blob: 364e6c805d656bb395aafc2ba3b9ba84ebcd40c4 [file] [log] [blame]
/*
* Copyright (C) 2011 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "LoopBlinnShader.h"
#include "GraphicsContext3D.h"
namespace WebCore {
LoopBlinnShader::LoopBlinnShader(GraphicsContext3D* context, unsigned program)
: Shader(context, program)
{
m_worldViewProjectionLocation = context->getUniformLocation(program, "worldViewProjection");
m_positionLocation = context->getAttribLocation(program, "position");
m_klmLocation = context->getAttribLocation(program, "klm");
}
void LoopBlinnShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform)
{
m_context->useProgram(m_program);
float matrix[16];
affineTo4x4(transform, matrix);
m_context->uniformMatrix4fv(m_worldViewProjectionLocation, false /*transpose*/, matrix, 1 /*count*/);
m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, vertexOffset);
m_context->enableVertexAttribArray(m_positionLocation);
if (m_klmLocation != -1) {
m_context->vertexAttribPointer(m_klmLocation, 3, GraphicsContext3D::FLOAT, false, 0, klmOffset);
m_context->enableVertexAttribArray(m_klmLocation);
}
}
} // namespace WebCore