29d8997bd4
Change-Id: I3a4e115d8fb13b6c443e65460d92987b16f2524c
431 lines
16 KiB
C++
431 lines
16 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_UI_OPENGL_RENDERER_H
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#define ANDROID_UI_OPENGL_RENDERER_H
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkBitmap.h>
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#include <SkMatrix.h>
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#include <SkPaint.h>
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#include <SkRegion.h>
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#include <SkShader.h>
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#include <SkXfermode.h>
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#include <utils/RefBase.h>
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#include <utils/ResourceTypes.h>
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#include <utils/Vector.h>
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#include "Extensions.h"
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#include "Matrix.h"
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#include "Program.h"
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#include "Rect.h"
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#include "Snapshot.h"
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#include "Vertex.h"
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#include "SkiaShader.h"
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#include "SkiaColorFilter.h"
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#include "Caches.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Defines
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///////////////////////////////////////////////////////////////////////////////
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// Debug
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#define DEBUG_OPENGL 1
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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/**
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* OpenGL renderer used to draw accelerated 2D graphics. The API is a
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* simplified version of Skia's Canvas API.
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*/
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class OpenGLRenderer {
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public:
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OpenGLRenderer();
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~OpenGLRenderer();
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void setViewport(int width, int height);
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void prepare();
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void finish();
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void acquireContext();
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void releaseContext();
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int getSaveCount() const;
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int save(int flags);
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void restore();
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void restoreToCount(int saveCount);
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int saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags);
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int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags);
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void translate(float dx, float dy);
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void rotate(float degrees);
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void scale(float sx, float sy);
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void setMatrix(SkMatrix* matrix);
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void getMatrix(SkMatrix* matrix);
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void concatMatrix(SkMatrix* matrix);
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const Rect& getClipBounds();
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bool quickReject(float left, float top, float right, float bottom);
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bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
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void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint);
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void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint);
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void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom,
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float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint);
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void drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, float left, float top,
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float right, float bottom, const SkPaint* paint);
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void drawColor(int color, SkXfermode::Mode mode);
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void drawRect(float left, float top, float right, float bottom, const SkPaint* paint);
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void drawPath(SkPath* path, SkPaint* paint);
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void drawLines(float* points, int count, const SkPaint* paint);
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void resetShader();
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void setupShader(SkiaShader* shader);
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void resetColorFilter();
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void setupColorFilter(SkiaColorFilter* filter);
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void resetShadow();
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void setupShadow(float radius, float dx, float dy, int color);
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void drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint);
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private:
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/**
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* Saves the current state of the renderer as a new snapshot.
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* The new snapshot is saved in mSnapshot and the previous snapshot
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* is linked from mSnapshot->previous.
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*
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* @param flags The save flags; see SkCanvas for more information
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*
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* @return The new save count. This value can be passed to #restoreToCount()
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*/
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int saveSnapshot(int flags);
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/**
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* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
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*
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* @return True if the clip was modified.
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*/
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bool restoreSnapshot();
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/**
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* Sets the clipping rectangle using glScissor. The clip is defined by
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* the current snapshot's clipRect member.
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*/
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void setScissorFromClip();
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/**
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* Compose the layer defined in the current snapshot with the layer
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* defined by the previous snapshot.
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*
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* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
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*
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* @param curent The current snapshot containing the layer to compose
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* @param previous The previous snapshot to compose the current layer with
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*/
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void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
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/**
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* Creates a new layer stored in the specified snapshot.
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*
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* @param snapshot The snapshot associated with the new layer
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* @param left The left coordinate of the layer
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* @param top The top coordinate of the layer
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* @param right The right coordinate of the layer
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* @param bottom The bottom coordinate of the layer
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* @param alpha The translucency of the layer
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* @param mode The blending mode of the layer
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* @param flags The layer save flags
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*
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* @return True if the layer was successfully created, false otherwise
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*/
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bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
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int alpha, SkXfermode::Mode mode, int flags);
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/**
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* Clears all the regions corresponding to the current list of layers.
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* This method MUST be invoked before any drawing operation.
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*/
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void clearLayerRegions();
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/**
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* Draws a colored rectangle with the specified color. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param color The rectangle's ARGB color, defined as a packed 32 bits word
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* @param mode The Skia xfermode to use
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* @param ignoreTransform True if the current transform should be ignored
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* @paran ignoreBlending True if the blending is set by the caller
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*/
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void drawColorRect(float left, float top, float right, float bottom,
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int color, SkXfermode::Mode mode, bool ignoreTransform = false);
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/**
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* Setups shaders to draw a colored rect.
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*/
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void setupColorRect(float left, float top, float right, float bottom,
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float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform);
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/**
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* Draws a textured rectangle with the specified texture. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture name to map onto the rectangle
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* @param alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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* @param blend True if the texture contains an alpha channel
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*/
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void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
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float alpha, SkXfermode::Mode mode, bool blend);
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/**
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* Draws a textured rectangle with the specified texture. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture to use
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* @param paint The paint containing the alpha, blending mode, etc.
