| // Copyright 2017 Google Inc. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "cobalt/renderer/rasterizer/egl/draw_rect_shadow_spread.h" |
| |
| #include <GLES2/gl2.h> |
| |
| #include "cobalt/renderer/backend/egl/utils.h" |
| #include "starboard/log.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace egl { |
| |
| DrawRectShadowSpread::DrawRectShadowSpread(GraphicsState* graphics_state, |
| const BaseState& base_state, const math::RectF& inner_rect, |
| const math::RectF& outer_rect, const render_tree::ColorRGBA& color, |
| const math::RectF& include_scissor, const math::RectF& exclude_scissor) |
| : DrawDepthStencil(base_state) { |
| // Reserve space for the box shadow's spread and possible scissor rects. |
| attributes_.reserve(10 + MaxVertsNeededForStencil()); |
| |
| // Draw the box shadow's spread. This is a triangle strip covering the area |
| // between outer rect and inner rect. |
| uint32_t color32 = GetGLRGBA(color * base_state_.opacity); |
| AddVertex(outer_rect.x(), outer_rect.y(), color32); |
| AddVertex(inner_rect.x(), inner_rect.y(), color32); |
| AddVertex(outer_rect.right(), outer_rect.y(), color32); |
| AddVertex(inner_rect.right(), inner_rect.y(), color32); |
| AddVertex(outer_rect.right(), outer_rect.bottom(), color32); |
| AddVertex(inner_rect.right(), inner_rect.bottom(), color32); |
| AddVertex(outer_rect.x(), outer_rect.bottom(), color32); |
| AddVertex(inner_rect.x(), inner_rect.bottom(), color32); |
| AddVertex(outer_rect.x(), outer_rect.y(), color32); |
| AddVertex(inner_rect.x(), inner_rect.y(), color32); |
| |
| AddStencil(include_scissor, exclude_scissor); |
| |
| graphics_state->ReserveVertexData( |
| attributes_.size() * sizeof(VertexAttributes)); |
| } |
| |
| void DrawRectShadowSpread::ExecuteOnscreenRasterize( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| SetupShader(graphics_state, program_manager); |
| DrawStencil(graphics_state); |
| GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 10)); |
| UndoStencilState(graphics_state); |
| } |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |