Fix gs_matrix_* issues

Multiplication of the matricies was being done in the wrong direction.
This caused source transformations to come out looking incorrect, for
example the linux-xshm source's cursor would not be drawn correctly or
in the right position if the source was moved/scaled/rotated.  The
problem just turned out to be that the gs_matrix_* functions were
multiplying in the wrong direction.  Reverse the direction of
multiplication, and the problem is solved.
This commit is contained in:
jp9000 2014-08-20 12:38:53 -07:00
parent 8d1d1ddd14
commit 5291760cf8
3 changed files with 10 additions and 19 deletions

View file

@ -297,35 +297,35 @@ void gs_matrix_mul(const struct matrix4 *matrix)
{
struct matrix4 *top_mat = top_matrix(thread_graphics);
if (top_mat)
matrix4_mul(top_mat, top_mat, matrix);
matrix4_mul(top_mat, matrix, top_mat);
}
void gs_matrix_rotquat(const struct quat *rot)
{
struct matrix4 *top_mat = top_matrix(thread_graphics);
if (top_mat)
matrix4_rotate(top_mat, top_mat, rot);
matrix4_rotate_i(top_mat, rot, top_mat);
}
void gs_matrix_rotaa(const struct axisang *rot)
{
struct matrix4 *top_mat = top_matrix(thread_graphics);
if (top_mat)
matrix4_rotate_aa(top_mat, top_mat, rot);
matrix4_rotate_aa_i(top_mat, rot, top_mat);
}
void gs_matrix_translate(const struct vec3 *pos)
{
struct matrix4 *top_mat = top_matrix(thread_graphics);
if (top_mat)
matrix4_translate3v(top_mat, top_mat, pos);
matrix4_translate3v_i(top_mat, pos, top_mat);
}
void gs_matrix_scale(const struct vec3 *scale)
{
struct matrix4 *top_mat = top_matrix(thread_graphics);
if (top_mat)
matrix4_scale(top_mat, top_mat, scale);
matrix4_scale_i(top_mat, scale, top_mat);
}
void gs_matrix_rotaa4f(float x, float y, float z, float angle)
@ -335,7 +335,7 @@ void gs_matrix_rotaa4f(float x, float y, float z, float angle)
if (top_mat) {
axisang_set(&aa, x, y, z, angle);
matrix4_rotate_aa(top_mat, top_mat, &aa);
matrix4_rotate_aa_i(top_mat, &aa, top_mat);
}
}
@ -346,7 +346,7 @@ void gs_matrix_translate3f(float x, float y, float z)
if (top_mat) {
vec3_set(&p, x, y, z);
matrix4_translate3v(top_mat, top_mat, &p);
matrix4_translate3v_i(top_mat, &p, top_mat);
}
}
@ -357,7 +357,7 @@ void gs_matrix_scale3f(float x, float y, float z)
if (top_mat) {
vec3_set(&p, x, y, z);
matrix4_scale(top_mat, top_mat, &p);
matrix4_scale_i(top_mat, &p, top_mat);
}
}

View file

@ -682,6 +682,7 @@ static void DrawCircleAtPos(float x, float y, matrix4 &matrix,
gs_matrix_push();
gs_matrix_translate(&pos);
gs_matrix_scale3f(HANDLE_RADIUS, HANDLE_RADIUS, 1.0f);
gs_draw(GS_LINESTRIP, 0, 0);
gs_matrix_pop();
}
@ -699,8 +700,6 @@ bool OBSBasicPreview::DrawSelectedItem(obs_scene_t scene, obs_sceneitem_t item,
matrix4 boxTransform;
obs_sceneitem_get_box_transform(item, &boxTransform);
gs_matrix_push();
gs_matrix_scale3f(HANDLE_RADIUS, HANDLE_RADIUS, 1.0f);
DrawCircleAtPos(0.0f, 0.0f, boxTransform, main->previewScale);
DrawCircleAtPos(0.0f, 1.0f, boxTransform, main->previewScale);
DrawCircleAtPos(1.0f, 0.0f, boxTransform, main->previewScale);
@ -709,13 +708,12 @@ bool OBSBasicPreview::DrawSelectedItem(obs_scene_t scene, obs_sceneitem_t item,
DrawCircleAtPos(0.0f, 0.5f, boxTransform, main->previewScale);
DrawCircleAtPos(0.5f, 1.0f, boxTransform, main->previewScale);
DrawCircleAtPos(1.0f, 0.5f, boxTransform, main->previewScale);
gs_matrix_pop();
gs_load_vertexbuffer(main->box);
gs_matrix_push();
gs_matrix_set(&boxTransform);
gs_matrix_scale3f(main->previewScale, main->previewScale, 1.0f);
gs_matrix_mul(&boxTransform);
gs_draw(GS_LINESTRIP, 0, 0);
gs_matrix_pop();

View file

@ -18,7 +18,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <stdint.h>
#include <X11/extensions/Xfixes.h>
#include <graphics/matrix4.h>
#include <util/bmem.h>
#include "xcursor.h"
@ -93,18 +92,12 @@ void xcursor_tick(xcursor_t *data) {
}
void xcursor_render(xcursor_t *data) {
struct matrix4 trans;
gs_effect_t effect = gs_get_effect();
gs_eparam_t image = gs_effect_get_param_by_name(effect, "image");
gs_effect_set_texture(image, data->tex);
gs_matrix_push();
gs_matrix_get(&trans);
gs_matrix_identity();
gs_matrix_translate3f(data->pos_x, data->pos_y, 0.0f);
gs_matrix_mul(&trans);
gs_enable_blending(True);
gs_blend_function(GS_BLEND_ONE, GS_BLEND_INVSRCALPHA);