/* * 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. */ #include "config.h" #if ENABLE(ACCELERATED_2D_CANVAS) #include "SolidFillShader.h" #include "Color.h" #include "GraphicsContext3D.h" namespace WebCore { SolidFillShader::SolidFillShader(GraphicsContext3D* context, unsigned program) : Shader(context, program) { m_matrixLocation = context->getUniformLocation(program, "matrix"); m_colorLocation = context->getUniformLocation(program, "color"); m_positionLocation = context->getAttribLocation(program, "position"); } PassOwnPtr SolidFillShader::create(GraphicsContext3D* context) { unsigned program = loadProgram(context, generateVertex(Shader::TwoDimensional, Shader::SolidFill), generateFragment(Shader::TwoDimensional, Shader::SolidFill, Shader::NotAntialiased)); if (!program) return 0; return new SolidFillShader(context, program); } void SolidFillShader::use(const AffineTransform& transform, const Color& color) { m_context->useProgram(m_program); float rgba[4]; color.getRGBA(rgba[0], rgba[1], rgba[2], rgba[3]); m_context->uniform4f(m_colorLocation, rgba[0] * rgba[3], rgba[1] * rgba[3], rgba[2] * rgba[3], rgba[3]); float matrix[9]; affineTo3x3(transform, matrix); m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/); m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0); m_context->enableVertexAttribArray(m_positionLocation); } } #endif