/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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 * 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/
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 * 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.
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 * Contributor(s):
 *   Robert O'Callahan <robert@ocallahan.org>
 *   Bas Schouten <bschouten@mozilla.com>
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#include "ColorLayerD3D10.h"

#include "../d3d9/Nv3DVUtils.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 */
