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C++ Matrix4x4::Is2D方法代码示例

本文整理汇总了C++中gfx::Matrix4x4::Is2D方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4x4::Is2D方法的具体用法?C++ Matrix4x4::Is2D怎么用?C++ Matrix4x4::Is2D使用的例子?那么恭喜您, 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gfx::Matrix4x4的用法示例。


在下文中一共展示了Matrix4x4::Is2D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: 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.........
开发者ID:hoosteeno,项目名称:gecko-dev,代码行数:101,代码来源:BasicCompositor.cpp

示例2: device

void
CompositorD3D9::DrawQuad(const gfx::Rect &aRect,
                         const gfx::Rect &aClipRect,
                         const EffectChain &aEffectChain,
                         gfx::Float aOpacity,
                         const gfx::Matrix4x4 &aTransform)
{
  if (!mDeviceManager) {
    return;
  }

  IDirect3DDevice9* d3d9Device = device();
  MOZ_ASSERT(d3d9Device, "We should be able to get a device now");

  MOZ_ASSERT(mCurrentRT, "No render target");
  d3d9Device->SetVertexShaderConstantF(CBmLayerTransform, &aTransform._11, 4);

  IntPoint origin = mCurrentRT->GetOrigin();
  float renderTargetOffset[] = { origin.x, origin.y, 0, 0 };
  d3d9Device->SetVertexShaderConstantF(CBvRenderTargetOffset,
                                       renderTargetOffset,
                                       1);
  d3d9Device->SetVertexShaderConstantF(CBvLayerQuad,
                                       ShaderConstantRect(aRect.x,
                                                          aRect.y,
                                                          aRect.width,
                                                          aRect.height),
                                       1);
  bool target = false;

  if (aEffectChain.mPrimaryEffect->mType != EffectTypes::SOLID_COLOR) {
    float opacity[4];
    /*
     * We always upload a 4 component float, but the shader will use only the
     * first component since it's declared as a 'float'.
     */
    opacity[0] = aOpacity;
    d3d9Device->SetPixelShaderConstantF(CBfLayerOpacity, opacity, 1);
  }

  bool isPremultiplied = true;

  MaskType maskType = MaskType::MaskNone;

  if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
    if (aTransform.Is2D()) {
      maskType = MaskType::Mask2d;
    } else {
      maskType = MaskType::Mask3d;
    }
  }

  RECT scissor;
  scissor.left = aClipRect.x;
  scissor.right = aClipRect.XMost();
  scissor.top = aClipRect.y;
  scissor.bottom = aClipRect.YMost();
  d3d9Device->SetScissorRect(&scissor);

  uint32_t maskTexture = 0;
  switch (aEffectChain.mPrimaryEffect->mType) {
  case EffectTypes::SOLID_COLOR:
    {
      // output color is premultiplied, so we need to adjust all channels.
      Color layerColor =
        static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
      float color[4];
      color[0] = layerColor.r * layerColor.a * aOpacity;
      color[1] = layerColor.g * layerColor.a * aOpacity;
      color[2] = layerColor.b * layerColor.a * aOpacity;
      color[3] = layerColor.a * aOpacity;

      d3d9Device->SetPixelShaderConstantF(CBvColor, color, 1);

      maskTexture = mDeviceManager
        ->SetShaderMode(DeviceManagerD3D9::SOLIDCOLORLAYER, maskType);
    }
    break;
  case EffectTypes::RENDER_TARGET:
  case EffectTypes::RGB:
    {
      TexturedEffect* texturedEffect =
        static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());

      Rect textureCoords = texturedEffect->mTextureCoords;
      d3d9Device->SetVertexShaderConstantF(CBvTextureCoords,
                                           ShaderConstantRect(
                                             textureCoords.x,
                                             textureCoords.y,
                                             textureCoords.width,
                                             textureCoords.height),
                                           1);

      SetSamplerForFilter(texturedEffect->mFilter);

      TextureSourceD3D9* source = texturedEffect->mTexture->AsSourceD3D9();
      d3d9Device->SetTexture(0, source->GetD3D9Texture());

      maskTexture = mDeviceManager
        ->SetShaderMode(ShaderModeForEffectType(aEffectChain.mPrimaryEffect->mType,
//.........这里部分代码省略.........
开发者ID:martasect,项目名称:gecko,代码行数:101,代码来源:CompositorD3D9.cpp

