First step towards 3d transforms.

* Add parser support for 3d transforms.
 * Change ComputedMatrix to a representation that suits interpolation.
 * Switch stacking contexts to use 4x4 matrices.

The transforms themselves are still converted to 2d and handled by azure for now, but this is a small standalone part that can be landed now to make it easier to review.
This commit is contained in:
Glenn Watson 2015-05-29 08:31:05 +10:00
parent 09f2977cc9
commit f47ba6fd33
12 changed files with 530 additions and 186 deletions

View file

@ -12,7 +12,8 @@ use paint_context::PaintContext;
use azure::azure_hl::{SurfaceFormat, Color, DrawTarget, BackendType};
use azure::AzFloat;
use geom::matrix2d::Matrix2D;
use geom::Matrix4;
use geom::matrix::identity;
use geom::point::Point2D;
use geom::rect::Rect;
use geom::size::Size2D;
@ -579,10 +580,11 @@ impl WorkerThread {
stacking_context.overflow.origin.y.to_f32_px()));
// Apply the translation to paint the tile we want.
let matrix: Matrix2D<AzFloat> = Matrix2D::identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat);
let matrix: Matrix4<AzFloat> = identity();
let matrix = matrix.scale(scale as AzFloat, scale as AzFloat, 1.0);
let matrix = matrix.translate(-tile_bounds.origin.x as AzFloat,
-tile_bounds.origin.y as AzFloat);
-tile_bounds.origin.y as AzFloat,
0.0);
// Clear the buffer.
paint_context.clear();