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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 "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> SolidFillShader::create(GraphicsContext3D* context)
{
static const char* vertexShaderSource =
"uniform mat3 matrix;\n"
"uniform vec4 color;\n"
"attribute vec3 position;\n"
"void main() {\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 mat3 matrix;\n"
"uniform vec4 color;\n"
"void main() {\n"
" gl_FragColor = color;\n"
"}\n";
unsigned program = loadProgram(context, vertexShaderSource, fragmentShaderSource);
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, 3, GraphicsContext3D::FLOAT, false, 0, 0);
m_context->enableVertexAttribArray(m_positionLocation);
}
}
#endif
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