/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #define LOG_TAG "OpenGLRenderer" #include #include #include #include #include #include #include #include #include #include #include #include "OpenGLRenderer.h" #include "Matrix.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define SV(x, y) { { x, y } } #define FV(x, y, u, v) { { x, y }, { u, v } } /////////////////////////////////////////////////////////////////////////////// // Globals /////////////////////////////////////////////////////////////////////////////// const SimpleVertex gDrawColorVertices[] = { SV(0.0f, 0.0f), SV(1.0f, 0.0f), SV(0.0f, 1.0f), SV(1.0f, 1.0f) }; const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex); const GLsizei gDrawColorVertexCount = 4; const TextureVertex gDrawTextureVertices[] = { FV(0.0f, 0.0f, 0.0f, 1.0f), FV(1.0f, 0.0f, 1.0f, 1.0f), FV(0.0f, 1.0f, 0.0f, 0.0f), FV(1.0f, 1.0f, 1.0f, 0.0f) }; const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex); const GLsizei gDrawTextureVertexCount = 4; /////////////////////////////////////////////////////////////////////////////// // Shaders /////////////////////////////////////////////////////////////////////////////// #define SHADER_SOURCE(name, source) const char* name = #source #include "shaders/drawColor.vert" #include "shaders/drawColor.frag" #include "shaders/drawTexture.vert" #include "shaders/drawTexture.frag" Program::Program(const char* vertex, const char* fragment) { vertexShader = buildShader(vertex, GL_VERTEX_SHADER); fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); GLint status; glGetProgramiv(id, GL_LINK_STATUS, &status); if (status != GL_TRUE) { GLint infoLen = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char* log = (char*) malloc(sizeof(char) * infoLen); glGetProgramInfoLog(id, infoLen, 0, log); LOGE("Error while linking shaders: %s", log); delete log; } glDeleteProgram(id); } } Program::~Program() { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } void Program::use() { glUseProgram(id); } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(id, name); attributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { return attributes.valueFor(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(id, name); uniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { return uniforms.valueFor(name); } GLuint Program::buildShader(const char* source, GLenum type) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, 0); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { // Some drivers return wrong values for GL_INFO_LOG_LENGTH // use a fixed size instead GLchar log[512]; glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); LOGE("Error while compiling shader: %s", log); glDeleteShader(shader); } return shader; } DrawColorProgram::DrawColorProgram(): Program(gDrawColorVertexShader, gDrawColorFragmentShader) { getAttribsAndUniforms(); } DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment): Program(vertex, fragment) { getAttribsAndUniforms(); } void DrawColorProgram::getAttribsAndUniforms() { position = addAttrib("position"); color = addAttrib("color"); projection = addUniform("projection"); modelView = addUniform("modelView"); transform = addUniform("transform"); } void DrawColorProgram::use(const GLfloat* projectionMatrix, const GLfloat* modelViewMatrix, const GLfloat* transformMatrix) { Program::use(); glUniformMatrix4fv(projection, 1, GL_FALSE, projectionMatrix); glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewMatrix); glUniformMatrix4fv(transform, 1, GL_FALSE, transformMatrix); } DrawTextureProgram::DrawTextureProgram(): DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) { texCoords = addAttrib("texCoords"); sampler = addUniform("sampler"); } /////////////////////////////////////////////////////////////////////////////// // Support /////////////////////////////////////////////////////////////////////////////// const Rect& Snapshot::getMappedClip() { if (flags & kFlagDirtyTransform) { flags &= ~kFlagDirtyTransform; mappedClip.set(clipRect); transform.mapRect(mappedClip); } return mappedClip; } /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// OpenGLRenderer::OpenGLRenderer() { LOGD("Create OpenGLRenderer"); mDrawColorShader = new DrawColorProgram; mDrawTextureShader = new DrawTextureProgram; } OpenGLRenderer::~OpenGLRenderer() { LOGD("Destroy OpenGLRenderer"); } /////////////////////////////////////////////////////////////////////////////// // Setup /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::setViewport(int width, int height) { glViewport(0, 0, width, height); mat4 ortho; ortho.loadOrtho(0, width, height, 0, -1, 1); ortho.copyTo(mOrthoMatrix); mWidth = width; mHeight = height; } void OpenGLRenderer::prepare() { mSnapshot = &mFirstSnapshot; mSaveCount = 0; glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); glScissor(0, 0, mWidth, mHeight); mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight); } /////////////////////////////////////////////////////////////////////////////// // State management /////////////////////////////////////////////////////////////////////////////// int OpenGLRenderer::getSaveCount() const { return mSaveCount; } int OpenGLRenderer::save(int flags) { return saveSnapshot(); } void OpenGLRenderer::restore() { if (mSaveCount == 0) return; if (restoreSnapshot()) { setScissorFromClip(); } } void OpenGLRenderer::restoreToCount(int saveCount) { if (saveCount <= 0 || saveCount > mSaveCount) return; bool restoreClip = false; while (mSaveCount != saveCount - 1) { restoreClip |= restoreSnapshot(); } if (restoreClip) { setScissorFromClip(); } } int OpenGLRenderer::saveSnapshot() { mSnapshot = new Snapshot(mSnapshot); return ++mSaveCount; } bool OpenGLRenderer::restoreSnapshot() { bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; sp current = mSnapshot; sp previous = mSnapshot->previous; if (restoreLayer) { // Unbind current FBO and restore previous one // Most of the time, previous->fbo will be 0 to bind the default buffer glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); const Rect& layer = current->layer; clipRect(layer.left, layer.top, layer.right, layer.bottom); mSnapshot->transform.loadIdentity(); drawTextureRect(0.0f, 