>::into) .map_err(Into::<SwapBuffersError>::into)
.and_then(|x| x) .and_then(|x| x)
.map_err(Into::<SwapBuffersError>::into) .map_err(Into::<SwapBuffersError>::into)

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@ -1077,11 +1077,14 @@ impl Renderer for Gles2Renderer {
renderer[2][0] = -(1.0f32.copysign(renderer[0][0] + renderer[1][0])); renderer[2][0] = -(1.0f32.copysign(renderer[0][0] + renderer[1][0]));
renderer[2][1] = -(1.0f32.copysign(renderer[0][1] + renderer[1][1])); renderer[2][1] = -(1.0f32.copysign(renderer[0][1] + renderer[1][1]));
// We account for OpenGLs coordinate system here
let flip180 = Matrix3::new(1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0);
let mut frame = Gles2Frame { let mut frame = Gles2Frame {
gl: self.gl.clone(), gl: self.gl.clone(),
programs: self.programs.clone(), programs: self.programs.clone(),
// output transformation passed in by the user // output transformation passed in by the user
current_projection: transform.matrix() * renderer, current_projection: flip180 * transform.matrix() * renderer,
}; };
let result = rendering(self, &mut frame); let result = rendering(self, &mut frame);

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@ -298,7 +298,8 @@ impl WinitGraphicsBackend {
}; };
self.renderer.bind(self.egl.clone())?; self.renderer.bind(self.egl.clone())?;
let result = self.renderer.render(size, Transform::Normal, rendering)?; // Why is winit falling out of place with the coordinate system?
let result = self.renderer.render(size, Transform::Flipped180, rendering)?;
self.egl.swap_buffers()?; self.egl.swap_buffers()?;
self.renderer.unbind()?; self.renderer.unbind()?;
Ok(result) Ok(result)