TextureMapperShaderProgram.h [plain text]
#ifndef TextureMapperShaderProgram_h
#define TextureMapperShaderProgram_h
#if USE(TEXTURE_MAPPER_GL)
#include "TextureMapperGLHeaders.h"
#include "TransformationMatrix.h"
#include <wtf/HashMap.h>
#include <wtf/NeverDestroyed.h>
#include <wtf/Ref.h>
#include <wtf/text/AtomicStringHash.h>
namespace WebCore {
#define TEXMAP_DECLARE_VARIABLE(Accessor, Name, Type) \
GLuint Accessor##Location() { \
static NeverDestroyed<const AtomicString> name(Name, AtomicString::ConstructFromLiteral); \
return getLocation(name.get(), Type); \
}
#define TEXMAP_DECLARE_UNIFORM(Accessor) TEXMAP_DECLARE_VARIABLE(Accessor, "u_"#Accessor, UniformVariable)
#define TEXMAP_DECLARE_ATTRIBUTE(Accessor) TEXMAP_DECLARE_VARIABLE(Accessor, "a_"#Accessor, AttribVariable)
#define TEXMAP_DECLARE_SAMPLER(Accessor) TEXMAP_DECLARE_VARIABLE(Accessor, "s_"#Accessor, UniformVariable)
class TextureMapperShaderProgram : public RefCounted<TextureMapperShaderProgram> {
public:
enum Option {
Texture = 1L << 0,
Rect = 1L << 1,
SolidColor = 1L << 2,
Opacity = 1L << 3,
Antialiasing = 1L << 5,
GrayscaleFilter = 1L << 6,
SepiaFilter = 1L << 7,
SaturateFilter = 1L << 8,
HueRotateFilter = 1L << 9,
BrightnessFilter = 1L << 10,
ContrastFilter = 1L << 11,
InvertFilter = 1L << 12,
OpacityFilter = 1L << 13,
BlurFilter = 1L << 14,
AlphaBlur = 1L << 15,
ContentTexture = 1L << 16,
ManualRepeat = 1L << 17
};
typedef unsigned Options;
static Ref<TextureMapperShaderProgram> create(Options);
virtual ~TextureMapperShaderProgram();
GLuint programID() const { return m_id; }
TEXMAP_DECLARE_ATTRIBUTE(vertex)
TEXMAP_DECLARE_UNIFORM(modelViewMatrix)
TEXMAP_DECLARE_UNIFORM(projectionMatrix)
TEXMAP_DECLARE_UNIFORM(textureSpaceMatrix)
TEXMAP_DECLARE_UNIFORM(textureColorSpaceMatrix)
TEXMAP_DECLARE_UNIFORM(opacity)
TEXMAP_DECLARE_UNIFORM(color)
TEXMAP_DECLARE_UNIFORM(expandedQuadEdgesInScreenSpace)
TEXMAP_DECLARE_SAMPLER(sampler)
TEXMAP_DECLARE_SAMPLER(mask)
TEXMAP_DECLARE_UNIFORM(filterAmount)
TEXMAP_DECLARE_UNIFORM(gaussianKernel)
TEXMAP_DECLARE_UNIFORM(blurRadius)
TEXMAP_DECLARE_UNIFORM(shadowOffset)
TEXMAP_DECLARE_SAMPLER(contentTexture)
void setMatrix(GLuint, const TransformationMatrix&);
private:
TextureMapperShaderProgram(const String& vertexShaderSource, const String& fragmentShaderSource);
GLuint m_vertexShader;
GLuint m_fragmentShader;
enum VariableType { UniformVariable, AttribVariable };
GLuint getLocation(const AtomicString&, VariableType);
GLuint m_id;
HashMap<AtomicString, GLuint> m_variables;
};
}
#endif // USE(TEXTURE_MAPPER_GL)
#endif // TextureMapperShaderProgram_h