/* * Copyright (C) 2011 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "LoopBlinnShader.h" #include "GraphicsContext3D.h" namespace WebCore { LoopBlinnShader::LoopBlinnShader(GraphicsContext3D* context, unsigned program) : Shader(context, program) { m_worldViewProjectionLocation = context->getUniformLocation(program, "worldViewProjection"); m_positionLocation = context->getAttribLocation(program, "position"); m_klmLocation = context->getAttribLocation(program, "klm"); } void LoopBlinnShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform) { m_context->useProgram(m_program); float matrix[16]; affineTo4x4(transform, matrix); m_context->uniformMatrix4fv(m_worldViewProjectionLocation, false /*transpose*/, matrix, 1 /*count*/); m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, vertexOffset); m_context->enableVertexAttribArray(m_positionLocation); if (m_klmLocation != -1) { m_context->vertexAttribPointer(m_klmLocation, 3, GraphicsContext3D::FLOAT, false, 0, klmOffset); m_context->enableVertexAttribArray(m_klmLocation); } } } // namespace WebCore