TexShader.cpp   [plain text]


/*
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#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 nullptr;
    return adoptPtr(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