/*
* 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 "GrGLSLPrimitiveProcessor.h"
#include "GrCoordTransform.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
SkMatrix GrGLSLPrimitiveProcessor::GetTransformMatrix(const SkMatrix& localMatrix,
const GrCoordTransform& coordTransform) {
SkMatrix combined;
combined.setConcat(coordTransform.getMatrix(), localMatrix);
if (coordTransform.normalize()) {
SkASSERT(coordTransform.texture());
combined.postIDiv(coordTransform.texture()->width(), coordTransform.texture()->height());
}
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 GrGLSLPrimitiveProcessor::setupUniformColor(GrGLSLPPFragmentBuilder* fragBuilder,
GrGLSLUniformHandler* uniformHandler,
const char* outputName,
UniformHandle* colorUniform) {
SkASSERT(colorUniform);
const char* stagedLocalVarName;
*colorUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec4f_GrSLType,
kDefault_GrSLPrecision,
"Color",
&stagedLocalVarName);
fragBuilder->codeAppendf("%s = %s;", outputName, stagedLocalVarName);
}
//////////////////////////////////////////////////////////////////////////////
const GrCoordTransform* GrGLSLPrimitiveProcessor::FPCoordTransformHandler::nextCoordTransform() {
#ifdef SK_DEBUG
SkASSERT(nullptr == fCurr || fAddedCoord);
fAddedCoord = false;
fCurr = fIter.next();
return fCurr;
#else
return fIter.next();
#endif
}