blob: d719774a6623a02145b637fd150b58e79e0f3f65 [file] [log] [blame]
/*
* 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::setupUniformColor(GrGLGPBuilder* pb,
const char* outputName,
UniformHandle* colorUniform) {
GrGLFragmentBuilder* fs = pb->getFragmentShaderBuilder();
SkASSERT(colorUniform);
const char* stagedLocalVarName;
*colorUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kVec4f_GrSLType,
kDefault_GrSLPrecision,
"Color",
&stagedLocalVarName);
fs->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
}
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);
}
}