コード例 #1
0
void GrGpuGLShaders::flushViewMatrix() {
    GrAssert(NULL != fCurrDrawState.fRenderTarget);
    GrMatrix m (
        GrIntToScalar(2) / fCurrDrawState.fRenderTarget->width(), 0, -GR_Scalar1,
        0,-GrIntToScalar(2) / fCurrDrawState.fRenderTarget->height(), GR_Scalar1,
        0, 0, GrMatrix::I()[8]);
    m.setConcat(m, fCurrDrawState.fViewMatrix);

    // ES doesn't allow you to pass true to the transpose param,
    // so do our own transpose
    GrScalar mt[]  = {
        m[GrMatrix::kScaleX],
        m[GrMatrix::kSkewY],
        m[GrMatrix::kPersp0],
        m[GrMatrix::kSkewX],
        m[GrMatrix::kScaleY],
        m[GrMatrix::kPersp1],
        m[GrMatrix::kTransX],
        m[GrMatrix::kTransY],
        m[GrMatrix::kPersp2]
    };
#if ATTRIBUTE_MATRIX
    GR_GL(VertexAttrib4fv(VIEWMAT_ATTR_LOCATION+0, mt+0));
    GR_GL(VertexAttrib4fv(VIEWMAT_ATTR_LOCATION+1, mt+3));
    GR_GL(VertexAttrib4fv(VIEWMAT_ATTR_LOCATION+2, mt+6));
#else
    GR_GL(UniformMatrix3fv(fProgramData->fUniLocations.fViewMatrixUni,1,false,mt));
#endif
}
コード例 #2
0
void GrGpuGLShaders::flushTextureMatrix(int stage) {
    GrAssert(NULL != fCurrDrawState.fTextures[stage]);

    GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[stage];

    GrMatrix m = getSamplerMatrix(stage);
    GrSamplerState::SampleMode mode = 
        fCurrDrawState.fSamplerStates[0].getSampleMode();
    AdjustTextureMatrix(texture, mode, &m);

    // ES doesn't allow you to pass true to the transpose param,
    // so do our own transpose
    GrScalar mt[]  = {
        m[GrMatrix::kScaleX],
        m[GrMatrix::kSkewY],
        m[GrMatrix::kPersp0],
        m[GrMatrix::kSkewX],
        m[GrMatrix::kScaleY],
        m[GrMatrix::kPersp1],
        m[GrMatrix::kTransX],
        m[GrMatrix::kTransY],
        m[GrMatrix::kPersp2]
    };
#if ATTRIBUTE_MATRIX
    GR_GL(VertexAttrib4fv(TEXMAT_ATTR_LOCATION(0)+0, mt+0));
    GR_GL(VertexAttrib4fv(TEXMAT_ATTR_LOCATION(0)+1, mt+3));
    GR_GL(VertexAttrib4fv(TEXMAT_ATTR_LOCATION(0)+2, mt+6));
#else
    GR_GL(UniformMatrix3fv(fProgramData->fUniLocations.fStages[stage].fTextureMatrixUni,
                           1, false, mt));
#endif
}
コード例 #3
0
ファイル: GrGpuGLShaders.cpp プロジェクト: Beifeng/WTL-DUI
void GrGpuGLShaders::flushViewMatrix() {
    const GrMatrix& vm = this->getDrawState().getViewMatrix();
    if (!fProgramData->fViewMatrix.cheapEqualTo(vm)) {

        const GrRenderTarget* rt = this->getDrawState().getRenderTarget();
        GrAssert(NULL != rt);
        GrMatrix m;
        m.setAll(
            GrIntToScalar(2) / rt->width(), 0, -GR_Scalar1,
            0,-GrIntToScalar(2) / rt->height(), GR_Scalar1,
            0, 0, GrMatrix::I()[8]);
        m.setConcat(m, vm);

