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C++ TransformationMatrix类代码示例

本文整理汇总了C++中TransformationMatrix的典型用法代码示例。如果您正苦于以下问题:C++ TransformationMatrix类的具体用法?C++ TransformationMatrix怎么用?C++ TransformationMatrix使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了TransformationMatrix类的15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: convertToTransformationMatrix

void GLUtils::convertToTransformationMatrix(const float* matrix, TransformationMatrix& transformMatrix)
{
    transformMatrix.setMatrix(
        matrix[0], matrix[1], matrix[2], matrix[3],
        matrix[4], matrix[5], matrix[6], matrix[7],
        matrix[8], matrix[9], matrix[10], matrix[11],
        matrix[12], matrix[13], matrix[14], matrix[15]);
}
开发者ID:ACSOP,项目名称:android_external_webkit,代码行数:8,代码来源:GLUtils.cpp

示例2: computeTransformedExtentViaMatrix

bool AnimationBase::computeTransformedExtentViaMatrix(const FloatRect& rendererBox, const RenderStyle& style, LayoutRect& bounds) const
{
    TransformationMatrix transform;
    style.applyTransform(transform, rendererBox, RenderStyle::IncludeTransformOrigin);
    if (!transform.isAffine())
        return false;

    TransformationMatrix::Decomposed2Type fromDecomp;
    transform.decompose2(fromDecomp);
    // Any rotation prevents us from using a simple start/end rect union.
    if (fromDecomp.angle)
        return false;

    bounds = LayoutRect(transform.mapRect(bounds));
    return true;

}
开发者ID:robvogelaar,项目名称:WebKitForWayland,代码行数:17,代码来源:AnimationBase.cpp

示例3: x

FloatRect SVGSVGElement::viewport() const
{
    double _x = 0.0;
    double _y = 0.0;
    if (!isOutermostSVG()) {
        _x = x().value(this);
        _y = y().value(this);
    }
    float w = width().value(this);
    float h = height().value(this);
    TransformationMatrix viewBox = viewBoxToViewTransform(w, h);
    double wDouble = w;
    double hDouble = h;
    viewBox.map(_x, _y, _x, _y);
    viewBox.map(w, h, wDouble, hDouble);
    return FloatRect::narrowPrecision(_x, _y, wDouble, hDouble);
}
开发者ID:Mr-Kumar-Abhishek,项目名称:qt,代码行数:17,代码来源:SVGSVGElement.cpp

示例4: contentToScreenSpaceTransform

static inline TransformationMatrix contentToScreenSpaceTransform(const LayerType* layer)
{
    ASSERT(layerTransformsToScreenKnown(layer));
    IntSize boundsInLayerSpace = layer->bounds();
    IntSize boundsInContentSpace = layer->contentBounds();

    TransformationMatrix transform = layer->screenSpaceTransform();

    if (boundsInContentSpace.isEmpty())
        return transform;

    // Scale from content space to layer space
    transform.scaleNonUniform(boundsInLayerSpace.width() / static_cast<double>(boundsInContentSpace.width()),
                              boundsInLayerSpace.height() / static_cast<double>(boundsInContentSpace.height()));

    return transform;
}
开发者ID:xiaolu31,项目名称:webkit-node,代码行数:17,代码来源:CCOcclusionTracker.cpp

示例5: bindProgramTransformParameter

void CustomFilterRenderer::bindProgramTransformParameter(int uniformLocation, CustomFilterTransformParameter* transformParameter)
{
    TransformationMatrix matrix;
    if (m_contextSize.width() && m_contextSize.height()) {
        // The viewport is a box with the size of 1 unit, so we are scaling up here to make sure that translations happen using real pixel
        // units. At the end we scale back down in order to map it back to the original box. Note that transforms come in reverse order, because it is
        // supposed to multiply to the left of the coordinates of the vertices.
        // Note that the origin (0, 0) of the viewport is in the middle of the context, so there's no need to change the origin of the transform
        // in order to rotate around the middle of mesh.
        matrix.scale3d(1.0 / m_contextSize.width(), 1.0 / m_contextSize.height(), 1);
        transformParameter->applyTransform(matrix, m_contextSize);
        matrix.scale3d(m_contextSize.width(), m_contextSize.height(), 1);
    }
    float glMatrix[16];
    matrix.toColumnMajorFloatArray(glMatrix);
    m_context->uniformMatrix4fv(uniformLocation, 1, false, &glMatrix[0]);
}
开发者ID:Channely,项目名称:know-your-chrome,代码行数:17,代码来源:CustomFilterRenderer.cpp

