Chris Craik 69e5adffb1 Define shadow casting behavior within layers
bug:15860114

Savelayers and HW layers both now support shadow casting.

For save layers, the light source should always be correct, for HW
layers, the light source position is set when the layer is created,
and updated when it is resized.

Change-Id: Ie85567dd43c2bb0a0b08fd0bd4db41efa793ac2b
2014-08-15 00:59:44 +00:00

287 lines
7.9 KiB
C++

/*
* Copyright (C) 2012 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 <utils/Log.h>
#include "Caches.h"
#include "DeferredDisplayList.h"
#include "RenderState.h"
#include "Layer.h"
#include "LayerRenderer.h"
#include "OpenGLRenderer.h"
#include "RenderNode.h"
namespace android {
namespace uirenderer {
Layer::Layer(RenderState& renderState, const uint32_t layerWidth, const uint32_t layerHeight)
: caches(Caches::getInstance())
, renderState(renderState)
, texture(caches) {
mesh = NULL;
meshElementCount = 0;
cacheable = true;
dirty = false;
textureLayer = false;
renderTarget = GL_TEXTURE_2D;
texture.width = layerWidth;
texture.height = layerHeight;
colorFilter = NULL;
deferredUpdateScheduled = false;
renderer = NULL;
renderNode = NULL;
fbo = 0;
stencil = NULL;
debugDrawUpdate = false;
hasDrawnSinceUpdate = false;
forceFilter = false;
deferredList = NULL;
convexMask = NULL;
caches.resourceCache.incrementRefcount(this);
rendererLightPosDirty = true;
}
Layer::~Layer() {
SkSafeUnref(colorFilter);
removeFbo();
deleteTexture();
delete[] mesh;
delete deferredList;
delete renderer;
}
uint32_t Layer::computeIdealWidth(uint32_t layerWidth) {
return uint32_t(ceilf(layerWidth / float(LAYER_SIZE)) * LAYER_SIZE);
}
uint32_t Layer::computeIdealHeight(uint32_t layerHeight) {
return uint32_t(ceilf(layerHeight / float(LAYER_SIZE)) * LAYER_SIZE);
}
void Layer::requireRenderer() {
if (!renderer) {
renderer = new LayerRenderer(renderState, this);
renderer->initProperties();
}
}
void Layer::updateLightPosFromRenderer(const OpenGLRenderer& rootRenderer) {
if (renderer && rendererLightPosDirty) {
// re-init renderer's light position, based upon last cached location in window
Vector3 lightPos = rootRenderer.getLightCenter();
cachedInvTransformInWindow.mapPoint3d(lightPos);
renderer->initLight(lightPos, rootRenderer.getLightRadius(),
rootRenderer.getAmbientShadowAlpha(), rootRenderer.getSpotShadowAlpha());
rendererLightPosDirty = false;
}
}
bool Layer::resize(const uint32_t width, const uint32_t height) {
uint32_t desiredWidth = computeIdealWidth(width);
uint32_t desiredHeight = computeIdealWidth(height);
if (desiredWidth <= getWidth() && desiredHeight <= getHeight()) {
return true;
}
ATRACE_NAME("resizeLayer");
const uint32_t maxTextureSize = caches.maxTextureSize;
if (desiredWidth > maxTextureSize || desiredHeight > maxTextureSize) {
ALOGW("Layer exceeds max. dimensions supported by the GPU (%dx%d, max=%dx%d)",
desiredWidth, desiredHeight, maxTextureSize, maxTextureSize);
return false;
}
uint32_t oldWidth = getWidth();
uint32_t oldHeight = getHeight();
setSize(desiredWidth, desiredHeight);
if (fbo) {
caches.activeTexture(0);
bindTexture();
allocateTexture();
if (glGetError() != GL_NO_ERROR) {
setSize(oldWidth, oldHeight);
return false;
}
}
if (stencil) {
stencil->bind();
stencil->resize(desiredWidth, desiredHeight);
if (glGetError() != GL_NO_ERROR) {
setSize(oldWidth, oldHeight);
return false;
}
}
return true;
}
void Layer::removeFbo(bool flush) {
if (stencil) {
