本文整理汇总了C++中Matrix4x4::PostScale方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4x4::PostScale方法的具体用法?C++ Matrix4x4::PostScale怎么用?C++ Matrix4x4::PostScale使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Matrix4x4
的用法示例。
在下文中一共展示了Matrix4x4::PostScale方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: MatrixForTransformFunction
Matrix4x4
ReadTransforms(const nsCSSValueList* aList,
nsStyleContext* aContext,
nsPresContext* aPresContext,
RuleNodeCacheConditions& aConditions,
TransformReferenceBox& aRefBox,
float aAppUnitsPerMatrixUnit,
bool* aContains3dTransform)
{
Matrix4x4 result;
for (const nsCSSValueList* curr = aList; curr != nullptr; curr = curr->mNext) {
const nsCSSValue &currElem = curr->mValue;
if (currElem.GetUnit() != eCSSUnit_Function) {
NS_ASSERTION(currElem.GetUnit() == eCSSUnit_None &&
!aList->mNext,
"stream should either be a list of functions or a "
"lone None");
continue;
}
NS_ASSERTION(currElem.GetArrayValue()->Count() >= 1,
"Incoming function is too short!");
/* Read in a single transform matrix. */
MatrixForTransformFunction(result, currElem.GetArrayValue(), aContext,
aPresContext, aConditions, aRefBox,
aContains3dTransform);
}
float scale = float(nsPresContext::AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit;
result.PreScale(1/scale, 1/scale, 1/scale);
result.PostScale(scale, scale, scale);
return result;
}
示例2: renderBounds
gfx::IntRect
ComputeBackdropCopyRect(const gfx::Rect& aRect,
const gfx::IntRect& aClipRect,
const gfx::Matrix4x4& aTransform,
const gfx::IntRect& aRenderTargetRect,
gfx::Matrix4x4* aOutTransform,
gfx::Rect* aOutLayerQuad)
{
// Compute the clip.
IntPoint rtOffset = aRenderTargetRect.TopLeft();
IntSize rtSize = aRenderTargetRect.Size();
gfx::IntRect renderBounds(0, 0, rtSize.width, rtSize.height);
renderBounds.IntersectRect(renderBounds, aClipRect);
renderBounds.MoveBy(rtOffset);
// Apply the layer transform.
RectDouble dest = aTransform.TransformAndClipBounds(
RectDouble(aRect.x, aRect.y, aRect.width, aRect.height),
RectDouble(renderBounds.x, renderBounds.y, renderBounds.width, renderBounds.height));
dest -= rtOffset;
// Ensure we don't round out to -1, which trips up Direct3D.
dest.IntersectRect(dest, RectDouble(0, 0, rtSize.width, rtSize.height));
if (aOutLayerQuad) {
*aOutLayerQuad = Rect(dest.x, dest.y, dest.width, dest.height);
}
// Round out to integer.
IntRect result;
dest.RoundOut();
dest.ToIntRect(&result);
// Create a transform from adjusted clip space to render target space,
// translate it for the backdrop rect, then transform it into the backdrop's
// uv-space.
Matrix4x4 transform;
transform.PostScale(rtSize.width, rtSize.height, 1.0);
transform.PostTranslate(-result.x, -result.y, 0.0);
transform.PostScale(1 / float(result.width), 1 / float(result.height), 1.0);
*aOutTransform = transform;
return result;
}
示例3: GetLayer
Matrix4x4
HostLayer::GetShadowTransform() {
Matrix4x4 transform = mShadowTransform;
Layer* layer = GetLayer();
transform.PostScale(layer->GetPostXScale(), layer->GetPostYScale(), 1.0f);
if (const ContainerLayer* c = layer->AsContainerLayer()) {
transform.PreScale(c->GetPreXScale(), c->GetPreYScale(), 1.0f);
}
return transform;
}
示例4: screenRect
float
LayerManagerComposite::ComputeRenderIntegrity()
{
// We only ever have incomplete rendering when progressive tiles are enabled.
