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/*
* 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, "globalAlpha");
m_positionLocation = context->getAttribLocation(program, "position");
m_samplerLocation = context->getUniformLocation(program, "sampler");
}
PassOwnPtr<TexShader> TexShader::create(GraphicsContext3D* context)
{
unsigned program = loadProgram(context,
generateVertex(Shader::TwoDimensional, Shader::TextureFill),
generateFragment(Shader::TwoDimensional, Shader::TextureFill, Shader::NotAntialiased));
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, 2, GraphicsContext3D::FLOAT, false, 0, 0);
m_context->enableVertexAttribArray(m_positionLocation);
}
}
#endif
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