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1 /* | 1 /* |
2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "GrGLGeometryProcessor.h" | 8 #include "GrGLGeometryProcessor.h" |
9 | 9 |
10 #include "builders/GrGLProgramBuilder.h" | 10 #include "builders/GrGLProgramBuilder.h" |
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99 for (int t = 0; t < numTransforms; ++t) { | 99 for (int t = 0; t < numTransforms; ++t) { |
100 SkASSERT(procTransforms[t].fHandle.isValid()); | 100 SkASSERT(procTransforms[t].fHandle.isValid()); |
101 const SkMatrix& transform = GetTransformMatrix(primProc.localMatrix(), *
transforms[t]); | 101 const SkMatrix& transform = GetTransformMatrix(primProc.localMatrix(), *
transforms[t]); |
102 if (!procTransforms[t].fCurrentValue.cheapEqualTo(transform)) { | 102 if (!procTransforms[t].fCurrentValue.cheapEqualTo(transform)) { |
103 pdman.setSkMatrix(procTransforms[t].fHandle.convertToUniformHandle()
, transform); | 103 pdman.setSkMatrix(procTransforms[t].fHandle.convertToUniformHandle()
, transform); |
104 procTransforms[t].fCurrentValue = transform; | 104 procTransforms[t].fCurrentValue = transform; |
105 } | 105 } |
106 } | 106 } |
107 } | 107 } |
108 | 108 |
109 void GrGLGeometryProcessor::SetupPosition(GrGLVertexBuilder* vsBuilder, | 109 void GrGLGeometryProcessor::setupPosition(GrGLGPBuilder* pb, |
110 GrGPArgs* gpArgs, | 110 GrGPArgs* gpArgs, |
111 const char* posName, | 111 const char* posName, |
112 const SkMatrix& mat, | 112 const SkMatrix& mat) { |
113 const char* matName) { | 113 GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder(); |
114 if (mat.isIdentity()) { | 114 if (mat.isIdentity()) { |
115 gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); | 115 gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); |
116 | 116 |
117 vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), po
sName); | 117 vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), po
sName); |
118 } else if (!mat.hasPerspective()) { | 118 } else if (!mat.hasPerspective()) { |
| 119 this->addUniformViewMatrix(pb); |
119 gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); | 120 gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2"); |
120 | 121 |
121 vsBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));", | 122 vsBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));", |
122 gpArgs->fPositionVar.c_str(), matName, posName); | 123 gpArgs->fPositionVar.c_str(), this->uViewM(), pos
Name); |
123 } else { | 124 } else { |
| 125 this->addUniformViewMatrix(pb); |
124 gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3"); | 126 gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3"); |
125 | 127 |
126 vsBuilder->codeAppendf("vec3 %s = %s * vec3(%s, 1);", | 128 vsBuilder->codeAppendf("vec3 %s = %s * vec3(%s, 1);", |
127 gpArgs->fPositionVar.c_str(), matName, posName); | 129 gpArgs->fPositionVar.c_str(), this->uViewM(), pos
Name); |
128 } | 130 } |
129 } | 131 } |
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