GLuint previousFbo = renderState.getFramebuffer();
renderState.bindFramebuffer(fbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
renderState.bindFramebuffer(previousFbo);
caches.renderBufferCache.put(stencil);
stencil = NULL;
}
if (fbo) {
if (flush) LayerRenderer::flushLayer(renderState, this);
// If put fails the cache will delete the FBO
caches.fboCache.put(fbo);
fbo = 0;
}
}
void Layer::updateDeferred(RenderNode* renderNode, int left, int top, int right, int bottom) {
requireRenderer();
this->renderNode = renderNode;
const Rect r(left, top, right, bottom);
dirtyRect.unionWith(r);
deferredUpdateScheduled = true;
}
void Layer::setPaint(const SkPaint* paint) {
OpenGLRenderer::getAlphaAndModeDirect(paint, &alpha, &mode);
setColorFilter((paint) ? paint->getColorFilter() : NULL);
}
void Layer::setColorFilter(SkColorFilter* filter) {
SkRefCnt_SafeAssign(colorFilter, filter);
}
void Layer::bindTexture() const {
if (texture.id) {
caches.bindTexture(renderTarget, texture.id);
}
}
void Layer::bindStencilRenderBuffer() const {
if (stencil) {
stencil->bind();
}
}
void Layer::generateTexture() {
if (!texture.id) {
glGenTextures(1, &texture.id);
}
}
void Layer::deleteTexture() {
if (texture.id) {
texture.deleteTexture();
texture.id = 0;
}
}
void Layer::clearTexture() {
caches.unbindTexture(texture.id);
texture.id = 0;
}
void Layer::allocateTexture() {
#if DEBUG_LAYERS
ALOGD(" Allocate layer: %dx%d", getWidth(), getHeight());
#endif
if (texture.id) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexImage2D(renderTarget, 0, GL_RGBA, getWidth(), getHeight(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
}
void Layer::defer(const OpenGLRenderer& rootRenderer) {
updateLightPosFromRenderer(rootRenderer);
const float width = layer.getWidth();
const float height = layer.getHeight();
if (dirtyRect.isEmpty() || (dirtyRect.left <= 0 && dirtyRect.top <= 0 &&
dirtyRect.right >= width && dirtyRect.bottom >= height)) {
dirtyRect.set(0, 0, width, height);
}
delete deferredList;
deferredList = new DeferredDisplayList(dirtyRect);
DeferStateStruct deferredState(*deferredList, *renderer,
RenderNode::kReplayFlag_ClipChildren);
renderer->setViewport(width, height);
renderer->setupFrameState(dirtyRect.left, dirtyRect.top,
dirtyRect.right, dirtyRect.bottom, !isBlend());
renderNode->computeOrdering();
renderNode->defer(deferredState, 0);
deferredUpdateScheduled = false;
}
void Layer::cancelDefer() {
renderNode = NULL;
deferredUpdateScheduled = false;
if (deferredList) {
delete deferredList;
deferredList = NULL;
}
}
void Layer::flush() {
// renderer is checked as layer may be destroyed/put in layer cache with flush scheduled
if (deferredList && renderer) {
renderer->setViewport(layer.getWidth(), layer.getHeight());
renderer->prepareDirty(dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom,
!isBlend());
deferredList->flush(*renderer, dirtyRect);
renderer->finish();
dirtyRect.setEmpty();
renderNode = NULL;
}
}
void Layer::render(const OpenGLRenderer& rootRenderer) {
updateLightPosFromRenderer(rootRenderer);
renderer->setViewport(layer.getWidth(), layer.getHeight());
renderer->prepareDirty(dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom,
!isBlend());
renderer->drawRenderNode(renderNode.get(), dirtyRect, RenderNode::kReplayFlag_ClipChildren);
renderer->finish();
dirtyRect.setEmpty();
deferredUpdateScheduled = false;
renderNode = NULL;
}
}; // namespace uirenderer
}; // namespace android