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