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/*
* 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 <QuartzCore/QuartzCore.h>
#import <OpenGL/OpenGL.h>
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)
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