11 Commits

Author SHA1 Message Date
Romain Guy
a9489274d6 Add the ability to specify the opacity of a TextureView
TextureView assumes its content is opaque by default.

Change-Id: Iba873423566a5b67c388081838bd910dceba32ba
2011-06-22 20:58:11 -07:00
Romain Guy
77a811610f Add TextureView.getBitmap()
This API can be used to get a Bitmap copy of the content of a
TextureView.

Change-Id: I07522216c353720fba5cab333174f58f484eb911
2011-06-14 17:06:53 -07:00
Romain Guy
8f0095cd33 Allows to render with an OpenGL context inside a TextureView.
Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
2011-05-02 18:32:29 -07:00
Romain Guy
aa6c24c21c New widget: TextureView
Bug #4343984

TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.

The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.

For instance, to render the camera preview at 50% opacity,
all you need to do is the following:

mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();

TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.

Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
2011-04-28 18:46:19 -07:00
Romain Guy
7d7b5490a0 Enable partial invalidates when rendering with OpenGL.
Change-Id: Ie8be06c4776b815e8737753eb8003b4fd8936130
2011-01-24 18:39:56 -08:00
Romain Guy
42f3a4b7c3 Make embedded hardware layers work.
Bug #3369474

Change-Id: Ib6d7fb44eedda9dc2933b5e1b176f307968af91d
2011-01-19 13:42:26 -08:00
Romain Guy
f219da5e32 Don't blend transparent pixels when rendering layers.
With this change, the rendere keeps track of what regions are rendered into
and generates a mesh that matches these regions exactly. The mesh is used
to composite the layer on screen.

Change-Id: I1f342576b9134fb29caff7fb8f4c1da179fe956d
2011-01-16 12:54:25 -08:00
Romain Guy
ada830f639 Cleanup implementation of hardware layers.
The new implementation relies on OpenGLRenderer's existing layer
code instead of duplicating it. The new code is much cleaner, with
simpler and better APIs and allows tracking of drawn regions inside
layers. Region tracking is not yet enabled but this will be done
in a future CL.

Change-Id: Ie826121a2227de8252c77b992a61218defea5143
2011-01-13 12:13:20 -08:00
Romain Guy
1fc883b271 Add logging to the new layers API.
Change-Id: I78b9426eb17de3e775aca9fafe4a50bd9c0785c4
2011-01-12 14:31:55 -08:00
Romain Guy
57066eb64c Cleanup GL objects on the correct thread.
Change-Id: Iddfea6e08a6591a4fab147151098ef27005f373d
2011-01-12 12:53:32 -08:00
Romain Guy
6c319ca127 Better backend for hardware layers.
With this new backend, a hardware layer is only recreated when
its associated view is udpated. This offers fast composition
in GL and fast update of the layer in GL as well.

Change-Id: I97c43a612f5955c6bf1c192c8ca4af10fdf1d076
2011-01-11 17:53:19 -08:00