// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "config.h" #if USE(ACCELERATED_COMPOSITING) #include "GeometryBinding.h" #include "CCRendererGL.h" // For the GLC() macro. #include "GraphicsContext3D.h" #include namespace cc { GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const FloatRect& quadVertexRect) : m_context(context) , m_quadVerticesVbo(0) , m_quadElementsVbo(0) , m_initialized(false) { // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad. float vertices[] = { quadVertexRect.x(), quadVertexRect.maxY(), 0.0f, 0.0f, 1.0f, quadVertexRect.x(), quadVertexRect.y(), 0.0f, 0.0f, 0.0f, quadVertexRect.maxX(), quadVertexRect.y(), 0.0f, 1.0f, 0.0f, quadVertexRect.maxX(), quadVertexRect.maxY(), 0.0f, 1.0f, 1.0f }; uint16_t indices[] = { 0, 1, 2, 0, 2, 3, // The two triangles that make up the layer quad. 0, 1, 2, 3}; // A line path for drawing the layer border. GLC(m_context, m_quadVerticesVbo = m_context->createBuffer()); GLC(m_context, m_quadElementsVbo = m_context->createBuffer()); GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, m_quadVerticesVbo)); GLC(m_context, m_context->bufferData(GraphicsContext3D::ARRAY_BUFFER, sizeof(vertices), vertices, GraphicsContext3D::STATIC_DRAW)); GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ELEMENT_ARRAY_BUFFER, m_quadElementsVbo)); GLC(m_context, m_context->bufferData(GraphicsContext3D::ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GraphicsContext3D::STATIC_DRAW)); m_initialized = true; } GeometryBinding::~GeometryBinding() { GLC(m_context, m_context->deleteBuffer(m_quadVerticesVbo)); GLC(m_context, m_context->deleteBuffer(m_quadElementsVbo)); } void GeometryBinding::prepareForDraw() { GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, quadVerticesVbo())); GLC(m_context, m_context->bindBuffer(GraphicsContext3D::ELEMENT_ARRAY_BUFFER, quadElementsVbo())); unsigned offset = 0; GLC(m_context, m_context->vertexAttribPointer(positionAttribLocation(), 3, GraphicsContext3D::FLOAT, false, 5 * sizeof(float), offset)); offset += 3 * sizeof(float); GLC(m_context, m_context->vertexAttribPointer(texCoordAttribLocation(), 2, GraphicsContext3D::FLOAT, false, 5 * sizeof(float), offset)); GLC(m_context, m_context->enableVertexAttribArray(positionAttribLocation())); GLC(m_context, m_context->enableVertexAttribArray(texCoordAttribLocation())); } } // namespace cc #endif // USE(ACCELERATED_COMPOSITING)