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* Copyright (C) 2011 Google Inc. 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 copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "LoopBlinnShader.h"
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#include "GraphicsContext3D.h"
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LoopBlinnShader::LoopBlinnShader(GraphicsContext3D* context, unsigned program)
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: Shader(context, program)
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m_worldViewProjectionLocation = context->getUniformLocation(program, "worldViewProjection");
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m_positionLocation = context->getAttribLocation(program, "position");
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m_klmLocation = context->getAttribLocation(program, "klm");
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void LoopBlinnShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform)
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m_context->useProgram(m_program);
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affineTo4x4(transform, matrix);
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m_context->uniformMatrix4fv(m_worldViewProjectionLocation, false /*transpose*/, matrix, 1 /*count*/);
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m_context->vertexAttribPointer(m_positionLocation, 2, GraphicsContext3D::FLOAT, false, 0, vertexOffset);
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m_context->enableVertexAttribArray(m_positionLocation);
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if (m_klmLocation != -1) {
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m_context->vertexAttribPointer(m_klmLocation, 3, GraphicsContext3D::FLOAT, false, 0, klmOffset);
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m_context->enableVertexAttribArray(m_klmLocation);
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} // namespace WebCore