/* * Copyright (c) 2010, 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: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 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. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT * OWNER OR 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. */ #ifndef Shader_h #define Shader_h #include #include #include namespace WebCore { class AffineTransform; class GraphicsContext3D; class Color; class Shader { WTF_MAKE_NONCOPYABLE(Shader); public: enum VertexType { TwoDimensional, LoopBlinnInterior, LoopBlinnExterior }; enum FillType { SolidFill, TextureFill }; // Currently only applies to the Loop-Blinn vertex type. enum AntialiasType { NotAntialiased, Antialiased }; protected: Shader(GraphicsContext3D*, unsigned program); ~Shader(); static String generateVertex(VertexType, FillType); static String generateFragment(VertexType, FillType, AntialiasType); static void affineTo3x3(const AffineTransform&, float mat[9]); static void affineTo4x4(const AffineTransform&, float mat[16]); static unsigned loadShader(GraphicsContext3D*, unsigned type, const String& shaderSource); static unsigned loadProgram(GraphicsContext3D*, const String& vertexShaderSource, const String& fragmentShaderSource); GraphicsContext3D* m_context; unsigned m_program; }; } #endif // Shader_h