        // ES doesn't allow you to pass true to the transpose param,
        // so do our own transpose
        GrGLfloat mt[]  = {
            GrScalarToFloat(m[GrMatrix::kMScaleX]),
            GrScalarToFloat(m[GrMatrix::kMSkewY]),
            GrScalarToFloat(m[GrMatrix::kMPersp0]),
            GrScalarToFloat(m[GrMatrix::kMSkewX]),
            GrScalarToFloat(m[GrMatrix::kMScaleY]),
            GrScalarToFloat(m[GrMatrix::kMPersp1]),
            GrScalarToFloat(m[GrMatrix::kMTransX]),
            GrScalarToFloat(m[GrMatrix::kMTransY]),
            GrScalarToFloat(m[GrMatrix::kMPersp2])
        };

        GrAssert(GrGLProgram::kUnusedUniform != 
                 fProgramData->fUniLocations.fViewMatrixUni);
        GL_CALL(UniformMatrix3fv(fProgramData->fUniLocations.fViewMatrixUni,
                                 1, false, mt));
        fProgramData->fViewMatrix = vm;
    }
}
コード例 #4
0
void GrGpuGLShaders::flushTextureMatrix(int s) {
    const GrGLint& uni = fProgramData->fUniLocations.fStages[s].fTextureMatrixUni;
    GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[s];
    if (NULL != texture) {
        if (GrGLProgram::kUnusedUniform != uni &&
            (((1 << s) & fDirtyFlags.fTextureChangedMask) ||
            getHWSamplerMatrix(s) != getSamplerMatrix(s))) {

            GrAssert(NULL != fCurrDrawState.fTextures[s]);

            GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[s];

            GrMatrix m = getSamplerMatrix(s);
            GrSamplerState::SampleMode mode = 
                fCurrDrawState.fSamplerStates[s].getSampleMode();
            AdjustTextureMatrix(texture, mode, &m);

            // ES doesn't allow you to pass true to the transpose param,
            // so do our own transpose
            GrGLfloat mt[]  = {
                GrScalarToFloat(m[GrMatrix::kMScaleX]),
                GrScalarToFloat(m[GrMatrix::kMSkewY]),
                GrScalarToFloat(m[GrMatrix::kMPersp0]),
                GrScalarToFloat(m[GrMatrix::kMSkewX]),
                GrScalarToFloat(m[GrMatrix::kMScaleY]),
                GrScalarToFloat(m[GrMatrix::kMPersp1]),
                GrScalarToFloat(m[GrMatrix::kMTransX]),
                GrScalarToFloat(m[GrMatrix::kMTransY]),
                GrScalarToFloat(m[GrMatrix::kMPersp2])
            };

            if (GrGLProgram::kSetAsAttribute ==
                fProgramData->fUniLocations.fStages[s].fTextureMatrixUni) {
                int baseIdx = GrGLProgram::TextureMatrixAttributeIdx(s);
                GL_CALL(VertexAttrib4fv(baseIdx + 0, mt+0));
                GL_CALL(VertexAttrib4fv(baseIdx + 1, mt+3));
                GL_CALL(VertexAttrib4fv(baseIdx + 2, mt+6));
            } else {
                GL_CALL(UniformMatrix3fv(uni, 1, false, mt));
            }
            recordHWSamplerMatrix(s, getSamplerMatrix(s));
        }
    }
}
コード例 #5
0
ファイル: GrGpuGLShaders.cpp プロジェクト: skaslev/XobotOS
void GrGpuGLShaders::flushViewMatrix() {
    const GrMatrix& vm = this->getDrawState().getViewMatrix();
    if (GrGpuGLShaders::getHWViewMatrix() != vm) {

        const GrRenderTarget* rt = this->getDrawState().getRenderTarget();
        GrAssert(NULL != rt);
        GrMatrix m;
        m.setAll(
            GrIntToScalar(2) / rt->width(), 0, -GR_Scalar1,
            0,-GrIntToScalar(2) / rt->height(), GR_Scalar1,
            0, 0, GrMatrix::I()[8]);
        m.setConcat(m, vm);

