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Issue 11570027: Adding support for per vertex opacity on textured layer (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: rebased Created 8 years ago
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1 // Copyright 2011 The Chromium Authors. All rights reserved. 1 // Copyright 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "cc/shader.h" 5 #include "cc/shader.h"
6 6
7 #include "base/basictypes.h" 7 #include "base/basictypes.h"
8 #include "base/logging.h" 8 #include "base/logging.h"
9 #include <public/WebGraphicsContext3D.h> 9 #include <public/WebGraphicsContext3D.h>
10 10
(...skipping 118 matching lines...) Expand 10 before | Expand all | Expand 10 after
129 void main() 129 void main()
130 { 130 {
131 gl_Position = matrix * a_position; 131 gl_Position = matrix * a_position;
132 } 132 }
133 ); 133 );
134 } 134 }
135 135
136 VertexShaderPosTexTransform::VertexShaderPosTexTransform() 136 VertexShaderPosTexTransform::VertexShaderPosTexTransform()
137 : m_matrixLocation(-1) 137 : m_matrixLocation(-1)
138 , m_texTransformLocation(-1) 138 , m_texTransformLocation(-1)
139 , m_vertexOpacityLocation(-1)
139 { 140 {
140 } 141 }
141 142
142 void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned p rogram, bool usingBindUniform, int* baseUniformIndex) 143 void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned p rogram, bool usingBindUniform, int* baseUniformIndex)
143 { 144 {
144 static const char* shaderUniforms[] = { 145 static const char* shaderUniforms[] = {
145 "matrix", 146 "matrix",
146 "texTransform", 147 "texTransform",
148 "opacity",
147 }; 149 };
148 int locations[2]; 150 int locations[3];
149 151
150 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; 152 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ;
151 153
152 m_matrixLocation = locations[0]; 154 m_matrixLocation = locations[0];
153 m_texTransformLocation = locations[1]; 155 m_texTransformLocation = locations[1];
154 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1); 156 m_vertexOpacityLocation = locations[2];
157 DCHECK(m_matrixLocation != -1 && m_texTransformLocation != -1 && m_vertexOpa cityLocation != -1);
155 } 158 }
156 159
157 std::string VertexShaderPosTexTransform::getShaderString() const 160 std::string VertexShaderPosTexTransform::getShaderString() const
158 { 161 {
159 return SHADER( 162 return SHADER(
160 attribute vec4 a_position; 163 attribute vec4 a_position;
161 attribute vec2 a_texCoord; 164 attribute vec2 a_texCoord;
162 attribute float a_index; 165 attribute float a_index;
163 uniform mat4 matrix[8]; 166 uniform mat4 matrix[8];
164 uniform vec4 texTransform[8]; 167 uniform vec4 texTransform[8];
168 uniform float opacity[32];
165 varying vec2 v_texCoord; 169 varying vec2 v_texCoord;
170 varying float v_alpha;
166 void main() 171 void main()
167 { 172 {
168 gl_Position = matrix[int(a_index)] * a_position; 173 gl_Position = matrix[int(a_index * 0.25)] * a_position;
169 v_texCoord = a_texCoord * texTransform[int(a_index)].zw + texTransfo rm[int(a_index)].xy; 174 vec4 texTrans = texTransform[int(a_index * 0.25)];
175 v_texCoord = a_texCoord * texTrans.zw + texTrans.xy;
176 v_alpha = opacity[int(a_index)];
170 } 177 }
171 ); 178 );
172 } 179 }
173 180
174 std::string VertexShaderPosTexIdentity::getShaderString() const 181 std::string VertexShaderPosTexIdentity::getShaderString() const
175 { 182 {
176 return SHADER( 183 return SHADER(
177 attribute vec4 a_position; 184 attribute vec4 a_position;
178 varying vec2 v_texCoord; 185 varying vec2 v_texCoord;
179 void main() 186 void main()
(...skipping 169 matching lines...) Expand 10 before | Expand all | Expand 10 after
349 "s_texture", 356 "s_texture",
350 }; 357 };
351 int locations[1]; 358 int locations[1];
352 359
353 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ; 360 getProgramUniformLocations(context, program, shaderUniforms, arraysize(shade rUniforms), arraysize(locations), locations, usingBindUniform, baseUniformIndex) ;
354 361
355 m_samplerLocation = locations[0]; 362 m_samplerLocation = locations[0];
356 DCHECK(m_samplerLocation != -1); 363 DCHECK(m_samplerLocation != -1);
357 } 364 }
358 365
359 std::string FragmentShaderRGBATexFlipAlpha::getShaderString() const 366 std::string FragmentShaderRGBATexFlipVaryingAlpha::getShaderString() const
360 { 367 {
361 return SHADER( 368 return SHADER(
362 precision mediump float; 369 precision mediump float;
363 varying vec2 v_texCoord; 370 varying vec2 v_texCoord;
371 varying float v_alpha;
364 uniform sampler2D s_texture; 372 uniform sampler2D s_texture;
365 uniform float alpha;
366 void main() 373 void main()
367 { 374 {
368 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texC oord.y)); 375 vec4 texColor = texture2D(s_texture, vec2(v_texCoord.x, 1.0 - v_texC oord.y));
