gecko-dev/gfx/layers/d3d10/ColorLayerD3D10.cpp

95 строки
3.2 KiB
C++
Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Robert O'Callahan <robert@ocallahan.org>
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "ColorLayerD3D10.h"
namespace mozilla {
namespace layers {
ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager)
: ColorLayer(aManager, NULL)
, LayerD3D10(aManager)
{
mImplData = static_cast<LayerD3D10*>(this);
}
Layer*
ColorLayerD3D10::GetLayer()
{
return this;
}
void
ColorLayerD3D10::RenderLayer()
{
float color[4];
// color is premultiplied, so we need to adjust all channels
float opacity = GetEffectiveOpacity();
color[0] = (float)(mColor.r * opacity);
color[1] = (float)(mColor.g * opacity);
color[2] = (float)(mColor.b * opacity);
color[3] = (float)(mColor.a * opacity);
const gfx3DMatrix& transform = GetEffectiveTransform();
void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);
ID3D10EffectTechnique *technique;
technique = effect()->GetTechniqueByName("RenderSolidColorLayer");
nsIntRegionRectIterator iter(mVisibleRegion);
const nsIntRect *iterRect;
while ((iterRect = iter.Next())) {
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)iterRect->x,
(float)iterRect->y,
(float)iterRect->width,
(float)iterRect->height)
);
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
}
}
} /* layers */
} /* mozilla */