LoopBlinnSolidFillShader.cpp   [plain text]


/*
 * Copyright (C) 2011 Google Inc. All rights reserved.
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#include "config.h"

#include "LoopBlinnSolidFillShader.h"

#include "Color.h"
#include "GraphicsContext3D.h"

namespace WebCore {

PassOwnPtr<LoopBlinnSolidFillShader> LoopBlinnSolidFillShader::create(GraphicsContext3D* context,
                                                                      LoopBlinnShader::Region region,
                                                                      Shader::AntialiasType antialiasType)
{
    VertexType type = (region == Interior) ? LoopBlinnInterior : LoopBlinnExterior;
    unsigned program = loadProgram(context,
                                   generateVertex(type, SolidFill),
                                   generateFragment(type, SolidFill, antialiasType));
    if (!program)
        return nullptr;
    return adoptPtr(new LoopBlinnSolidFillShader(context, program));
}

LoopBlinnSolidFillShader::LoopBlinnSolidFillShader(GraphicsContext3D* context, unsigned program)
    : LoopBlinnShader(context, program)
{
    m_colorLocation = context->getUniformLocation(program, "color");
}

void LoopBlinnSolidFillShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform, const Color& color)
{
    LoopBlinnShader::use(vertexOffset, klmOffset, transform);

    float rgba[4];
    color.getRGBA(rgba[0], rgba[1], rgba[2], rgba[3]);
    m_context->uniform4f(m_colorLocation, rgba[0] * rgba[3], rgba[1] * rgba[3], rgba[2] * rgba[3], rgba[3]);
}

} // namespace WebCore