        // ES doesn't allow you to pass true to the transpose param,
        // so do our own transpose
        GrGLfloat mt[]  = {
            GrScalarToFloat(m[GrMatrix::kMScaleX]),
            GrScalarToFloat(m[GrMatrix::kMSkewY]),
            GrScalarToFloat(m[GrMatrix::kMPersp0]),
            GrScalarToFloat(m[GrMatrix::kMSkewX]),
            GrScalarToFloat(m[GrMatrix::kMScaleY]),
            GrScalarToFloat(m[GrMatrix::kMPersp1]),
            GrScalarToFloat(m[GrMatrix::kMTransX]),
            GrScalarToFloat(m[GrMatrix::kMTransY]),
            GrScalarToFloat(m[GrMatrix::kMPersp2])
        };

        if (GrGLProgram::kSetAsAttribute ==
                fProgramData->fUniLocations.fViewMatrixUni) {
            int baseIdx = GrGLProgram::ViewMatrixAttributeIdx();
            GL_CALL(VertexAttrib4fv(baseIdx + 0, mt+0));
            GL_CALL(VertexAttrib4fv(baseIdx + 1, mt+3));
            GL_CALL(VertexAttrib4fv(baseIdx + 2, mt+6));
        } else {
            GrAssert(GrGLProgram::kUnusedUniform !=
                     fProgramData->fUniLocations.fViewMatrixUni);
            GL_CALL(UniformMatrix3fv(fProgramData->fUniLocations.fViewMatrixUni,
                                     1, false, mt));
        }
        this->recordHWViewMatrix(vm);
    }
}
コード例 #6
0
ファイル: GrGpuGLShaders.cpp プロジェクト: Beifeng/WTL-DUI
void GrGpuGLShaders::flushTextureMatrix(int s) {
    const GrGLint& uni = fProgramData->fUniLocations.fStages[s].fTextureMatrixUni;
    const GrDrawState& drawState = this->getDrawState();
    const GrGLTexture* texture =
        static_cast<const GrGLTexture*>(drawState.getTexture(s));
    if (NULL != texture) {
        const GrMatrix& hwMatrix = fProgramData->fTextureMatrices[s];
        const GrMatrix& samplerMatrix = drawState.getSampler(s).getMatrix();
        if (GrGLProgram::kUnusedUniform != uni &&
            (((1 << s) & fDirtyFlags.fTextureChangedMask) ||
            !hwMatrix.cheapEqualTo(samplerMatrix))) {

            GrMatrix m = samplerMatrix;
            GrSamplerState::SampleMode mode =
                drawState.getSampler(s).getSampleMode();
            AdjustTextureMatrix(texture, mode, &m);

            // ES doesn't allow you to pass true to the transpose param,
            // so do our own transpose
            GrGLfloat mt[]  = {
                GrScalarToFloat(m[GrMatrix::kMScaleX]),
                GrScalarToFloat(m[GrMatrix::kMSkewY]),
                GrScalarToFloat(m[GrMatrix::kMPersp0]),
                GrScalarToFloat(m[GrMatrix::kMSkewX]),
                GrScalarToFloat(m[GrMatrix::kMScaleY]),
                GrScalarToFloat(m[GrMatrix::kMPersp1]),
                GrScalarToFloat(m[GrMatrix::kMTransX]),
                GrScalarToFloat(m[GrMatrix::kMTransY]),
                GrScalarToFloat(m[GrMatrix::kMPersp2])
            };

            GL_CALL(UniformMatrix3fv(uni, 1, false, mt));
            fProgramData->fTextureMatrices[s] = samplerMatrix;
        }
    }
}
コード例 #7
0
ファイル: gl3.cpp プロジェクト: arnochiu/OpenGLES-sim
GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
	CONTEXT_EXEC(UniformMatrix3fv(location, count, transpose, value));
}