示例3: memcpy

void
CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
                          const gfx::Rect& aClipRect,
                          const EffectChain& aEffectChain,
                          gfx::Float aOpacity,
                          const gfx::Matrix4x4& aTransform)
{
  MOZ_ASSERT(mCurrentRT, "No render target");
  memcpy(&mVSConstants.layerTransform, &aTransform._11, 64);
  IntPoint origin = mCurrentRT->GetOrigin();
  mVSConstants.renderTargetOffset[0] = origin.x;
  mVSConstants.renderTargetOffset[1] = origin.y;

  mPSConstants.layerOpacity[0] = aOpacity;

  bool restoreBlendMode = false;

  MaskType maskType = MaskType::MaskNone;

  if (aEffectChain.mSecondaryEffects[EffectTypes::MASK]) {
    if (aTransform.Is2D()) {
      maskType = MaskType::Mask2d;
    } else {
      MOZ_ASSERT(aEffectChain.mPrimaryEffect->mType == EffectTypes::RGB);
      maskType = MaskType::Mask3d;
    }

    EffectMask* maskEffect =
      static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EffectTypes::MASK].get());
    TextureSourceD3D11* source = maskEffect->mMaskTexture->AsSourceD3D11();

    if (!source) {
      NS_WARNING("Missing texture source!");
      return;
    }

    RefPtr<ID3D11ShaderResourceView> view;
    HRESULT hr = mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));
    if (Failed(hr)) {
      // XXX - There's a chance we won't be able to render anything, should we
      // just crash release builds?
      return;
    }

    ID3D11ShaderResourceView* srView = view;
    mContext->PSSetShaderResources(3, 1, &srView);

    const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
    NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
    Rect bounds = Rect(Point(), Size(maskEffect->mSize));

    mVSConstants.maskQuad = maskTransform.As2D().TransformBounds(bounds);
  }


  D3D11_RECT scissor;
  scissor.left = aClipRect.x;
  scissor.right = aClipRect.XMost();
  scissor.top = aClipRect.y;
  scissor.bottom = aClipRect.YMost();
  mContext->RSSetScissorRects(1, &scissor);
  mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  mContext->VSSetShader(mAttachments->mVSQuadShader[maskType], nullptr, 0);

  const Rect* pTexCoordRect = nullptr;

  switch (aEffectChain.mPrimaryEffect->mType) {
  case EffectTypes::SOLID_COLOR: {
      SetPSForEffect(aEffectChain.mPrimaryEffect, maskType, SurfaceFormat::UNKNOWN);

      Color color =
        static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
      mPSConstants.layerColor[0] = color.r * color.a * aOpacity;
      mPSConstants.layerColor[1] = color.g * color.a * aOpacity;
      mPSConstants.layerColor[2] = color.b * color.a * aOpacity;
      mPSConstants.layerColor[3] = color.a * aOpacity;
    }
    break;
  case EffectTypes::RGB:
  case EffectTypes::RENDER_TARGET:
    {
      TexturedEffect* texturedEffect =
        static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());

      pTexCoordRect = &texturedEffect->mTextureCoords;

      TextureSourceD3D11* source = texturedEffect->mTexture->AsSourceD3D11();

      if (!source) {
        NS_WARNING("Missing texture source!");
        return;
      }

      SetPSForEffect(aEffectChain.mPrimaryEffect, maskType, texturedEffect->mTexture->GetFormat());

      RefPtr<ID3D11ShaderResourceView> view;
      HRESULT hr = mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));
      if (Failed(hr)) {
        // XXX - There's a chance we won't be able to render anything, should we
        // just crash release builds?
//.........这里部分代码省略.........
开发者ID:msliu,项目名称:gecko-dev,代码行数:101,代码来源:CompositorD3D11.cpp