Layer* root = GetRoot();
if (!gfxPlatform::GetPlatform()->UseProgressivePaint() || !root) {
return 1.f;
}
FrameMetrics rootMetrics = LayerMetricsWrapper::TopmostScrollableMetrics(root);
if (!rootMetrics.IsScrollable()) {
// The root may not have any scrollable metrics, in which case rootMetrics
// will just be an empty FrameMetrics. Instead use the actual metrics from
// the root layer.
rootMetrics = LayerMetricsWrapper(root).Metrics();
}
ParentLayerIntRect bounds = RoundedToInt(rootMetrics.GetCompositionBounds());
IntRect screenRect(bounds.x,
bounds.y,
bounds.width,
bounds.height);
float lowPrecisionMultiplier = 1.0f;
float highPrecisionMultiplier = 1.0f;
#ifdef MOZ_WIDGET_ANDROID
// Use the transform on the primary scrollable layer and its FrameMetrics
// to find out how much of the viewport the current displayport covers
nsTArray<Layer*> rootScrollableLayers;
GetRootScrollableLayers(rootScrollableLayers);
if (rootScrollableLayers.Length() > 0) {
// This is derived from the code in
// AsyncCompositionManager::TransformScrollableLayer
Layer* rootScrollable = rootScrollableLayers[0];
const FrameMetrics& metrics = LayerMetricsWrapper::TopmostScrollableMetrics(rootScrollable);
Matrix4x4 transform = rootScrollable->GetEffectiveTransform();
transform.PostScale(metrics.GetPresShellResolution(), metrics.GetPresShellResolution(), 1);
// Clip the screen rect to the document bounds
Rect documentBounds =
transform.TransformBounds(Rect(metrics.GetScrollableRect().x - metrics.GetScrollOffset().x,
metrics.GetScrollableRect().y - metrics.GetScrollOffset().y,
metrics.GetScrollableRect().width,
metrics.GetScrollableRect().height));
documentBounds.RoundOut();
screenRect = screenRect.Intersect(IntRect(documentBounds.x, documentBounds.y,
documentBounds.width, documentBounds.height));
// If the screen rect is empty, the user has scrolled entirely into
// over-scroll and so we can be considered to have full integrity.
if (screenRect.IsEmpty()) {
return 1.0f;
}
// Work out how much of the critical display-port covers the screen
bool hasLowPrecision = false;
if (!metrics.GetCriticalDisplayPort().IsEmpty()) {
hasLowPrecision = true;
highPrecisionMultiplier =
GetDisplayportCoverage(metrics.GetCriticalDisplayPort(), transform, screenRect);
}
// Work out how much of the display-port covers the screen
if (!metrics.GetDisplayPort().IsEmpty()) {
if (hasLowPrecision) {
lowPrecisionMultiplier =
GetDisplayportCoverage(metrics.GetDisplayPort(), transform, screenRect);
} else {
lowPrecisionMultiplier = highPrecisionMultiplier =
GetDisplayportCoverage(metrics.GetDisplayPort(), transform, screenRect);
}
}
}
// If none of the screen is covered, we have zero integrity.
if (highPrecisionMultiplier <= 0.0f && lowPrecisionMultiplier <= 0.0f) {
return 0.0f;
}
#endif // MOZ_WIDGET_ANDROID
nsIntRegion screenRegion(screenRect);
nsIntRegion lowPrecisionScreenRegion(screenRect);
Matrix4x4 transform;
ComputeRenderIntegrityInternal(root, screenRegion,
lowPrecisionScreenRegion, transform);
if (!screenRegion.IsEqual(screenRect)) {
// Calculate the area of the region. All rects in an nsRegion are
// non-overlapping.
float screenArea = screenRect.width * screenRect.height;
float highPrecisionIntegrity = screenRegion.Area() / screenArea;
float lowPrecisionIntegrity = 1.f;
if (!lowPrecisionScreenRegion.IsEqual(screenRect)) {
lowPrecisionIntegrity = lowPrecisionScreenRegion.Area() / screenArea;
}
return ((highPrecisionIntegrity * highPrecisionMultiplier) +
(lowPrecisionIntegrity * lowPrecisionMultiplier)) / 2;
}
//.........这里部分代码省略.........