/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
 * ***** BEGIN LICENSE BLOCK *****
 * Version: MPL 1.1/GPL 2.0/LGPL 2.1
 *
 * The contents of this file are subject to the Mozilla Public License Version
 * 1.1 (the "License"); you may not use this file except in compliance with
 * the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 *
 * Software distributed under the License is distributed on an "AS IS" basis,
 * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 * for the specific language governing rights and limitations under the
 * License.
 *
 * The Original Code is Mozilla Corporation code.
 *
 * The Initial Developer of the Original Code is Mozilla Foundation.
 * Portions created by the Initial Developer are Copyright (C) 2009
 * the Initial Developer. All Rights Reserved.
 *
 * Contributor(s):
 *   Robert O'Callahan <robert@ocallahan.org>
 *   Bas Schouten <bschouten@mozilla.com>
 *
 * Alternatively, the contents of this file may be used under the terms of
 * either the GNU General Public License Version 2 or later (the "GPL"), or
 * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
 * in which case the provisions of the GPL or the LGPL are applicable instead
 * of those above. If you wish to allow use of your version of this file only
 * under the terms of either the GPL or the LGPL, and not to allow others to
 * use your version of this file under the terms of the MPL, indicate your
 * decision by deleting the provisions above and replace them with the notice
 * and other provisions required by the GPL or the LGPL. If you do not delete
 * the provisions above, a recipient may use your version of this file under
 * the terms of any one of the MPL, the GPL or the LGPL.
 *
 * ***** END LICENSE BLOCK ***** */

#include "ColorLayerD3D10.h"

namespace mozilla {
namespace layers {

ColorLayerD3D10::ColorLayerD3D10(LayerManagerD3D10 *aManager)
  : ColorLayer(aManager, NULL)
  , LayerD3D10(aManager)
{
  mImplData = static_cast<LayerD3D10*>(this);
}

Layer*
ColorLayerD3D10::GetLayer()
{
  return this;
}

void
ColorLayerD3D10::RenderLayer()
{
  float color[4];
  // output color is premultiplied, so we need to adjust all channels.
  // mColor is not premultiplied.
  float opacity = GetEffectiveOpacity() * mColor.a;
  color[0] = (float)(mColor.r * opacity);
  color[1] = (float)(mColor.g * opacity);
  color[2] = (float)(mColor.b * opacity);
  color[3] = opacity;

  const gfx3DMatrix& transform = GetEffectiveTransform();
  void* raw = &const_cast<gfx3DMatrix&>(transform)._11;
  effect()->GetVariableByName("mLayerTransform")->SetRawValue(raw, 0, 64);
  effect()->GetVariableByName("fLayerColor")->AsVector()->SetFloatVector(color);

  ID3D10EffectTechnique *technique;
  technique = effect()->GetTechniqueByName("RenderSolidColorLayer");

  nsIntRegionRectIterator iter(mVisibleRegion);

  const nsIntRect *iterRect;
  while ((iterRect = iter.Next())) {
    effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
      ShaderConstantRectD3D10(
        (float)iterRect->x,
        (float)iterRect->y,
        (float)iterRect->width,
        (float)iterRect->height)
      );

    technique->GetPassByIndex(0)->Apply(0);
    device()->Draw(4, 0);
  }
}

} /* layers */
} /* mozilla */