示例6: blendWithOpacity

void TextureMapperLayer::paintSelf(const TextureMapperPaintOptions& options)
{
    if (!m_state.visible || !m_state.contentsVisible)
        return;

    // We apply the following transform to compensate for painting into a surface, and then apply the offset so that the painting fits in the target rect.
    TransformationMatrix transform;
    transform.translate(options.offset.width(), options.offset.height());
    transform.multiply(options.transform);
    transform.multiply(m_currentTransform.combined());

    if (m_state.solidColor.isValid() && !m_state.contentsRect.isEmpty() && m_state.solidColor.alpha()) {
        options.textureMapper->drawSolidColor(m_state.contentsRect, transform, blendWithOpacity(m_state.solidColor, options.opacity));
        if (m_state.showDebugBorders)
            options.textureMapper->drawBorder(m_state.debugBorderColor, m_state.debugBorderWidth, layerRect(), transform);
        return;
    }

    options.textureMapper->setWrapMode(TextureMapper::StretchWrap);
    options.textureMapper->setPatternTransform(TransformationMatrix());

    if (m_backingStore) {
        FloatRect targetRect = layerRect();
        ASSERT(!targetRect.isEmpty());
        m_backingStore->paintToTextureMapper(options.textureMapper, targetRect, transform, options.opacity);
        if (m_state.showDebugBorders)
            m_backingStore->drawBorder(options.textureMapper, m_state.debugBorderColor, m_state.debugBorderWidth, targetRect, transform);
        // Only draw repaint count for the main backing store.
        if (m_state.showRepaintCounter)
            m_backingStore->drawRepaintCounter(options.textureMapper, m_state.repaintCount, m_state.debugBorderColor, targetRect, transform);
    }

    if (!m_contentsLayer)
        return;

    if (!m_state.contentsTileSize.isEmpty()) {
        computePatternTransformIfNeeded();
        options.textureMapper->setWrapMode(TextureMapper::RepeatWrap);
        options.textureMapper->setPatternTransform(m_patternTransform);
    }

    ASSERT(!layerRect().isEmpty());
    m_contentsLayer->paintToTextureMapper(options.textureMapper, m_state.contentsRect, transform, options.opacity);
    if (m_state.showDebugBorders)
        m_contentsLayer->drawBorder(options.textureMapper, m_state.debugBorderColor, m_state.debugBorderWidth, m_state.contentsRect, transform);
}
开发者ID:boska,项目名称:webkit,代码行数:46,代码来源:TextureMapperLayer.cpp

示例7: drawTransform

TransformationMatrix TiledLayerChromium::tilingTransform() const
{
    TransformationMatrix transform = drawTransform();

    if (contentBounds().isEmpty())
        return transform;

    transform.scaleNonUniform(bounds().width() / static_cast<double>(contentBounds().width()),
                              bounds().height() / static_cast<double>(contentBounds().height()));

    // Tiler draws with a different origin from other layers.
    transform.translate(-contentBounds().width() / 2.0, -contentBounds().height() / 2.0);

    transform.translate(-scrollPosition().x(), -scrollPosition().y());

    return transform;
}
开发者ID:Xertz,项目名称:EAWebKit,代码行数:17,代码来源:TiledLayerChromium.cpp

示例8: blendByUsingMatrixInterpolation

TransformOperations TransformOperations::blendByUsingMatrixInterpolation(const TransformOperations& from, double progress, const LayoutSize& size) const
{
    TransformOperations result;

    // Convert the TransformOperations into matrices
    TransformationMatrix fromTransform;
    TransformationMatrix toTransform;
    from.apply(size, fromTransform);
    apply(size, toTransform);

    toTransform.blend(fromTransform, progress);

    // Append the result
    result.operations().append(Matrix3DTransformOperation::create(toTransform));

    return result;
}
开发者ID:3163504123,项目名称:phantomjs,代码行数:17,代码来源:TransformOperations.cpp

