/* * 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 "TexShader.h" #include "GraphicsContext3D.h" namespace WebCore { TexShader::TexShader(GraphicsContext3D* context, unsigned program) : Shader(context, program) { m_matrixLocation = context->getUniformLocation(program, "matrix"); m_texMatrixLocation = context->getUniformLocation(program, "texMatrix"); m_alphaLocation = context->getUniformLocation(program, "alpha"); m_positionLocation = context->getAttribLocation(program, "position"); m_samplerLocation = context->getUniformLocation(program, "sampler"); } PassOwnPtr TexShader::create(GraphicsContext3D* context) { static const char* vertexShaderSource = "uniform mat3 matrix;\n" "uniform mat3 texMatrix;\n" "attribute vec3 position;\n" "varying vec3 texCoord;\n" "void main() {\n" " texCoord = texMatrix * position;\n" " gl_Position = vec4(matrix * position, 1.0);\n" "}\n"; static const char* fragmentShaderSource = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D sampler;\n" "uniform float alpha;\n" "varying vec3 texCoord;\n" "void main() {\n" " gl_FragColor = texture2D(sampler, texCoord.xy)* vec4(alpha);\n" "}\n"; unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource); if (!program) return 0; return new TexShader(context, program); } void TexShader::use(const AffineTransform& transform, const AffineTransform& texTransform, int sampler, float alpha) { m_context->useProgram(m_program); float matrix[9]; affineTo3x3(transform, matrix); m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/); float texMatrix[9]; affineTo3x3(texTransform, texMatrix); m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/); m_context->uniform1i(m_samplerLocation, sampler); m_context->uniform1f(m_alphaLocation, alpha); m_context->vertexAttribPointer(m_positionLocation, 3, GraphicsContext3D::FLOAT, false, 0, 0); m_context->enableVertexAttribArray(m_positionLocation); } } #endif