Esempio n. 1
0
void CCRenderSurface::drawSurface(LayerRendererChromium* layerRenderer, CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform, const TransformationMatrix& deviceTransform, const CCLayerQuad& deviceRect, const CCLayerQuad& layerQuad, int contentsTextureId, const T* program, int shaderMaskSamplerLocation, int shaderQuadLocation, int shaderEdgeLocation)
{
    GraphicsContext3D* context3D = layerRenderer->context();

    context3D->makeContextCurrent();
    GLC(context3D, context3D->useProgram(program->program()));

    GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE0));
    GLC(context3D, context3D->uniform1i(program->fragmentShader().samplerLocation(), 0));
    context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, contentsTextureId);

    if (shaderMaskSamplerLocation != -1) {
        GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE1));
        GLC(context3D, context3D->uniform1i(shaderMaskSamplerLocation, 1));
        maskLayer->bindContentsTexture(layerRenderer);
        GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE0));
    }

    if (shaderEdgeLocation != -1) {
        float edge[24];
        layerQuad.toFloatArray(edge);
        deviceRect.toFloatArray(&edge[12]);
        GLC(context3D, context3D->uniform3fv(shaderEdgeLocation, 8, edge));
    }

    // Map device space quad to layer space.
    FloatQuad quad = deviceTransform.inverse().mapQuad(layerQuad.floatQuad());

    layerRenderer->drawTexturedQuad(drawTransform, m_contentRect.width(), m_contentRect.height(), m_drawOpacity, quad,
                                    program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation(), shaderQuadLocation);
}
Esempio n. 2
0
void CCRenderSurface::drawLayer(LayerRendererChromium* layerRenderer, CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform, int contentsTextureId)
{
    TransformationMatrix deviceMatrix = computeDeviceTransform(layerRenderer, drawTransform);

    // Can only draw surface if device matrix is invertible.
    if (!deviceMatrix.isInvertible())
        return;

    // Draw the background texture if there is one.
    if (m_backgroundTexture && m_backgroundTexture->isReserved())
        copyTextureToFramebuffer(layerRenderer, m_backgroundTexture->textureId(), m_contentRect.size(), drawTransform);

    FloatQuad quad = deviceMatrix.mapQuad(layerRenderer->sharedGeometryQuad());
    CCLayerQuad deviceRect = CCLayerQuad(FloatQuad(quad.boundingBox()));
    CCLayerQuad layerQuad = CCLayerQuad(quad);

    // Use anti-aliasing programs only when necessary.
    bool useAA = (!quad.isRectilinear() || !quad.boundingBox().isExpressibleAsIntRect());

    if (useAA) {
        deviceRect.inflateAntiAliasingDistance();
        layerQuad.inflateAntiAliasingDistance();
    }

    bool useMask = false;
    if (maskLayer && maskLayer->drawsContent())
        if (!maskLayer->bounds().isEmpty())
            useMask = true;

    // FIXME: pass in backgroundTextureId and blend the background in with this draw instead of having a separate drawBackground() pass.

    if (useMask) {
        if (useAA) {
            const LayerRendererChromium::RenderSurfaceMaskProgramAA* program = layerRenderer->renderSurfaceMaskProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, program->fragmentShader().maskSamplerLocation(), program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const LayerRendererChromium::RenderSurfaceMaskProgram* program = layerRenderer->renderSurfaceMaskProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, program->fragmentShader().maskSamplerLocation(), -1, -1);
        }
    } else {
        if (useAA) {
            const LayerRendererChromium::RenderSurfaceProgramAA* program = layerRenderer->renderSurfaceProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, -1, program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const LayerRendererChromium::RenderSurfaceProgram* program = layerRenderer->renderSurfaceProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, deviceRect, layerQuad, contentsTextureId, program, -1, -1, -1);
        }
    }
}
Esempio n. 3
0
void CCRenderSurface::drawLayer(LayerRendererChromium* layerRenderer, CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform)
{
    TransformationMatrix renderMatrix = drawTransform;
    // Apply a scaling factor to size the quad from 1x1 to its intended size.
    renderMatrix.scale3d(m_contentRect.width(), m_contentRect.height(), 1);

    TransformationMatrix deviceMatrix = TransformationMatrix(layerRenderer->windowMatrix() * layerRenderer->projectionMatrix() * renderMatrix).to2dTransform();

    // Can only draw surface if device matrix is invertible.
    if (!deviceMatrix.isInvertible())
        return;

    FloatQuad quad = deviceMatrix.mapQuad(layerRenderer->sharedGeometryQuad());
    CCLayerQuad layerQuad = CCLayerQuad(quad);

#if defined(OS_CHROMEOS)
    // FIXME: Disable anti-aliasing to workaround broken driver.
    bool useAA = false;
#else
    // Use anti-aliasing programs only when necessary.
    bool useAA = (!quad.isRectilinear() || !quad.boundingBox().isExpressibleAsIntRect());
#endif

    if (useAA)
        layerQuad.inflateAntiAliasingDistance();

    bool useMask = false;
    if (maskLayer && maskLayer->drawsContent())
        if (!maskLayer->bounds().isEmpty())
            useMask = true;

    if (useMask) {
        if (useAA) {
            const MaskProgramAA* program = layerRenderer->renderSurfaceMaskProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, program->fragmentShader().maskSamplerLocation(), program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const MaskProgram* program = layerRenderer->renderSurfaceMaskProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, program->fragmentShader().maskSamplerLocation(), -1, -1);
        }
    } else {
        if (useAA) {
            const ProgramAA* program = layerRenderer->renderSurfaceProgramAA();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, -1, program->vertexShader().pointLocation(), program->fragmentShader().edgeLocation());
        } else {
            const Program* program = layerRenderer->renderSurfaceProgram();
            drawSurface(layerRenderer, maskLayer, drawTransform, deviceMatrix, layerQuad, program, -1, -1, -1);
        }
    }
}