示例9: containsRotation

bool AnimationBase::computeTransformedExtentViaTransformList(const FloatRect& rendererBox, const RenderStyle& style, LayoutRect& bounds) const
{
    FloatRect floatBounds = bounds;
    FloatPoint transformOrigin;
    
    bool applyTransformOrigin = containsRotation(style.transform().operations()) || style.transform().affectedByTransformOrigin();
    if (applyTransformOrigin) {
        float offsetX = style.transformOriginX().isPercent() ? rendererBox.x() : 0;
        float offsetY = style.transformOriginY().isPercent() ? rendererBox.y() : 0;

        transformOrigin.setX(floatValueForLength(style.transformOriginX(), rendererBox.width()) + offsetX);
        transformOrigin.setY(floatValueForLength(style.transformOriginY(), rendererBox.height()) + offsetY);
        // Ignore transformOriginZ because we'll bail if we encounter any 3D transforms.
        
        floatBounds.moveBy(-transformOrigin);
    }

    for (const auto& operation : style.transform().operations()) {
        if (operation->type() == TransformOperation::ROTATE) {
            // For now, just treat this as a full rotation. This could take angle into account to reduce inflation.
            floatBounds = boundsOfRotatingRect(floatBounds);
        } else {
            TransformationMatrix transform;
            operation->apply(transform, rendererBox.size());
            if (!transform.isAffine())
                return false;

            if (operation->type() == TransformOperation::MATRIX || operation->type() == TransformOperation::MATRIX_3D) {
                TransformationMatrix::Decomposed2Type toDecomp;
                transform.decompose2(toDecomp);
                // Any rotation prevents us from using a simple start/end rect union.
                if (toDecomp.angle)
                    return false;
            }

            floatBounds = transform.mapRect(floatBounds);
        }
    }

    if (applyTransformOrigin)
        floatBounds.moveBy(transformOrigin);

    bounds = LayoutRect(floatBounds);
    return true;
}
开发者ID:robvogelaar,项目名称:WebKitForWayland,代码行数:45,代码来源:AnimationBase.cpp

示例10: clipToTextMask

static inline TransformationMatrix clipToTextMask(GraphicsContext* context,
    OwnPtr<ImageBuffer>& imageBuffer, const RenderObject* object,
    const SVGPaintServerGradient* gradientServer)
{
    FloatRect maskBBox = const_cast<RenderObject*>(findTextRootObject(object))->objectBoundingBox();

    // Fixup transformations to be able to clip to mask
    TransformationMatrix transform = object->absoluteTransform();
    FloatRect textBoundary = transform.mapRect(maskBBox);

    IntSize maskSize(lroundf(textBoundary.width()), lroundf(textBoundary.height()));
    clampImageBufferSizeToViewport(object->view()->frameView(), maskSize);
    textBoundary.setSize(textBoundary.size().shrunkTo(maskSize));

    // Clip current context to mask image (gradient)
    context->concatCTM(transform.inverse());
    context->clipToImageBuffer(textBoundary, imageBuffer.get());
    context->concatCTM(transform);

    TransformationMatrix matrix;
    if (gradientServer->boundingBoxMode()) {
        matrix.translate(maskBBox.x(), maskBBox.y());
        matrix.scaleNonUniform(maskBBox.width(), maskBBox.height());
    }
    matrix.multiply(gradientServer->gradientTransform());
    return matrix;
}
开发者ID:flying-dutchmen,项目名称:3DS_w3Browser,代码行数:27,代码来源:SVGPaintServerGradient.cpp

示例11: ASSERT

void ContentLayerChromium::calculateClippedUpdateRect(IntRect& dirtyRect, IntRect& drawRect) const
{
    // For the given layer size and content rect, calculate:
    // 1) The minimal texture space rectangle to be uploaded, returned in dirtyRect.
    // 2) The rectangle to draw this texture in relative to the target render surface, returned in drawRect.

