/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLPrimitiveProcessor.h" #include "builders/GrGLProgramBuilder.h" SkMatrix GrGLPrimitiveProcessor::GetTransformMatrix(const SkMatrix& localMatrix, const GrCoordTransform& coordTransform) { SkMatrix combined; // We only apply the localmatrix to localcoords if (kLocal_GrCoordSet == coordTransform.sourceCoords()) { combined.setConcat(coordTransform.getMatrix(), localMatrix); } else { combined = coordTransform.getMatrix(); } if (coordTransform.reverseY()) { // combined.postScale(1,-1); // combined.postTranslate(0,1); combined.set(SkMatrix::kMSkewY, combined[SkMatrix::kMPersp0] - combined[SkMatrix::kMSkewY]); combined.set(SkMatrix::kMScaleY, combined[SkMatrix::kMPersp1] - combined[SkMatrix::kMScaleY]); combined.set(SkMatrix::kMTransY, combined[SkMatrix::kMPersp2] - combined[SkMatrix::kMTransY]); } return combined; } void GrGLPrimitiveProcessor::setupColorPassThrough(GrGLGPBuilder* pb, GrGPInput inputType, const char* outputName, const GrGeometryProcessor::Attribute* colorAttr, UniformHandle* colorUniform) { GrGLGPFragmentBuilder* fs = pb->getFragmentShaderBuilder(); if (kUniform_GrGPInput == inputType) { SkASSERT(colorUniform); const char* stagedLocalVarName; *colorUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "Color", &stagedLocalVarName); fs->codeAppendf("%s = %s;", outputName, stagedLocalVarName); } else if (kAttribute_GrGPInput == inputType) { SkASSERT(colorAttr); pb->addPassThroughAttribute(colorAttr, outputName); } else if (kAllOnes_GrGPInput == inputType) { fs->codeAppendf("%s = vec4(1);", outputName); } } void GrGLPrimitiveProcessor::addUniformViewMatrix(GrGLGPBuilder* pb) { fViewMatrixUniform = pb->addUniform(GrGLProgramBuilder::kVertex_Visibility, kMat33f_GrSLType, kDefault_GrSLPrecision, "uViewM", &fViewMatrixName); } void GrGLPrimitiveProcessor::setUniformViewMatrix(const GrGLProgramDataManager& pdman, const SkMatrix& viewMatrix) { if (!viewMatrix.isIdentity() && !fViewMatrix.cheapEqualTo(viewMatrix)) { SkASSERT(fViewMatrixUniform.isValid()); fViewMatrix = viewMatrix; GrGLfloat viewMatrix[3 * 3]; GrGLGetMatrix<3>(viewMatrix, fViewMatrix); pdman.setMatrix3f(fViewMatrixUniform, viewMatrix); } }