#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 , matrix, 1 );
float texMatrix[9];
affineTo3x3(texTransform, texMatrix);
m_context->uniformMatrix3fv(m_texMatrixLocation, false , texMatrix, 1 );
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