    ASSERT(m_targetRenderSurface);
    const IntRect clipRect = m_targetRenderSurface->contentRect();

    TransformationMatrix layerOriginTransform = drawTransform();
    layerOriginTransform.translate3d(-0.5 * m_bounds.width(), -0.5 * m_bounds.height(), 0);

    // For now we apply the large layer treatment only for layers that are either untransformed
    // or are purely translated. Their matrix is expected to be invertible.
    ASSERT(layerOriginTransform.isInvertible());

    TransformationMatrix targetToLayerMatrix = layerOriginTransform.inverse();
    IntRect clipRectInLayerCoords = targetToLayerMatrix.mapRect(clipRect);
    clipRectInLayerCoords.intersect(IntRect(0, 0, m_bounds.width(), m_bounds.height()));

    dirtyRect = clipRectInLayerCoords;

    // Map back to the target surface coordinate system.
    drawRect = layerOriginTransform.mapRect(dirtyRect);
}
开发者ID:achellies,项目名称:WinCEWebKit,代码行数:25,代码来源:ContentLayerChromium.cpp

示例12: ASSERT

void RenderGeometryMap::push(const RenderObject* renderer, const TransformationMatrix& t, bool accumulatingTransform, bool isNonUniform, bool isFixedPosition, bool hasTransform, LayoutSize offsetForFixedPosition)
{
    ASSERT(m_insertionPosition != kNotFound);
    ASSERT(!renderer->isRenderView() || !m_insertionPosition || m_mapCoordinatesFlags & TraverseDocumentBoundaries);
    ASSERT(offsetForFixedPosition.isZero() || renderer->isRenderView());

    m_mapping.insert(m_insertionPosition, RenderGeometryMapStep(renderer, accumulatingTransform, isNonUniform, isFixedPosition, hasTransform));

    RenderGeometryMapStep& step = m_mapping[m_insertionPosition];
    step.m_offsetForFixedPosition = offsetForFixedPosition;

    if (!t.isIntegerTranslation())
        step.m_transform = adoptPtr(new TransformationMatrix(t));
    else
        step.m_offset = LayoutSize(t.e(), t.f());

    stepInserted(step);
}
开发者ID:coinpayee,项目名称:blink,代码行数:18,代码来源:RenderGeometryMap.cpp

示例13: setProjectionMatrix

void ShaderProgram::setProjectionMatrix(SkRect& geometry, GLint projectionMatrixHandle)
{
    TransformationMatrix translate;
    translate.translate3d(geometry.fLeft, geometry.fTop, 0.0);
    TransformationMatrix scale;
    scale.scale3d(geometry.width(), geometry.height(), 1.0);

    TransformationMatrix total;
    if (!m_alphaLayer)
        total = m_projectionMatrix * m_repositionMatrix * m_webViewMatrix
                * translate * scale;
    else
        total = m_projectionMatrix * translate * scale;

    GLfloat projectionMatrix[16];
    GLUtils::toGLMatrix(projectionMatrix, total);
    glUniformMatrix4fv(projectionMatrixHandle, 1, GL_FALSE, projectionMatrix);
}
开发者ID:ACSOP,项目名称:android_external_webkit,代码行数:18,代码来源:ShaderProgram.cpp

示例14: getMax

void BoundingBox::getMax(float &x, float &y, float &z) const {
	// Maximum, relative to the origin

	if (_absolute) {
		x = _max[0]; y = _max[1]; z = _max[2];
		return;
	}

	TransformationMatrix min = _origin;
	min.translate(_min[0], _min[1], _min[2]);

	TransformationMatrix max = _origin;
	max.translate(_max[0], _max[1], _max[2]);

	x = MAX(min.getX(), max.getX());
	y = MAX(min.getY(), max.getY());
	z = MAX(min.getZ(), max.getZ());
}
开发者ID:bsmr-games,项目名称:xoreos,代码行数:18,代码来源:boundingbox.cpp

示例15: render

    virtual void render(const RenderState& state)
    {
        TransformationMatrix renderMatrix;
        if (pageNode()->devicePixelRatio() != 1.0) {
            renderMatrix.scale(pageNode()->devicePixelRatio());
            if (matrix())
                renderMatrix.multiply(*matrix());
        } else if (matrix())
            renderMatrix = *matrix();

        // When rendering to an intermediate surface, Qt will
        // mirror the projection matrix to fit on the destination coordinate system.
        const QMatrix4x4* projection = state.projectionMatrix;
        bool mirrored = projection && (*projection)(0, 0) * (*projection)(1, 1) - (*projection)(0, 1) * (*projection)(1, 0) > 0;

        // FIXME: Support non-rectangular clippings.
        coordinatedGraphicsScene()->paintToCurrentGLContext(renderMatrix, inheritedOpacity(), clipRect(), mirrored ? TextureMapper::PaintingMirrored : 0);
    }
开发者ID:3163504123,项目名称:phantomjs,代码行数:18,代码来源:QtWebPageSGNode.cpp


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