本文整理汇总了C++中gfx::Matrix4x4::As2D方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4x4::As2D方法的具体用法?C++ Matrix4x4::As2D怎么用?C++ Matrix4x4::As2D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gfx::Matrix4x4
的用法示例。
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示例1: autoRestoreTransform
void
BasicCompositor::DrawQuad(const gfx::Rect& aRect,
const gfx::Rect& aClipRect,
const EffectChain &aEffectChain,
gfx::Float aOpacity,
const gfx::Matrix4x4& aTransform,
const gfx::Rect& aVisibleRect)
{
RefPtr<DrawTarget> buffer = mRenderTarget->mDrawTarget;
// For 2D drawing, |dest| and |buffer| are the same surface. For 3D drawing,
// |dest| is a temporary surface.
RefPtr<DrawTarget> dest = buffer;
buffer->PushClipRect(aClipRect);
AutoRestoreTransform autoRestoreTransform(dest);
Matrix newTransform;
Rect transformBounds;
gfx3DMatrix new3DTransform;
IntPoint offset = mRenderTarget->GetOrigin();
if (aTransform.Is2D()) {
newTransform = aTransform.As2D();
} else {
// Create a temporary surface for the transform.
dest = gfxPlatform::GetPlatform()->CreateOffscreenContentDrawTarget(RoundOut(aRect).Size(), SurfaceFormat::B8G8R8A8);
if (!dest) {
return;
}
dest->SetTransform(Matrix::Translation(-aRect.x, -aRect.y));
// Get the bounds post-transform.
new3DTransform = To3DMatrix(aTransform);
gfxRect bounds = new3DTransform.TransformBounds(ThebesRect(aRect));
bounds.IntersectRect(bounds, gfxRect(offset.x, offset.y, buffer->GetSize().width, buffer->GetSize().height));
transformBounds = ToRect(bounds);
transformBounds.RoundOut();
// Propagate the coordinate offset to our 2D draw target.
newTransform = Matrix::Translation(transformBounds.x, transformBounds.y);
// When we apply the 3D transformation, we do it against a temporary
// surface, so undo the coordinate offset.
new3DTransform = gfx3DMatrix::Translation(aRect.x, aRect.y, 0) * new3DTransform;
}
newTransform.PostTranslate(-offset.x, -offset.y);
buffer->SetTransform(newTransform);
RefPtr<SourceSurface> sourceMask;
Matrix maskTransform;
if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
EffectMask *effectMask = static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
sourceMask = effectMask->mMaskTexture->AsSourceBasic()->GetSurface(dest);
MOZ_ASSERT(effectMask->mMaskTransform.Is2D(), "How did we end up with a 3D transform here?!");
MOZ_ASSERT(!effectMask->mIs3D);
maskTransform = effectMask->mMaskTransform.As2D();
maskTransform.PreTranslate(-offset.x, -offset.y);
}
switch (aEffectChain.mPrimaryEffect->mType) {
case EffectTypes::SOLID_COLOR: {
EffectSolidColor* effectSolidColor =
static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get());
FillRectWithMask(dest, aRect, effectSolidColor->mColor,
DrawOptions(aOpacity), sourceMask, &maskTransform);
break;
}
case EffectTypes::RGB: {
TexturedEffect* texturedEffect =
static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());
TextureSourceBasic* source = texturedEffect->mTexture->AsSourceBasic();
if (texturedEffect->mPremultiplied) {
DrawSurfaceWithTextureCoords(dest, aRect,
source->GetSurface(dest),
texturedEffect->mTextureCoords,
texturedEffect->mFilter,
aOpacity, sourceMask, &maskTransform);
} else {
RefPtr<DataSourceSurface> srcData = source->GetSurface(dest)->GetDataSurface();
// Yes, we re-create the premultiplied data every time.
// This might be better with a cache, eventually.
RefPtr<DataSourceSurface> premultData = gfxUtils::CreatePremultipliedDataSurface(srcData);
DrawSurfaceWithTextureCoords(dest, aRect,
premultData,
texturedEffect->mTextureCoords,
texturedEffect->mFilter,
aOpacity, sourceMask, &maskTransform);
}
break;
}
case EffectTypes::YCBCR: {
NS_RUNTIMEABORT("Can't (easily) support component alpha with BasicCompositor!");
//.........这里部分代码省略.........