369 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * alpha; 376 gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColor.w) * v_alpha;
370 } 377 }
371 ); 378 );
372 } 379 }
373 380
374 bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne d program, bool usingBindUniform, int* baseUniformIndex) 381 bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne d program, bool usingBindUniform, int* baseUniformIndex)
375 { 382 {
376 static const char* shaderUniforms[] = { 383 static const char* shaderUniforms[] = {
377 "s_texture", 384 "s_texture",
378 }; 385 };
379 int locations[1]; 386 int locations[1];
(...skipping 26 matching lines...) Expand all
406 uniform sampler2D s_texture; 413 uniform sampler2D s_texture;
407 uniform float alpha; 414 uniform float alpha;
408 void main() 415 void main()
409 { 416 {
410 vec4 texColor = texture2D(s_texture, v_texCoord); 417 vec4 texColor = texture2D(s_texture, v_texCoord);
411 gl_FragColor = texColor * alpha; 418 gl_FragColor = texColor * alpha;
412 } 419 }
413 ); 420 );
414 } 421 }
415 422
416 std::string FragmentShaderRGBATexRectFlipAlpha::getShaderString() const 423 std::string FragmentShaderRGBATexVaryingAlpha::getShaderString() const
424 {
425 return SHADER(
426 precision mediump float;
427 varying vec2 v_texCoord;
428 varying float v_alpha;
429 uniform sampler2D s_texture;
430 void main()
431 {
432 vec4 texColor = texture2D(s_texture, v_texCoord);
433 gl_FragColor = texColor * v_alpha;
434 }
435 );
436 }
437
438 std::string FragmentShaderRGBATexRectFlipVaryingAlpha::getShaderString() const
417 { 439 {
418 // This must be paired with VertexShaderPosTexTransform to pick up the texTr ansform uniform. 440 // This must be paired with VertexShaderPosTexTransform to pick up the texTr ansform uniform.
419 // The necessary #extension preprocessing directive breaks the SHADER and SH ADER0 macros. 441 // The necessary #extension preprocessing directive breaks the SHADER and SH ADER0 macros.
420 return "#extension GL_ARB_texture_rectangle : require\n" 442 return "#extension GL_ARB_texture_rectangle : require\n"
421 "precision mediump float;\n" 443 "precision mediump float;\n"
422 "varying vec2 v_texCoord;\n" 444 "varying vec2 v_texCoord;\n"
445 "varying float v_alpha;\n"
423 "uniform vec4 texTransform;\n" 446 "uniform vec4 texTransform;\n"
424 "uniform sampler2DRect s_texture;\n" 447 "uniform sampler2DRect s_texture;\n"
425 "uniform float alpha;\n"
426 "void main()\n" 448 "void main()\n"
427 "{\n" 449 "{\n"
428 " vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, tex Transform.w - v_texCoord.y));\n" 450 " vec4 texColor = texture2DRect(s_texture, vec2(v_texCoord.x, tex Transform.w - v_texCoord.y));\n"
429 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColo r.w) * alpha;\n" 451 " gl_FragColor = vec4(texColor.x, texColor.y, texColor.z, texColo r.w) * v_alpha;\n"
430 "}\n"; 452 "}\n";
431 } 453 }
432 454
433 std::string FragmentShaderRGBATexRectAlpha::getShaderString() const 455 std::string FragmentShaderRGBATexRectVaryingAlpha::getShaderString() const
434 { 456 {
435 return "#extension GL_ARB_texture_rectangle : require\n" 457 return "#extension GL_ARB_texture_rectangle : require\n"
436 "precision mediump float;\n" 458 "precision mediump float;\n"
437 "varying vec2 v_texCoord;\n" 459 "varying vec2 v_texCoord;\n"
460 "varying float v_alpha;\n"
438 "uniform sampler2DRect s_texture;\n" 461 "uniform sampler2DRect s_texture;\n"
439 "uniform float alpha;\n"
440 "void main()\n" 462 "void main()\n"
441 "{\n" 463 "{\n"
442 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n" 464 " vec4 texColor = texture2DRect(s_texture, v_texCoord);\n"
443 " gl_FragColor = texColor * alpha;\n" 465 " gl_FragColor = texColor * v_alpha;\n"
444 "}\n"; 466 "}\n";
445 } 467 }
446 468
447 std::string FragmentShaderRGBATexOpaque::getShaderString() const 469 std::string FragmentShaderRGBATexOpaque::getShaderString() const
448 { 470 {
449 return SHADER( 471 return SHADER(
450 precision mediump float; 472 precision mediump float;
451 varying vec2 v_texCoord; 473 varying vec2 v_texCoord;
452 uniform sampler2D s_texture; 474 uniform sampler2D s_texture;
453 void main() 475 void main()
(...skipping 420 matching lines...) Expand 10 before | Expand all | Expand 10 after
874 vec4 color2 = color; 896 vec4 color2 = color;
875 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy; 897 vec2 texCoord = clamp(v_texCoord, 0.0, 1.0) * texTransform.zw + texT ransform.xy;
876 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0); 898 vec2 coord = mod(floor(texCoord * frequency * 2.0), 2.0);
877 float picker = abs(coord.x - coord.y); 899 float picker = abs(coord.x - coord.y);
878 gl_FragColor = mix(color1, color2, picker) * alpha; 900 gl_FragColor = mix(color1, color2, picker) * alpha;
879 } 901 }
880 ); 902 );
881 } 903 }
882 904
883 } // namespace cc 905 } // namespace cc
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