CustomFilterMesh.cpp [plain text]
#include "config.h"
#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterMesh.h"
#include "CustomFilterMeshGenerator.h"
#include "GraphicsContext3D.h"
namespace WebCore {
CustomFilterMesh::CustomFilterMesh(GraphicsContext3D* context, unsigned columns, unsigned rows,
const FloatRect& meshBox, CustomFilterMeshType meshType)
: m_context(context)
, m_verticesBufferObject(0)
, m_elementsBufferObject(0)
, m_meshBox(meshBox)
, m_meshType(meshType)
{
CustomFilterMeshGenerator generator(columns, rows, meshBox, meshType);
m_indicesCount = generator.indicesCount();
m_bytesPerVertex = generator.floatsPerVertex() * sizeof(float);
m_context->makeContextCurrent();
m_verticesBufferObject = m_context->createBuffer();
m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_verticesBufferObject);
m_context->bufferData(GraphicsContext3D::ARRAY_BUFFER, generator.vertices().size() * sizeof(float), generator.vertices().data(), GraphicsContext3D::STATIC_DRAW);
m_elementsBufferObject = m_context->createBuffer();
m_context->bindBuffer(GraphicsContext3D::ELEMENT_ARRAY_BUFFER, m_elementsBufferObject);
m_context->bufferData(GraphicsContext3D::ELEMENT_ARRAY_BUFFER, generator.indices().size() * sizeof(uint16_t), generator.indices().data(), GraphicsContext3D::STATIC_DRAW);
}
CustomFilterMesh::~CustomFilterMesh()
{
m_context->makeContextCurrent();
m_context->deleteBuffer(m_verticesBufferObject);
m_context->deleteBuffer(m_elementsBufferObject);
}
}
#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)