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/*
* 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 "LoopBlinnSolidFillShader.h"
#include "Color.h"
#include "GraphicsContext3D.h"
namespace WebCore {
PassOwnPtr<LoopBlinnSolidFillShader> LoopBlinnSolidFillShader::create(GraphicsContext3D* context,
LoopBlinnShader::Region region,
Shader::AntialiasType antialiasType)
{
VertexType type = (region == Interior) ? LoopBlinnInterior : LoopBlinnExterior;
unsigned program = loadProgram(context,
generateVertex(type, SolidFill),
generateFragment(type, SolidFill, antialiasType));
if (!program)
return 0;
return new LoopBlinnSolidFillShader(context, program);
}
LoopBlinnSolidFillShader::LoopBlinnSolidFillShader(GraphicsContext3D* context, unsigned program)
: LoopBlinnShader(context, program)
{
m_colorLocation = context->getUniformLocation(program, "color");
}
void LoopBlinnSolidFillShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform, const Color& color)
{
LoopBlinnShader::use(vertexOffset, klmOffset, transform);
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]);
}
} // namespace WebCore
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