1/* 2 * Copyright (C) 2011 Google Inc. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 8 * 1. Redistributions of source code must retain the above copyright 9 * notice, this list of conditions and the following disclaimer. 10 * 2. Redistributions in binary form must reproduce the above copyright 11 * notice, this list of conditions and the following disclaimer in the 12 * documentation and/or other materials provided with the distribution. 13 * 14 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY 15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 17 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY 18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 23 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 24 */ 25 26#include "config.h" 27 28#include "LoopBlinnSolidFillShader.h" 29 30#include "Color.h" 31#include "GraphicsContext3D.h" 32 33namespace WebCore { 34 35PassOwnPtr<LoopBlinnSolidFillShader> LoopBlinnSolidFillShader::create(GraphicsContext3D* context, 36 LoopBlinnShader::Region region, 37 Shader::AntialiasType antialiasType) 38{ 39 VertexType type = (region == Interior) ? LoopBlinnInterior : LoopBlinnExterior; 40 unsigned program = loadProgram(context, 41 generateVertex(type, SolidFill), 42 generateFragment(type, SolidFill, antialiasType)); 43 if (!program) 44 return nullptr; 45 return adoptPtr(new LoopBlinnSolidFillShader(context, program)); 46} 47 48LoopBlinnSolidFillShader::LoopBlinnSolidFillShader(GraphicsContext3D* context, unsigned program) 49 : LoopBlinnShader(context, program) 50{ 51 m_colorLocation = context->getUniformLocation(program, "color"); 52} 53 54void LoopBlinnSolidFillShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform, const Color& color) 55{ 56 LoopBlinnShader::use(vertexOffset, klmOffset, transform); 57 58 float rgba[4]; 59 color.getRGBA(rgba[0], rgba[1], rgba[2], rgba[3]); 60 m_context->uniform4f(m_colorLocation, rgba[0] * rgba[3], rgba[1] * rgba[3], rgba[2] * rgba[3], rgba[3]); 61} 62 63} // namespace WebCore 64