pjs/gfx/layers/opengl/ColorLayerOGL.cpp

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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** 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>
* Vladimir Vukicevic <vladimir@pobox.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
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* decision by deleting the provisions above and replace them with the notice
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* the provisions above, a recipient may use your version of this file under
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* ***** END LICENSE BLOCK ***** */
#include "ColorLayerOGL.h"
namespace mozilla {
namespace layers {
static void
RenderColorLayer(ColorLayer* aLayer, LayerManagerOGL *aManager,
const nsIntPoint& aOffset)
{
aManager->MakeCurrent();
// XXX we might be able to improve performance by using glClear
nsIntRect visibleRect = aLayer->GetEffectiveVisibleRegion().GetBounds();
/* Multiply color by the layer opacity, as the shader
* ignores layer opacity and expects a final color to
* write to the color buffer. This saves a needless
* multiply in the fragment shader.
*/
gfxRGBA color(aLayer->GetColor());
float opacity = aLayer->GetEffectiveOpacity() * color.a;
color.r *= opacity;
color.g *= opacity;
color.b *= opacity;
color.a = opacity;
SolidColorLayerProgram *program = aManager->GetColorLayerProgram();
program->Activate();
program->SetLayerQuadRect(visibleRect);
program->SetLayerTransform(aLayer->GetEffectiveTransform());
program->SetRenderOffset(aOffset);
program->SetRenderColor(color);
aManager->BindAndDrawQuad(program);
}
void
ColorLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
return RenderColorLayer(this, mOGLManager, aOffset);
}
void
ShadowColorLayerOGL::RenderLayer(int,
const nsIntPoint& aOffset)
{
return RenderColorLayer(this, mOGLManager, aOffset);
}
} /* layers */
} /* mozilla */