/* * Copyright (C) 2009 Apple 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 COMPUTER, INC. ``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 COMPUTER, INC. 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 USE(ACCELERATED_COMPOSITING) #if ENABLE(3D_CANVAS) #import "Canvas3DLayer.h" #import "GraphicsLayer.h" #import #import using namespace WebCore; @implementation Canvas3DLayer -(id)initWithContext:(CGLContextObj)context texture:(GLuint)texture { m_contextObj = context; m_texture = texture; self = [super init]; return self; } -(CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask { CGLPixelFormatAttribute attribs[] = { (CGLPixelFormatAttribute) kCGLPFAAccelerated, (CGLPixelFormatAttribute) kCGLPFAColorSize, (CGLPixelFormatAttribute) 32, (CGLPixelFormatAttribute) kCGLPFADisplayMask, (CGLPixelFormatAttribute) mask, (CGLPixelFormatAttribute) 0 }; CGLPixelFormatObj pixelFormatObj; GLint numPixelFormats; CGLChoosePixelFormat(attribs, &pixelFormatObj, &numPixelFormats); return pixelFormatObj; } -(CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat { CGLContextObj contextObj; CGLCreateContext(pixelFormat, m_contextObj, &contextObj); return contextObj; } -(void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp { CGRect frame = [self frame]; // draw the FBO into the layer glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1, 1, -1, 1, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_texture); glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0, 0); glVertex2f(-1, -1); glTexCoord2f(1, 0); glVertex2f(1, -1); glTexCoord2f(1, 1); glVertex2f(1, 1); glTexCoord2f(0, 1); glVertex2f(-1, 1); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); // Call super to finalize the drawing. By default all it does is call glFlush(). [super drawInCGLContext:glContext pixelFormat:pixelFormat forLayerTime:timeInterval displayTime:timeStamp]; } @end @implementation Canvas3DLayer(WebLayerAdditions) -(void)setLayerOwner:(GraphicsLayer*)aLayer { m_layerOwner = aLayer; } -(GraphicsLayer*)layerOwner { return m_layerOwner; } @end #endif // ENABLE(3D_CANVAS) #endif // USE(ACCELERATED_COMPOSITING)