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/*
* Copyright (c) 2010, 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
* OWNER OR 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"
#if ENABLE(ACCELERATED_2D_CANVAS)
#include "Shader.h"
#include "AffineTransform.h"
#include "GraphicsContext3D.h"
#include <wtf/text/CString.h>
#include <wtf/text/StringBuilder.h>
namespace WebCore {
// static
void Shader::affineTo3x3(const AffineTransform& transform, float mat[9])
{
mat[0] = transform.a();
mat[1] = transform.b();
mat[2] = 0.0f;
mat[3] = transform.c();
mat[4] = transform.d();
mat[5] = 0.0f;
mat[6] = transform.e();
mat[7] = transform.f();
mat[8] = 1.0f;
}
// static
void Shader::affineTo4x4(const AffineTransform& transform, float mat[16])
{
mat[0] = transform.a();
mat[1] = transform.b();
mat[2] = 0.0f;
mat[3] = 0.0f;
mat[4] = transform.c();
mat[5] = transform.d();
mat[6] = 0.0f;
mat[7] = 0.0f;
mat[8] = 0.0f;
mat[9] = 0.0f;
mat[10] = 1.0f;
mat[11] = 0.0f;
mat[12] = transform.e();
mat[13] = transform.f();
mat[14] = 0.0f;
mat[15] = 1.0f;
}
// static
unsigned Shader::loadShader(GraphicsContext3D* context, unsigned type, const String& shaderSource)
{
unsigned shader = context->createShader(type);
if (!shader)
return 0;
context->shaderSource(shader, shaderSource);
context->compileShader(shader);
int compileStatus = 0;
context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compileStatus);
if (!compileStatus) {
String infoLog = context->getShaderInfoLog(shader);
LOG_ERROR("%s", infoLog.utf8().data());
context->deleteShader(shader);
return 0;
}
return shader;
}
// static
unsigned Shader::loadProgram(GraphicsContext3D* context, const String& vertexShaderSource, const String& fragmentShaderSource)
{
unsigned vertexShader = loadShader(context, GraphicsContext3D::VERTEX_SHADER, vertexShaderSource);
if (!vertexShader)
return 0;
unsigned fragmentShader = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSource);
if (!fragmentShader)
return 0;
unsigned program = context->createProgram();
if (!program)
return 0;
context->attachShader(program, vertexShader);
context->attachShader(program, fragmentShader);
context->linkProgram(program);
int linkStatus = 0;
context->getProgramiv(program, GraphicsContext3D::LINK_STATUS, &linkStatus);
if (!linkStatus)
context->deleteProgram(program);
context->deleteShader(vertexShader);
context->deleteShader(fragmentShader);
return program;
}
Shader::Shader(GraphicsContext3D* context, unsigned program)
: m_context(context)
, m_program(program)
{
}
Shader::~Shader()
{
m_context->deleteProgram(m_program);
}
// static
String Shader::generateVertex(Shader::VertexType vertexType, Shader::FillType fillType)
{
StringBuilder builder;
switch (vertexType) {
case TwoDimensional:
builder.append(
"uniform mat3 matrix;\n"
"attribute vec2 position;\n");
break;
case LoopBlinnInterior:
builder.append(
"uniform mat4 worldViewProjection;\n"
"attribute vec2 position;\n");
break;
case LoopBlinnExterior:
builder.append(
"uniform mat4 worldViewProjection;\n"
"attribute vec2 position;\n"
"attribute vec3 klm;\n"
"varying vec3 v_klm;\n");
break;
}
if (fillType == TextureFill) {
builder.append(
"uniform mat3 texMatrix;\n"
"varying vec3 texCoord;\n");
}
builder.append(
"void main() {\n");
if (vertexType == TwoDimensional) {
builder.append(
"gl_Position = vec4(matrix * vec3(position, 1.0), 1.0);\n");
} else {
builder.append(
"gl_Position = worldViewProjection * vec4(position, 0.0, 1.0);\n");
if (vertexType == LoopBlinnExterior) {
builder.append(
"v_klm = klm;\n");
}
}
if (fillType == TextureFill) {
builder.append(
"texCoord = texMatrix * vec3(position, 1.0);\n");
}
builder.append(
"}\n");
return builder.toString();
}
// static
String Shader::generateFragment(Shader::VertexType vertexType, Shader::FillType fillType, Shader::AntialiasType antialiasType)
{
StringBuilder builder;
builder.append(
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n");
if (vertexType == LoopBlinnExterior) {
if (antialiasType == Antialiased) {
builder.append(
"#extension GL_OES_standard_derivatives : enable\n");
}
builder.append(
"varying vec3 v_klm;\n");
}
switch (fillType) {
case SolidFill:
builder.append(
"uniform vec4 color;\n");
break;
case TextureFill:
builder.append(
"uniform sampler2D sampler;\n"
"uniform float globalAlpha;\n"
"varying vec3 texCoord;\n");
break;
}
builder.append(
"void main() {\n");
if (vertexType != LoopBlinnExterior) {
builder.append(
"float alpha = 1.0;\n");
} else {
if (antialiasType == Antialiased) {
builder.append(
" // Gradients\n"
" vec3 px = dFdx(v_klm);\n"
" vec3 py = dFdy(v_klm);\n"
"\n"
" // Chain rule\n"
" float k2 = v_klm.x * v_klm.x;\n"
" float c = k2 * v_klm.x - v_klm.y * v_klm.z;\n"
" float k23 = 3.0 * k2;\n"
" float cx = k23 * px.x - v_klm.z * px.y - v_klm.y * px.z;\n"
" float cy = k23 * py.x - v_klm.z * py.y - v_klm.y * py.z;\n"
"\n"
" // Signed distance\n"
" float sd = c / sqrt(cx * cx + cy * cy);\n"
"\n"
" // Linear alpha\n"
" // FIXME: figure out why this needs to be\n"
" // negated compared to the HLSL version, and also why\n"
" // we need an adjustment by +1.0 for it to look good.\n"
" // float alpha = clamp(0.5 - sd, 0.0, 1.0);\n"
" float alpha = clamp(sd + 0.5, 0.0, 1.0);\n");
} else {
builder.append(
" float t = v_klm.x * v_klm.x * v_klm.x - v_klm.y * v_klm.z;\n"
" float alpha = clamp(sign(t), 0.0, 1.0);\n");
}
}
switch (fillType) {
case SolidFill:
builder.append(
"gl_FragColor = color * alpha;\n");
break;
case TextureFill:
builder.append(
"gl_FragColor = texture2D(sampler, texCoord.xy) * alpha * globalAlpha;\n");
break;
}
builder.append(
"}\n");
return builder.toString();
}
} // namespace WebCore
#endif