restoreForLayer();
+ // saveLayer will clip & translate the draw contents, so we need
+ // to translate the drawLayer by how much the contents was translated
+ // TODO: Unify this with beginLayerOp so we don't have to calculate this
+ // twice
+ uint32_t layerWidth = (uint32_t) beginLayerOp.unmappedBounds.getWidth();
+ uint32_t layerHeight = (uint32_t) beginLayerOp.unmappedBounds.getHeight();
+
+ auto previous = mCanvasState.currentSnapshot();
+ Vector3 lightCenter = previous->getRelativeLightCenter();
+
+ // Combine all transforms used to present saveLayer content:
+ // parent content transform * canvas transform * bounds offset
+ Matrix4 contentTransform(*(previous->transform));
+ contentTransform.multiply(beginLayerOp.localMatrix);
+ contentTransform.translate(beginLayerOp.unmappedBounds.left,
+ beginLayerOp.unmappedBounds.top);
+
+ Matrix4 inverseContentTransform;
+ inverseContentTransform.loadInverse(contentTransform);
+
+ // map the light center into layer-relative space
+ inverseContentTransform.mapPoint3d(lightCenter);
+
+ // Clip bounds of temporary layer to parent's clip rect, so:
+ Rect saveLayerBounds(layerWidth, layerHeight);
+ // 1) transform Rect(width, height) into parent's space
+ // note: left/top offsets put in contentTransform above
+ contentTransform.mapRect(saveLayerBounds);
+ // 2) intersect with parent's clip
+ saveLayerBounds.doIntersect(previous->getRenderTargetClip());
+ // 3) and transform back
+ inverseContentTransform.mapRect(saveLayerBounds);
+ saveLayerBounds.doIntersect(Rect(layerWidth, layerHeight));
+ saveLayerBounds.roundOut();
+
+ Matrix4 localMatrix(beginLayerOp.localMatrix);
+ localMatrix.translate(saveLayerBounds.left, saveLayerBounds.top);
+
// record the draw operation into the previous layer's list of draw commands
// uses state from the associated beginLayerOp, since it has all the state needed for drawing
LayerOp* drawLayerOp = mAllocator.create_trivial<LayerOp>(
beginLayerOp.unmappedBounds,
- beginLayerOp.localMatrix,
+ localMatrix,
beginLayerOp.localClip,
beginLayerOp.paint,
&(mLayerBuilders[finishedLayerIndex]->offscreenBuffer));