#ifndef TextureMapperGL_h
#define TextureMapperGL_h
#if USE(TEXTURE_MAPPER_GL)
#include "ClipStack.h"
#include "FilterOperation.h"
#include "FloatQuad.h"
#include "GraphicsContext3D.h"
#include "IntSize.h"
#include "TextureMapper.h"
#include "TransformationMatrix.h"
namespace WebCore {
class TextureMapperGLData;
class TextureMapperShaderProgram;
class FilterOperation;
class TextureMapperGL : public TextureMapper {
public:
TextureMapperGL();
virtual ~TextureMapperGL();
enum Flag {
ShouldBlend = 0x01,
ShouldFlipTexture = 0x02,
ShouldUseARBTextureRect = 0x04,
ShouldAntialias = 0x08,
ShouldRotateTexture90 = 0x10,
ShouldRotateTexture180 = 0x20,
ShouldRotateTexture270 = 0x40
};
typedef int Flags;
void drawBorder(const Color&, float borderWidth, const FloatRect&, const TransformationMatrix&) override;
void drawNumber(int number, const Color&, const FloatPoint&, const TransformationMatrix&) override;
void drawTexture(const BitmapTexture&, const FloatRect&, const TransformationMatrix&, float opacity, unsigned exposedEdges) override;
virtual void drawTexture(Platform3DObject texture, Flags, const IntSize& textureSize, const FloatRect& targetRect, const TransformationMatrix& modelViewMatrix, float opacity, unsigned exposedEdges = AllEdges);
void drawSolidColor(const FloatRect&, const TransformationMatrix&, const Color&) override;
void bindSurface(BitmapTexture* surface) override;
BitmapTexture* currentSurface();
void beginClip(const TransformationMatrix&, const FloatRect&) override;
void beginPainting(PaintFlags = 0) override;
void endPainting() override;
void endClip() override;
IntRect clipBounds() override;
IntSize maxTextureSize() const override { return IntSize(2000, 2000); }
PassRefPtr<BitmapTexture> createTexture() override;
inline GraphicsContext3D* graphicsContext3D() const { return m_context3D.get(); }
void drawFiltered(const BitmapTexture& sourceTexture, const BitmapTexture* contentTexture, const FilterOperation&, int pass);
void setEnableEdgeDistanceAntialiasing(bool enabled) { m_enableEdgeDistanceAntialiasing = enabled; }
private:
void drawTexturedQuadWithProgram(TextureMapperShaderProgram&, uint32_t texture, Flags, const IntSize&, const FloatRect&, const TransformationMatrix& modelViewMatrix, float opacity);
void draw(const FloatRect&, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram&, GC3Denum drawingMode, Flags);
void drawUnitRect(TextureMapperShaderProgram&, GC3Denum drawingMode);
void drawEdgeTriangles(TextureMapperShaderProgram&);
bool beginScissorClip(const TransformationMatrix&, const FloatRect&);
void bindDefaultSurface();
ClipStack& clipStack();
inline TextureMapperGLData& data() { return *m_data; }
RefPtr<GraphicsContext3D> m_context3D;
TextureMapperGLData* m_data;
ClipStack m_clipStack;
bool m_enableEdgeDistanceAntialiasing;
};
}
#endif // USE(TEXTURE_MAPPER_GL)
#endif // TextureMapperGL_h