/* * 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 "Matrix.h" #include "Program.h" #include "Rect.h" #include "Snapshot.h" #include "Texture.h" #include "TextureCache.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Support /////////////////////////////////////////////////////////////////////////////// /** * Simple structure to describe a vertex with a position. * This is used to draw filled rectangles without a texture. */ struct SimpleVertex { float position[2]; }; // struct SimpleVertex /** * Simple structure to describe a vertex with a position and a texture. */ struct TextureVertex { float position[2]; float texture[2]; }; // struct TextureVertex /** * 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 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 = false); /** * Resets the texture coordinates stored in mDrawTextureVertices. Setting the values * back to default is achieved by calling: * * resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); * * @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); // Dimensions of the drawing surface int mWidth, mHeight; // Matrix used for ortho projection in shaders float mOrthoMatrix[16]; // 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 mDrawColorShader; sp mDrawTextureShader; // Used to draw textured quads TextureVertex mDrawTextureVertices[4]; // Used to cache all drawBitmap textures TextureCache mTextureCache; }; // class OpenGLRenderer }; // namespace uirenderer }; // namespace android #endif // ANDROID_UI_OPENGL_RENDERER_H