/* * 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. */ #ifndef ANDROID_UI_OPENGL_RENDERER_H #define ANDROID_UI_OPENGL_RENDERER_H #include #include #include #include #include #include #include #include #include "Matrix.h" #include "Program.h" #include "Rect.h" #include "Snapshot.h" #include "TextureCache.h" #include "LayerCache.h" #include "PatchCache.h" #include "Vertex.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Support /////////////////////////////////////////////////////////////////////////////// /** * Structure mapping Skia xfermodes to OpenGL blending factors. */ struct Blender { SkXfermode::Mode mode; GLenum src; GLenum dst; }; // struct Blender /////////////////////////////////////////////////////////////////////////////// // Renderer /////////////////////////////////////////////////////////////////////////////// /** * OpenGL renderer used to draw accelerated 2D graphics. The API is a * simplified version of Skia's Canvas API. */ class OpenGLRenderer { public: OpenGLRenderer(); ~OpenGLRenderer(); void setViewport(int width, int height); void prepare(); int getSaveCount() const; int save(int flags); void restore(); void restoreToCount(int saveCount); int saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags); int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags); void translate(float dx, float dy); void rotate(float degrees); void scale(float sx, float sy); void setMatrix(SkMatrix* matrix); void getMatrix(SkMatrix* matrix); void concatMatrix(SkMatrix* matrix); const Rect& getClipBounds(); bool quickReject(float left, float top, float right, float bottom); bool clipRect(float left, float top, float right, float bottom); void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint); void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint); void drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, float left, float top, float right, float bottom, const SkPaint* paint); void drawColor(int color, SkXfermode::Mode mode); void drawRect(float left, float top, float right, float bottom, const SkPaint* paint); private: /** * Saves the current state of the renderer as a new snapshot. * The new snapshot is saved in mSnapshot and the previous snapshot * is linked from mSnapshot->previous. * * @return The new save count. This value can be passed to #restoreToCount() */ int saveSnapshot(); /** * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. * * @return True if the clip should be also reapplied by calling * #setScissorFromClip(). */ bool restoreSnapshot(); /** * Sets the clipping rectangle using glScissor. The clip is defined by * the current snapshot's clipRect member. */ void setScissorFromClip(); /** * Compose the layer defined in the current snapshot with the layer * defined by the previous snapshot. * * The current snapshot *must* be a layer (flag kFlagIsLayer set.) * * @param curent The current snapshot containing the layer to compose * @param previous The previous snapshot to compose the current layer with */ void composeLayer(sp current, sp previous); /** * Creates a new layer stored in the specified snapshot. * * @param snapshot The snapshot associated with the new layer * @param left The left coordinate of the layer * @param top The top coordinate of the layer * @param right The right coordinate of the layer * @param bottom The bottom coordinate of the layer * @param alpha The translucency of the layer * @param mode The blending mode of the layer * @param flags The layer save flags * * @return True if the layer was successfully created, false otherwise */ bool createLayer(sp snapshot, float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode, int flags); /** * Draws a colored rectangle with the specified color. The specified coordinates * are transformed by the current snapshot's transform matrix. * * @param left The left coordinate of the rectangle * @param top The top coordinate of the rectangle * @param right The right coordinate of the rectangle * @param bottom The bottom coordinate of the rectangle * @param color The rectangle's ARGB color, defined as a packed 32 bits word * @param mode The Skia xfermode to use */ void drawColorRect(float left, float top, float right, float bottom, int color, SkXfermode::Mode mode); /** * Draws a textured rectangle with the specified texture. The specified coordinates * are transformed by the current snapshot's transform matrix. * * @param left The left coordinate of the rectangle * @param top The top coordinate of the rectangle * @param right The right coordinate of the rectangle * @param bottom The bottom coordinate of the rectangle * @param texture The texture name to map onto the rectangle * @param alpha An additional translucency parameter, between 0.0f and 1.0f * @param mode The blending mode * @param blend True if the texture contains an alpha channel * @param isPremultiplied Indicates whether the texture has premultiplied alpha */ void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, bool isPremultiplied = true); /** * Draws a textured rectangle with the specified texture. The specified coordinates * are transformed by the current snapshot's transform matrix. * * @param left The left coordinate of the rectangle * @param top The top coordinate of the rectangle * @param right The right coordinate of the rectangle * @param bottom The bottom coordinate of the rectangle * @param texture The texture to use * @param paint The paint containing the alpha, blending mode, etc. * @param isPremultiplied Indicates whether the texture has premultiplied alpha */ void drawTextureRect(float left, float top, float right, float bottom, const Texture* texture, const SkPaint* paint, bool isPremultiplied = true); /** * Draws a textured mesh with the specified texture. If the indices are omitted, the * mesh is drawn as a simple quad. * * @param left The left coordinate of the rectangle * @param top The top coordinate of the rectangle * @param right The right coordinate of the rectangle * @param bottom The bottom coordinate of the rectangle * @param texture The texture name to map onto the rectangle * @param alpha An additional translucency parameter, between 0.0f and 1.0f * @param mode The blending mode * @param blend True if the texture contains an alpha channel * @param isPremultiplied Indicates whether the texture has premultiplied alpha * @param vertices The vertices that define the mesh * @param texCoords The texture coordinates of each vertex * @param indices The indices of the vertices, can be NULL * @param elementsCount The number of elements in the mesh, required by indices */ void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, bool isPremultiplied, GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount = 0); /** * Resets the texture coordinates stored in mDrawTextureVertices. Setting the values * back to default is achieved by calling: * * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); * * @param u1 The left coordinate of the texture * @param v1 The bottom coordinate of the texture * @param u2 The right coordinate of the texture * @param v2 The top coordinate of the texture */ void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); /** * Gets the alpha and xfermode out of a paint object. If the paint is null * alpha will be 255 and the xfermode will be SRC_OVER. * * @param paint The paint to extract values from * @param alpha Where to store the resulting alpha * @param mode Where to store the resulting xfermode */ inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode); /** * Enable or disable blending as necessary. This function sets the appropriate * blend function based on the specified xfermode. */ inline void chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied); /** * Use the specified shader with the current GL context. If the shader is already * in use, it will not be bound again. If it is not in use, the current shader is * marked unused and the specified shader becomes used and becomes the new * current shader. * * @return true If the specified shader was already in use, false otherwise. */ inline bool useShader(const sp& shader); // Dimensions of the drawing surface int mWidth, mHeight; // Matrix used for ortho projection in shaders mat4 mOrthoMatrix; // Model-view matrix used to position/size objects mat4 mModelView; // Number of saved states int mSaveCount; // Base state Snapshot mFirstSnapshot; // Current state sp mSnapshot; // Shaders sp mCurrentShader; sp mDrawColorShader; sp mDrawTextureShader; // Used to draw textured quads TextureVertex mDrawTextureVertices[4]; // Last known blend state bool mBlend; GLenum mLastSrcMode; GLenum mLastDstMode; // Various caches TextureCache mTextureCache; LayerCache mLayerCache; PatchCache mPatchCache; }; // class OpenGLRenderer }; // namespace uirenderer }; // namespace android #endif // ANDROID_UI_OPENGL_RENDERER_H