pjs/gfx/layers/d3d9/ContainerLayerD3D9.cpp

266 строки
8.6 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):
* 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 "ContainerLayerD3D9.h"
namespace mozilla {
namespace layers {
ContainerLayerD3D9::ContainerLayerD3D9(LayerManagerD3D9 *aManager)
: ContainerLayer(aManager, NULL)
, LayerD3D9(aManager)
{
mImplData = static_cast<LayerD3D9*>(this);
}
ContainerLayerD3D9::~ContainerLayerD3D9()
{
while (mFirstChild) {
RemoveChild(mFirstChild);
}
}
void
ContainerLayerD3D9::InsertAfter(Layer* aChild, Layer* aAfter)
{
aChild->SetParent(this);
if (!aAfter) {
Layer *oldFirstChild = GetFirstChild();
mFirstChild = aChild;
aChild->SetNextSibling(oldFirstChild);
aChild->SetPrevSibling(nsnull);
if (oldFirstChild) {
oldFirstChild->SetPrevSibling(aChild);
}
NS_ADDREF(aChild);
return;
}
for (Layer *child = GetFirstChild();
child; child = child->GetNextSibling()) {
if (aAfter == child) {
Layer *oldNextSibling = child->GetNextSibling();
child->SetNextSibling(aChild);
aChild->SetNextSibling(oldNextSibling);
if (oldNextSibling) {
oldNextSibling->SetPrevSibling(aChild);
}
aChild->SetPrevSibling(child);
NS_ADDREF(aChild);
return;
}
}
NS_WARNING("Failed to find aAfter layer!");
}
void
ContainerLayerD3D9::RemoveChild(Layer *aChild)
{
if (GetFirstChild() == aChild) {
mFirstChild = GetFirstChild()->GetNextSibling();
if (mFirstChild) {
mFirstChild->SetPrevSibling(nsnull);
}
aChild->SetNextSibling(nsnull);
aChild->SetPrevSibling(nsnull);
aChild->SetParent(nsnull);
NS_RELEASE(aChild);
return;
}
Layer *lastChild = nsnull;
for (Layer *child = GetFirstChild(); child;
child = child->GetNextSibling()) {
if (child == aChild) {
// We're sure this is not our first child. So lastChild != NULL.
lastChild->SetNextSibling(child->GetNextSibling());
if (child->GetNextSibling()) {
child->GetNextSibling()->SetPrevSibling(lastChild);
}
child->SetNextSibling(nsnull);
child->SetPrevSibling(nsnull);
child->SetParent(nsnull);
NS_RELEASE(aChild);
return;
}
lastChild = child;
}
}
Layer*
ContainerLayerD3D9::GetLayer()
{
return this;
}
LayerD3D9*
ContainerLayerD3D9::GetFirstChildD3D9()
{
if (!mFirstChild) {
return nsnull;
}
return static_cast<LayerD3D9*>(mFirstChild->ImplData());
}
void
ContainerLayerD3D9::RenderLayer()
{
float opacity = GetOpacity();
nsRefPtr<IDirect3DSurface9> previousRenderTarget;
nsRefPtr<IDirect3DTexture9> renderTexture;
float previousRenderTargetOffset[4];
float renderTargetOffset[] = { 0, 0, 0, 0 };
float oldViewMatrix[4][4];
nsIntRect visibleRect = mVisibleRegion.GetBounds();
PRBool useIntermediate = (opacity != 1.0 || !mTransform.IsIdentity());
if (useIntermediate) {
device()->GetRenderTarget(0, getter_AddRefs(previousRenderTarget));
device()->CreateTexture(visibleRect.width, visibleRect.height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, getter_AddRefs(renderTexture),
NULL);
nsRefPtr<IDirect3DSurface9> renderSurface;
renderTexture->GetSurfaceLevel(0, getter_AddRefs(renderSurface));
device()->SetRenderTarget(0, renderSurface);
device()->GetVertexShaderConstantF(12, previousRenderTargetOffset, 1);
renderTargetOffset[0] = (float)visibleRect.x;
renderTargetOffset[1] = (float)visibleRect.y;
device()->SetVertexShaderConstantF(12, renderTargetOffset, 1);
float viewMatrix[4][4];
/*
* Matrix to transform to viewport space ( <-1.0, 1.0> topleft,
* <1.0, -1.0> bottomright)
*/
memset(&viewMatrix, 0, sizeof(viewMatrix));
viewMatrix[0][0] = 2.0f / visibleRect.width;
viewMatrix[1][1] = -2.0f / visibleRect.height;
viewMatrix[2][2] = 1.0f;
viewMatrix[3][0] = -1.0f;
viewMatrix[3][1] = 1.0f;
viewMatrix[3][3] = 1.0f;
device()->GetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4);
device()->SetVertexShaderConstantF(8, &viewMatrix[0][0], 4);
}
/*
* Render this container's contents.
