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C++ TextureMapperLayer::opacity方法代码示例

本文整理汇总了C++中TextureMapperLayer::opacity方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureMapperLayer::opacity方法的具体用法?C++ TextureMapperLayer::opacity怎么用?C++ TextureMapperLayer::opacity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TextureMapperLayer的用法示例。


在下文中一共展示了TextureMapperLayer::opacity方法的2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: paintToCurrentGLContext

void CoordinatedGraphicsScene::paintToCurrentGLContext(const TransformationMatrix& matrix, float opacity, const FloatRect& clipRect, const Color& backgroundColor, bool drawsBackground, const FloatPoint& contentPosition, TextureMapper::PaintFlags PaintFlags)
{
    if (!m_textureMapper) {
        m_textureMapper = TextureMapper::create();
        static_cast<TextureMapperGL*>(m_textureMapper.get())->setEnableEdgeDistanceAntialiasing(true);
    }

    syncRemoteContent();

    adjustPositionForFixedLayers(contentPosition);
    TextureMapperLayer* currentRootLayer = rootLayer();
    if (!currentRootLayer)
        return;

#if USE(COORDINATED_GRAPHICS_THREADED)
    for (auto& proxy : m_platformLayerProxies.values())
        proxy->swapBuffer();
#endif

    currentRootLayer->setTextureMapper(m_textureMapper.get());
    currentRootLayer->applyAnimationsRecursively();
    m_textureMapper->beginPainting(PaintFlags);
    m_textureMapper->beginClip(TransformationMatrix(), clipRect);

    if (drawsBackground) {
        RGBA32 rgba = makeRGBA32FromFloats(backgroundColor.red(),
                                           backgroundColor.green(), backgroundColor.blue(),
                                           backgroundColor.alpha() * opacity);
        m_textureMapper->drawSolidColor(clipRect, TransformationMatrix(), Color(rgba));
    } else {
        GraphicsContext3D* context = static_cast<TextureMapperGL*>(m_textureMapper.get())->graphicsContext3D();
        context->clearColor(m_viewBackgroundColor.red() / 255.0f, m_viewBackgroundColor.green() / 255.0f, m_viewBackgroundColor.blue() / 255.0f, m_viewBackgroundColor.alpha() / 255.0f);
        context->clear(GraphicsContext3D::COLOR_BUFFER_BIT);
    }

    if (currentRootLayer->opacity() != opacity || currentRootLayer->transform() != matrix) {
        currentRootLayer->setOpacity(opacity);
        currentRootLayer->setTransform(matrix);
    }

    currentRootLayer->paint();
    m_fpsCounter.updateFPSAndDisplay(*m_textureMapper, clipRect.location(), matrix);
    m_textureMapper->endClip();
    m_textureMapper->endPainting();

    if (currentRootLayer->descendantsOrSelfHaveRunningAnimations()) {
        RefPtr<CoordinatedGraphicsScene> protector(this);
        dispatchOnClientRunLoop([=] {
            protector->updateViewport();
        });
    }
}
开发者ID:runt18,项目名称:webkit,代码行数:52,代码来源:CoordinatedGraphicsScene.cpp

示例2: paintToCurrentGLContext

void CoordinatedGraphicsScene::paintToCurrentGLContext(const TransformationMatrix& matrix, float opacity, const FloatRect& clipRect, TextureMapper::PaintFlags PaintFlags)
{
    if (!m_textureMapper) {
        m_textureMapper = TextureMapper::create(TextureMapper::OpenGLMode);
        static_cast<TextureMapperGL*>(m_textureMapper.get())->setEnableEdgeDistanceAntialiasing(true);
    }

    ASSERT(m_textureMapper->accelerationMode() == TextureMapper::OpenGLMode);
    syncRemoteContent();

    adjustPositionForFixedLayers();
    TextureMapperLayer* currentRootLayer = rootLayer();
    if (!currentRootLayer)
        return;

    TextureMapperLayer* layer = currentRootLayer;

    if (!layer)
        return;

    layer->setTextureMapper(m_textureMapper.get());
    layer->applyAnimationsRecursively();
    m_textureMapper->beginPainting(PaintFlags);
    m_textureMapper->beginClip(TransformationMatrix(), clipRect);

    if (m_setDrawsBackground) {
        RGBA32 rgba = makeRGBA32FromFloats(m_backgroundColor.red(),
            m_backgroundColor.green(), m_backgroundColor.blue(),
            m_backgroundColor.alpha() * opacity);
        m_textureMapper->drawSolidColor(clipRect, TransformationMatrix(), Color(rgba));
    }

    if (currentRootLayer->opacity() != opacity || currentRootLayer->transform() != matrix) {
        currentRootLayer->setOpacity(opacity);
        currentRootLayer->setTransform(matrix);
    }

    layer->paint();
    m_fpsCounter.updateFPSAndDisplay(m_textureMapper.get(), clipRect.location(), matrix);
    m_textureMapper->endClip();
    m_textureMapper->endPainting();

    if (layer->descendantsOrSelfHaveRunningAnimations())
        dispatchOnMainThread(bind(&CoordinatedGraphicsScene::updateViewport, this));
}
开发者ID:,项目名称:,代码行数:45,代码来源:


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