1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103
|
/*
Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
Copyright (C) 2012 Igalia S.L.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef TextureMapperShaderProgram_h
#define TextureMapperShaderProgram_h
#if USE(TEXTURE_MAPPER)
#include "GraphicsContext3D.h"
#include "TransformationMatrix.h"
#include <wtf/HashMap.h>
#include <wtf/PassRefPtr.h>
#include <wtf/RefPtr.h>
#include <wtf/text/AtomicStringHash.h>
namespace WebCore {
#define TEXMAP_DECLARE_VARIABLE(Accessor, Name, Type) GC3Duint Accessor##Location() { static const AtomicString name(Name); return getLocation(name, 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
};
typedef unsigned Options;
static PassRefPtr<TextureMapperShaderProgram> create(PassRefPtr<GraphicsContext3D>, Options);
virtual ~TextureMapperShaderProgram();
Platform3DObject programID() const { return m_id; }
GraphicsContext3D* context() { return m_context.get(); }
TEXMAP_DECLARE_ATTRIBUTE(vertex)
TEXMAP_DECLARE_UNIFORM(modelViewMatrix)
TEXMAP_DECLARE_UNIFORM(projectionMatrix)
TEXMAP_DECLARE_UNIFORM(textureSpaceMatrix)
TEXMAP_DECLARE_UNIFORM(opacity)
TEXMAP_DECLARE_UNIFORM(color)
TEXMAP_DECLARE_UNIFORM(expandedQuadEdgesInScreenSpace)
TEXMAP_DECLARE_SAMPLER(sampler)
TEXMAP_DECLARE_SAMPLER(mask)
#if ENABLE(CSS_FILTERS)
TEXMAP_DECLARE_UNIFORM(filterAmount)
TEXMAP_DECLARE_UNIFORM(gaussianKernel)
TEXMAP_DECLARE_UNIFORM(blurRadius)
TEXMAP_DECLARE_UNIFORM(shadowOffset)
TEXMAP_DECLARE_SAMPLER(contentTexture)
#endif
void setMatrix(GC3Duint, const TransformationMatrix&);
private:
TextureMapperShaderProgram(PassRefPtr<GraphicsContext3D>, const String& vertexShaderSource, const String& fragmentShaderSource);
Platform3DObject m_vertexShader;
Platform3DObject m_fragmentShader;
enum VariableType { UniformVariable, AttribVariable };
GC3Duint getLocation(const AtomicString&, VariableType);
RefPtr<GraphicsContext3D> m_context;
Platform3DObject m_id;
HashMap<AtomicString, GC3Duint> m_variables;
};
}
#endif
#endif // TextureMapperShaderProgram_h
|