示例4: memcpy

void
CompositorD3D11::DrawQuad(const gfx::Rect& aRect,
                          const gfx::Rect& aClipRect,
                          const EffectChain& aEffectChain,
                          gfx::Float aOpacity,
                          const gfx::Matrix4x4& aTransform,
                          const gfx::Point& aOffset)
{
  MOZ_ASSERT(mCurrentRT, "No render target");
  memcpy(&mVSConstants.layerTransform, &aTransform._11, 64);
  mVSConstants.renderTargetOffset[0] = aOffset.x;
  mVSConstants.renderTargetOffset[1] = aOffset.y;
  mVSConstants.layerQuad = aRect;

  mPSConstants.layerOpacity[0] = aOpacity;

  bool restoreBlendMode = false;

  MaskType maskType = MaskNone;

  if (aEffectChain.mSecondaryEffects[EFFECT_MASK]) {
    if (aTransform.Is2D()) {
      maskType = Mask2d;
    } else {
      MOZ_ASSERT(aEffectChain.mPrimaryEffect->mType == EFFECT_BGRA);
      maskType = Mask3d;
    }

    EffectMask* maskEffect =
      static_cast<EffectMask*>(aEffectChain.mSecondaryEffects[EFFECT_MASK].get());
    TextureSourceD3D11* source = maskEffect->mMaskTexture->AsSourceD3D11();

    RefPtr<ID3D11ShaderResourceView> view;
    mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));

    ID3D11ShaderResourceView* srView = view;
    mContext->PSSetShaderResources(3, 1, &srView);

    const gfx::Matrix4x4& maskTransform = maskEffect->mMaskTransform;
    NS_ASSERTION(maskTransform.Is2D(), "How did we end up with a 3D transform here?!");
    Rect bounds = Rect(Point(), Size(maskEffect->mSize));

    mVSConstants.maskQuad = maskTransform.As2D().TransformBounds(bounds);
  }


  D3D11_RECT scissor;
  scissor.left = aClipRect.x;
  scissor.right = aClipRect.XMost();
  scissor.top = aClipRect.y;
  scissor.bottom = aClipRect.YMost();
  mContext->RSSetScissorRects(1, &scissor);
  mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  mContext->VSSetShader(mAttachments->mVSQuadShader[maskType], nullptr, 0);

  SetPSForEffect(aEffectChain.mPrimaryEffect, maskType);

  switch (aEffectChain.mPrimaryEffect->mType) {
  case EFFECT_SOLID_COLOR: {
      Color color =
        static_cast<EffectSolidColor*>(aEffectChain.mPrimaryEffect.get())->mColor;
      mPSConstants.layerColor[0] = color.r * color.a * aOpacity;
      mPSConstants.layerColor[1] = color.g * color.a * aOpacity;
      mPSConstants.layerColor[2] = color.b * color.a * aOpacity;
      mPSConstants.layerColor[3] = color.a * aOpacity;
    }
    break;
  case EFFECT_BGRX:
  case EFFECT_BGRA:
  case EFFECT_RENDER_TARGET:
    {
      TexturedEffect* texturedEffect =
        static_cast<TexturedEffect*>(aEffectChain.mPrimaryEffect.get());

      mVSConstants.textureCoords = texturedEffect->mTextureCoords;

      TextureSourceD3D11* source = texturedEffect->mTexture->AsSourceD3D11();

      RefPtr<ID3D11ShaderResourceView> view;
      mDevice->CreateShaderResourceView(source->GetD3D11Texture(), nullptr, byRef(view));

      ID3D11ShaderResourceView* srView = view;
      mContext->PSSetShaderResources(0, 1, &srView);

      if (!texturedEffect->mPremultiplied) {
        mContext->OMSetBlendState(mAttachments->mNonPremulBlendState, sBlendFactor, 0xFFFFFFFF);
        restoreBlendMode = true;
      }

      SetSamplerForFilter(texturedEffect->mFilter);
    }
    break;
  case EFFECT_YCBCR: {
      EffectYCbCr* ycbcrEffect =
        static_cast<EffectYCbCr*>(aEffectChain.mPrimaryEffect.get());

      SetSamplerForFilter(FILTER_LINEAR);

      mVSConstants.textureCoords = ycbcrEffect->mTextureCoords;

//.........这里部分代码省略.........
开发者ID:tomazj,项目名称:mozilla-central,代码行数:101,代码来源:CompositorD3D11.cpp


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