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*/
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void drawTextureRect(float left, float top, float right, float bottom,
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const Texture* texture, const SkPaint* paint);
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/**
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* Draws a textured mesh with the specified texture. If the indices are omitted, the
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* mesh is drawn as a simple quad.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture name to map onto the rectangle
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* @param alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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* @param blend True if the texture contains an alpha channel
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* @param vertices The vertices that define the mesh
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* @param texCoords The texture coordinates of each vertex
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* @param indices The indices of the vertices, can be NULL
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* @param elementsCount The number of elements in the mesh, required by indices
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* @param swapSrcDst Whether or not the src and dst blending operations should be swapped
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* @param ignoreTransform True if the current transform should be ignored
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*/
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void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
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float alpha, SkXfermode::Mode mode, bool blend,
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GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
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bool swapSrcDst = false, bool ignoreTransform = false);
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/**
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* Prepares the renderer to draw the specified shadow.
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*
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* @param texture The shadow texture
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* @param x The x coordinate of the shadow
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* @param y The y coordinate of the shadow
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* @param mode The blending mode
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* @param alpha The alpha value
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*/
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void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
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float alpha);
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/**
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* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
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*
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* @param texture The texture to render with
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* @param textureUnit The texture unit to use, may be modified
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* @param x The x coordinate of the rectangle to draw
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* @param y The y coordinate of the rectangle to draw
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* @param r The red component of the color
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* @param g The green component of the color
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* @param b The blue component of the color
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* @param a The alpha component of the color
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* @param mode The blending mode
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* @param transforms True if the matrix passed to the shader should be multiplied
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* by the model-view matrix
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* @param applyFilters Whether or not to take color filters and
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* shaders into account
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*/
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void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y,
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float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms,
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bool applyFilters);
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/**
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* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
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*
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* @param texture The texture to render with
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* @param width The width of the texture
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* @param height The height of the texture
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* @param textureUnit The texture unit to use, may be modified
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* @param x The x coordinate of the rectangle to draw
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* @param y The y coordinate of the rectangle to draw
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* @param r The red component of the color
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* @param g The green component of the color
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* @param b The blue component of the color
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* @param a The alpha component of the color
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* @param mode The blending mode
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* @param transforms True if the matrix passed to the shader should be multiplied
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* by the model-view matrix
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* @param applyFilters Whether or not to take color filters and
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* shaders into account
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*/
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void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
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GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
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SkXfermode::Mode mode, bool transforms, bool applyFilters);
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/**
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* Same as above setupTextureAlpha8() but specifies the mesh's vertices
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* and texCoords pointers.
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*/
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void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height,
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GLuint& textureUnit, float x, float y, float r, float g, float b, float a,
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SkXfermode::Mode mode, bool transforms, bool applyFilters,
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GLvoid* vertices, GLvoid* texCoords);
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/**
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* Draws text underline and strike-through if needed.
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*
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* @param text The text to decor
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* @param bytesCount The number of bytes in the text
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* @param length The length in pixels of the text, can be <= 0.0f to force a measurement
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* @param x The x coordinate where the text will be drawn
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* @param y The y coordinate where the text will be drawn
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* @param paint The paint to draw the text with
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*/
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void drawTextDecorations(const char* text, int bytesCount, float length,
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float x, float y, SkPaint* paint);
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/**
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* Resets the texture coordinates stored in mMeshVertices. Setting the values
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* back to default is achieved by calling:
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*
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* resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
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*
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* @param u1 The left coordinate of the texture
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* @param v1 The bottom coordinate of the texture
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* @param u2 The right coordinate of the texture
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* @param v2 The top coordinate of the texture
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*/
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void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
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/**
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* Gets the alpha and xfermode out of a paint object. If the paint is null
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* alpha will be 255 and the xfermode will be SRC_OVER.
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*
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* @param paint The paint to extract values from
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* @param alpha Where to store the resulting alpha
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* @param mode Where to store the resulting xfermode
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*/
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inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
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/**
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* Binds the specified texture with the specified wrap modes.
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*/
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inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit = 0);
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/**
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* Enable or disable blending as necessary. This function sets the appropriate
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* blend function based on the specified xfermode.
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*/
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inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
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bool swapSrcDst = false);
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/**
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* Safely retrieves the mode from the specified xfermode. If the specified
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* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
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*/
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inline SkXfermode::Mode getXfermode(SkXfermode* mode);
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/**
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* Use the specified program with the current GL context. If the program is already
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* in use, it will not be bound again. If it is not in use, the current program is
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* marked unused and the specified program becomes used and becomes the new
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* current program.
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*
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* @param program The program to use
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*
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* @return true If the specified program was already in use, false otherwise.
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*/
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inline bool useProgram(Program* program);
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// Dimensions of the drawing surface
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int mWidth, mHeight;
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// Matrix used for ortho projection in shaders
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mat4 mOrthoMatrix;
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// Model-view matrix used to position/size objects
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mat4 mModelView;
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// Number of saved states
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int mSaveCount;
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// Base state
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sp<Snapshot> mFirstSnapshot;
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// Current state
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sp<Snapshot> mSnapshot;
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// Shaders
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SkiaShader* mShader;
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// Color filters
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SkiaColorFilter* mColorFilter;
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// Used to draw textured quads
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TextureVertex mMeshVertices[4];
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// GL extensions
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Extensions mExtensions;
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// Drop shadow
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bool mHasShadow;
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float mShadowRadius;
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float mShadowDx;
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float mShadowDy;
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int mShadowColor;
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// Various caches
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Caches& mCaches;
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// List of rectangles to clear due to calls to saveLayer()
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Vector<Rect*> mLayers;
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// Misc
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GLint mMaxTextureSize;
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}; // class OpenGLRenderer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_UI_OPENGL_RENDERER_H
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