CustomFilterRenderer.h [plain text]
#ifndef CustomFilterRenderer_h
#define CustomFilterRenderer_h
#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterConstants.h"
#include "CustomFilterParameterList.h"
#include "GraphicsTypes3D.h"
#include "IntSize.h"
#include <wtf/RefCounted.h>
#include <wtf/RefPtr.h>
namespace WebCore {
class CustomFilterArrayParameter;
class CustomFilterColorParameter;
class CustomFilterCompiledProgram;
class CustomFilterMesh;
class CustomFilterNumberParameter;
class CustomFilterTransformParameter;
class GraphicsContext3D;
class CustomFilterRenderer : public RefCounted<CustomFilterRenderer> {
public:
static PassRefPtr<CustomFilterRenderer> create(PassRefPtr<GraphicsContext3D>, CustomFilterProgramType, const CustomFilterParameterList&,
unsigned meshRows, unsigned meshColumns, CustomFilterMeshType);
~CustomFilterRenderer();
bool premultipliedAlpha() const;
bool programNeedsInputTexture() const;
bool prepareForDrawing();
void draw(Platform3DObject, const IntSize&);
CustomFilterCompiledProgram* compiledProgram() const { return m_compiledProgram.get(); }
void setCompiledProgram(PassRefPtr<CustomFilterCompiledProgram>);
private:
CustomFilterRenderer(PassRefPtr<GraphicsContext3D>, CustomFilterProgramType, const CustomFilterParameterList&,
unsigned meshRows, unsigned meshColumns, CustomFilterMeshType);
void initializeCompiledProgramIfNeeded();
void initializeMeshIfNeeded();
void bindVertexAttribute(int attributeLocation, unsigned size, unsigned offset);
void unbindVertexAttribute(int attributeLocation);
void bindProgramArrayParameters(int uniformLocation, CustomFilterArrayParameter*);
void bindProgramColorParameters(int uniformLocation, CustomFilterColorParameter*);
void bindProgramMatrixParameters(int uniformLocation, CustomFilterArrayParameter*);
void bindProgramNumberParameters(int uniformLocation, CustomFilterNumberParameter*);
void bindProgramTransformParameter(int uniformLocation, CustomFilterTransformParameter*);
void bindProgramParameters();
void bindProgramAndBuffers(Platform3DObject inputTexture);
void unbindVertexAttributes();
RefPtr<GraphicsContext3D> m_context;
RefPtr<CustomFilterCompiledProgram> m_compiledProgram;
CustomFilterProgramType m_programType;
RefPtr<CustomFilterMesh> m_mesh;
IntSize m_contextSize;
CustomFilterParameterList m_parameters;
unsigned m_meshRows;
unsigned m_meshColumns;
CustomFilterMeshType m_meshType;
};
}
#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#endif // CustomFilterRenderer_h