1 /*
2 * Copyright (c) 2010, Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30
31 #include "config.h"
32
33 #if ENABLE(ACCELERATED_2D_CANVAS)
34
35 #include "TexShader.h"
36
37 #include "GraphicsContext3D.h"
38
39 namespace WebCore {
40
TexShader(GraphicsContext3D * context,unsigned program)41 TexShader::TexShader(GraphicsContext3D* context, unsigned program)
42 : Shader(context, program)
43 {
44 m_matrixLocation = context->getUniformLocation(program, "matrix");
45 m_texMatrixLocation = context->getUniformLocation(program, "texMatrix");
46 m_alphaLocation = context->getUniformLocation(program, "globalAlpha");
47 m_positionLocation = context->getAttribLocation(program, "position");
48 m_samplerLocation = context->getUniformLocation(program, "sampler");
49 }
50
create(GraphicsContext3D * context)51 PassOwnPtr<TexShader> TexShader::create(GraphicsContext3D* context)
52 {
53 unsigned program = loadProgram(context,
54 generateVertex(Shader::TwoDimensional, Shader::TextureFill),
55 generateFragment(Shader::TwoDimensional, Shader::TextureFill, Shader::NotAntialiased));
56 if (!program)
57 return nullptr;
58 return new TexShader(context, program);
59 }
60
use(const AffineTransform & transform,const AffineTransform & texTransform,int sampler,float alpha)61 void TexShader::use(const AffineTransform& transform, const AffineTransform& texTransform, int sampler, float alpha)
62 {
63 m_context->useProgram(m_program);
64 float matrix[9];
65 affineTo3x3(transform, matrix);
66 m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/);
67
68 float texMatrix[9];
69 affineTo3x3(texTransform, texMatrix);
70 m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/);
71
72 m_context->uniform1i(m_samplerLocation, sampler);
73 m_context->uniform1f(m_alphaLocation, alpha);
74
75 m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, 0);
76
77 m_context->enableVertexAttribArray(m_positionLocation);
78
79 }
80
81 }
82
83 #endif
84