*/
LayerD3D9 *layerToRender = GetFirstChildD3D9();
while (layerToRender) {
const nsIntRect *clipRect = layerToRender->GetLayer()->GetClipRect();
RECT r;
if (clipRect) {
r.left = (LONG)(clipRect->x - renderTargetOffset[0]);
r.top = (LONG)(clipRect->y - renderTargetOffset[1]);
r.right = (LONG)(clipRect->x - renderTargetOffset[0] + clipRect->width);
r.bottom = (LONG)(clipRect->y - renderTargetOffset[1] + clipRect->height);
} else {
if (useIntermediate) {
r.left = 0;
r.top = 0;
} else {
r.left = visibleRect.x;
r.top = visibleRect.y;
}
r.right = r.left + visibleRect.width;
r.bottom = r.top + visibleRect.height;
}
nsRefPtr<IDirect3DSurface9> renderSurface;
device()->GetRenderTarget(0, getter_AddRefs(renderSurface));
D3DSURFACE_DESC desc;
renderSurface->GetDesc(&desc);
r.left = NS_MAX<LONG>(0, r.left);
r.top = NS_MAX<LONG>(0, r.top);
r.bottom = NS_MIN<LONG>(r.bottom, desc.Height);
r.right = NS_MIN<LONG>(r.right, desc.Width);
device()->SetScissorRect(&r);
layerToRender->RenderLayer();
Layer *nextSibling = layerToRender->GetLayer()->GetNextSibling();
layerToRender = nextSibling ? static_cast<LayerD3D9*>(nextSibling->
ImplData())
: nsnull;
}
if (useIntermediate) {
device()->SetRenderTarget(0, previousRenderTarget);
device()->SetVertexShaderConstantF(12, previousRenderTargetOffset, 1);
device()->SetVertexShaderConstantF(8, &oldViewMatrix[0][0], 4);
float quadTransform[4][4];
/*
* Matrix to transform the <0.0,0.0>, <1.0,1.0> quad to the correct position
* and size. To get pixel perfect mapping we offset the quad half a pixel
* to the top-left.
*
* See: http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx
*/
memset(&quadTransform, 0, sizeof(quadTransform));
quadTransform[0][0] = (float)visibleRect.width;
quadTransform[1][1] = (float)visibleRect.height;
quadTransform[2][2] = 1.0f;
quadTransform[3][0] = (float)visibleRect.x;
quadTransform[3][1] = (float)visibleRect.y;
quadTransform[3][3] = 1.0f;
device()->SetVertexShaderConstantF(0, &quadTransform[0][0], 4);
device()->SetVertexShaderConstantF(4, &mTransform._11, 4);
float opacityVector[4];
/*
* We always upload a 4 component float, but the shader will use only the
* first component since it's declared as a 'float'.
*/
opacityVector[0] = opacity;
device()->SetPixelShaderConstantF(0, opacityVector, 1);
mD3DManager->SetShaderMode(DeviceManagerD3D9::RGBLAYER);
device()->SetTexture(0, renderTexture);
device()->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
}
} /* layers */
} /* mozilla */