0.0f, mWidth, mHeight, current->texture, current->alpha); glDeleteFramebuffers(1, ¤t->fbo); glDeleteTextures(1, ¤t->texture); } mSnapshot = previous; mSaveCount--; return restoreClip; } /////////////////////////////////////////////////////////////////////////////// // Layers /////////////////////////////////////////////////////////////////////////////// int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags) { // TODO Implement return saveSnapshot(); } int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags) { int count = saveSnapshot(); mSnapshot->flags |= Snapshot::kFlagIsLayer; mSnapshot->alpha = alpha / 255.0f; mSnapshot->layer.set(left, top, right, bottom); // Generate the FBO and attach the texture glGenFramebuffers(1, &mSnapshot->fbo); glBindFramebuffer(GL_FRAMEBUFFER, mSnapshot->fbo); // Generate the texture in which the FBO will draw glGenTextures(1, &mSnapshot->texture); glBindTexture(GL_TEXTURE_2D, mSnapshot->texture); // The FBO will not be scaled, so we can use lower quality filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // TODO ***** IMPORTANT ***** // Creating a texture-backed FBO works only if the texture is the same size // as the original rendering buffer (in this case, mWidth and mHeight.) // This is expensive and wasteful and must be fixed. const GLsizei width = mWidth; //right - left; const GLsizei height = mHeight; //bottom - right; const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB; glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Bind texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSnapshot->texture, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { LOGD("Framebuffer incomplete %d", status); glDeleteFramebuffers(1, &mSnapshot->fbo); glDeleteTextures(1, &mSnapshot->texture); } return count; } /////////////////////////////////////////////////////////////////////////////// // Transforms /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::translate(float dx, float dy) { mSnapshot->transform.translate(dx, dy, 0.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::rotate(float degrees) { mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::scale(float sx, float sy) { mSnapshot->transform.scale(sx, sy, 1.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::setMatrix(SkMatrix* matrix) { mSnapshot->transform.load(*matrix); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::getMatrix(SkMatrix* matrix) { mSnapshot->transform.copyTo(*matrix); } void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { mat4 m(*matrix); mSnapshot->transform.multiply(m); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } /////////////////////////////////////////////////////////////////////////////// // Clipping /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::setScissorFromClip() { const Rect& clip = mSnapshot->getMappedClip(); glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); } const Rect& OpenGLRenderer::getClipBounds() { return mSnapshot->clipRect; } bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { /* * The documentation of quickReject() indicates that the specified rect * is transformed before being compared to the clip rect. However, the * clip rect is not stored transformed in the snapshot and can thus be * compared directly * * The following code can be used instead to performed a mapped comparison: * * mSnapshot->transform.mapRect(r); * const Rect& clip = mSnapshot->getMappedClip(); * return !clip.intersects(r); */ Rect r(left, top, right, bottom); return !mSnapshot->clipRect.intersects(r); } bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) { bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom); if (clipped) { mSnapshot->flags |= Snapshot::kFlagClipSet; setScissorFromClip(); } return clipped; } /////////////////////////////////////////////////////////////////////////////// // Drawing /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { // TODO: Set the transfer mode const Rect& clip = mSnapshot->clipRect; drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color); } void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { // TODO Support more than just color // TODO: Set the transfer mode drawColorRect(left, top, right, bottom, p->getColor()); } void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, int color) { GLfloat a = ((color >> 24) & 0xFF) / 255.0f; GLfloat r = ((color >> 16) & 0xFF) / 255.0f; GLfloat g = ((color >> 8) & 0xFF) / 255.0f; GLfloat b = ((color ) & 0xFF) / 255.0f; mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); mDrawColorShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]); const GLvoid* p = &gDrawColorVertices[0].position[0]; glEnableVertexAttribArray(mDrawColorShader->position); glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE, gDrawColorVertexStride, p); glVertexAttrib4f(mDrawColorShader->color, r, g, b, a); glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount); glDisableVertexAttribArray(mDrawColorShader->position); } void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, GLuint texture, float alpha) { mModelView.loadTranslate(left, top, 0.0f); mModelView.scale(right - left, bottom - top, 1.0f); mDrawTextureShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]); // TODO Correctly set the blend function glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, texture); glActiveTexture(GL_TEXTURE0); glUniform1i(mDrawTextureShader->sampler, 0); const GLvoid* p = &gDrawTextureVertices[0].position[0]; const GLvoid* t = &gDrawTextureVertices[0].texture[0]; glEnableVertexAttribArray(mDrawTextureShader->position); glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, p); glEnableVertexAttribArray(mDrawTextureShader->texCoords); glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE, gDrawTextureVertexStride, t); glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount); glDisableVertexAttribArray(mDrawTextureShader->position); glDisableVertexAttribArray(mDrawTextureShader->texCoords); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_BLEND); } }; // namespace uirenderer }; // namespace android