glBufferData(GL_ARRAY_BUFFER, 2 * 4 * sizeof(GLfloat), coord, GL_STATIC_DRAW);
GLUtils::checkGlError("init");
+
+ memset(m_webViewMatrix, 0, sizeof(m_webViewMatrix));
}
void ShaderProgram::resetBlending()
// Drawing
/////////////////////////////////////////////////////////////////////////////////////////
-void ShaderProgram::setViewport(SkRect& viewport)
+void ShaderProgram::setViewport(SkRect& viewport, float scale)
{
TransformationMatrix ortho;
GLUtils::setOrthographicMatrix(ortho, viewport.fLeft, viewport.fTop,
viewport.fRight, viewport.fBottom, -1000, 1000);
m_projectionMatrix = ortho;
m_viewport = viewport;
+ m_currentScale = scale;
}
void ShaderProgram::setProjectionMatrix(SkRect& geometry, GLint projectionMatrixHandle)
translate.translate3d(geometry.fLeft, geometry.fTop, 0.0);
TransformationMatrix scale;
scale.scale3d(geometry.width(), geometry.height(), 1.0);
-
- TransformationMatrix total = m_projectionMatrix * translate * scale;
+ // Translate float* to TransformationMatrix
+ TransformationMatrix webViewTransformMatrix(
+ m_webViewMatrix[0], m_webViewMatrix[1], m_webViewMatrix[2], m_webViewMatrix[3],
+ m_webViewMatrix[4], m_webViewMatrix[5], m_webViewMatrix[6], m_webViewMatrix[7],
+ m_webViewMatrix[8], m_webViewMatrix[9], m_webViewMatrix[10], m_webViewMatrix[11],
+ m_webViewMatrix[12], m_webViewMatrix[13], m_webViewMatrix[14], m_webViewMatrix[15] );
+
+
+ TransformationMatrix reposition;
+ // After the webViewTranform, we need to reposition the rect to match our viewport.
+ reposition.translate3d(-m_webViewRect.x(), -m_webViewRect.y() - m_titleBarHeight, 0);
+ reposition.translate3d(m_viewport.fLeft * m_currentScale, m_viewport.fTop * m_currentScale, 0);
+
+ // Basically, the webViewTransformMatrix should apply on the screen resolution.
+ // So we start by doing the scale and translate to get each tile into screen coordinates.
+ // After applying the webViewTransformMatrix, b/c the way it currently set up
+ // for scroll and titlebar, we need to offset both of them.
+ // Finally, map everything back to (-1, 1) by using the m_projectionMatrix.
+ // TODO: Given that webViewTransformMatrix contains most of the tranformation
+ // information, we should be able to get rid of some parameter we got from
+ // Java side and simplify our code.
+ TransformationMatrix total =
+ m_projectionMatrix * reposition * webViewTransformMatrix * translate * scale;
GLfloat projectionMatrix[16];
GLUtils::toGLMatrix(projectionMatrix, total);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
+void ShaderProgram::setWebViewMatrix(float* matrix)
+{
+ if (matrix)
+ memcpy(m_webViewMatrix, matrix, sizeof(m_webViewMatrix));
+}
+
} // namespace WebCore
#endif // USE(ACCELERATED_COMPOSITING)