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* Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* 1. Redistributions of source code must retain the above
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* copyright notice, this list of conditions and the following
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* 2. Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following
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* disclaimer in the documentation and/or other materials
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* provided with the distribution.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER “AS IS” AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
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* OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
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* TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
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* THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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#ifndef CustomFilterMesh_h
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#define CustomFilterMesh_h
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#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
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#include "CustomFilterOperation.h"
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#include "FloatRect.h"
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#include "GraphicsTypes3D.h"
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#include <wtf/RefCounted.h>
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class GraphicsContext3D;
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class CustomFilterMesh : public RefCounted<CustomFilterMesh> {
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static PassRefPtr<CustomFilterMesh> create(GraphicsContext3D* context, unsigned cols, unsigned rows, const FloatRect& meshBox, CustomFilterMeshType meshType)
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return adoptRef(new CustomFilterMesh(context, cols, rows, meshBox, meshType));
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Platform3DObject verticesBufferObject() const { return m_verticesBufferObject; }
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unsigned bytesPerVertex() const { return m_bytesPerVertex; }
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Platform3DObject elementsBufferObject() const { return m_elementsBufferObject; }
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unsigned indicesCount() const { return m_indicesCount; }
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const FloatRect& meshBox() const { return m_meshBox; }
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CustomFilterMeshType meshType() const { return m_meshType; }
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CustomFilterMesh(GraphicsContext3D*, unsigned cols, unsigned rows, const FloatRect& meshBox, CustomFilterMeshType);
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GraphicsContext3D* m_context;
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Platform3DObject m_verticesBufferObject;
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unsigned m_bytesPerVertex;
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Platform3DObject m_elementsBufferObject;
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unsigned m_indicesCount;
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CustomFilterMeshType m_meshType;
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} // namespace WebCore
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#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
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#endif // CustomFilterMesh_h