| // 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 "egl/generated_shader_impl.h" |
| #include "starboard/memory.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace egl { |
| |
| namespace { |
| const int kVertexCount = 10; |
| } |
| |
| 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) |
| : DrawObject(base_state), |
| inner_rect_(inner_rect), |
| outer_rect_(outer_rect), |
| include_scissor_(include_scissor), |
| vertex_buffer_(nullptr) { |
| color_ = GetGLRGBA(color * base_state_.opacity); |
| graphics_state->ReserveVertexData(kVertexCount * sizeof(VertexAttributes)); |
| } |
| |
| void DrawRectShadowSpread::ExecuteUpdateVertexBuffer( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| // Draw the box shadow's spread. This is a triangle strip covering the area |
| // between outer rect and inner rect. |
| VertexAttributes attributes[kVertexCount]; |
| SetVertex(&attributes[0], outer_rect_.x(), outer_rect_.y()); |
| SetVertex(&attributes[1], inner_rect_.x(), inner_rect_.y()); |
| SetVertex(&attributes[2], outer_rect_.right(), outer_rect_.y()); |
| SetVertex(&attributes[3], inner_rect_.right(), inner_rect_.y()); |
| SetVertex(&attributes[4], outer_rect_.right(), outer_rect_.bottom()); |
| SetVertex(&attributes[5], inner_rect_.right(), inner_rect_.bottom()); |
| SetVertex(&attributes[6], outer_rect_.x(), outer_rect_.bottom()); |
| SetVertex(&attributes[7], inner_rect_.x(), inner_rect_.bottom()); |
| SetVertex(&attributes[8], outer_rect_.x(), outer_rect_.y()); |
| SetVertex(&attributes[9], inner_rect_.x(), inner_rect_.y()); |
| |
| vertex_buffer_ = graphics_state->AllocateVertexData(sizeof(attributes)); |
| SbMemoryCopy(vertex_buffer_, attributes, sizeof(attributes)); |
| } |
| |
| void DrawRectShadowSpread::ExecuteRasterize( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| ShaderProgram<ShaderVertexColorOffset, |
| ShaderFragmentColorInclude>* program; |
| program_manager->GetProgram(&program); |
| graphics_state->UseProgram(program->GetHandle()); |
| graphics_state->UpdateClipAdjustment( |
| program->GetVertexShader().u_clip_adjustment()); |
| graphics_state->UpdateTransformMatrix( |
| program->GetVertexShader().u_view_matrix(), |
| base_state_.transform); |
| graphics_state->Scissor(base_state_.scissor.x(), base_state_.scissor.y(), |
| base_state_.scissor.width(), base_state_.scissor.height()); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_position(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, position)); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_color(), 4, GL_UNSIGNED_BYTE, GL_TRUE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, color)); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_offset(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, offset)); |
| graphics_state->VertexAttribFinish(); |
| |
| float include[4] = { |
| include_scissor_.x(), |
| include_scissor_.y(), |
| include_scissor_.right(), |
| include_scissor_.bottom() |
| }; |
| GL_CALL(glUniform4fv(program->GetFragmentShader().u_include(), 1, include)); |
| |
| GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount)); |
| } |
| |
| base::TypeId DrawRectShadowSpread::GetTypeId() const { |
| return ShaderProgram<ShaderVertexColorOffset, |
| ShaderFragmentColorInclude>::GetTypeId(); |
| } |
| |
| void DrawRectShadowSpread::SetVertex(VertexAttributes* vertex, |
| float x, float y) { |
| vertex->position[0] = x; |
| vertex->position[1] = y; |
| vertex->offset[0] = x; |
| vertex->offset[1] = y; |
| vertex->color = color_; |
| } |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |