Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

127 lines
3.6 KiB
C++

/*
* 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_HWUI_LINE_H
#define ANDROID_HWUI_LINE_H
#include <GLES2/gl2.h>
#include <cmath>
#include <sys/types.h>
#include "Patch.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
// Alpha8 texture used to perform texture anti-aliasing
static const uint8_t gLineTexture[] = {
0, 0, 0, 0, 0,
0, 255, 255, 255, 0,
0, 255, 255, 255, 0,
0, 255, 255, 255, 0,
0, 0, 0, 0, 0
};
static const GLsizei gLineTextureWidth = 5;
static const GLsizei gLineTextureHeight = 5;
static const float gLineAABias = 1.0f;
///////////////////////////////////////////////////////////////////////////////
// Line
///////////////////////////////////////////////////////////////////////////////
class Line {
public:
Line(): mXDivsCount(2), mYDivsCount(2) {
mPatch = new Patch(mXDivsCount, mYDivsCount);
mXDivs = new int32_t[mXDivsCount];
mYDivs = new int32_t[mYDivsCount];
mXDivs[0] = mYDivs[0] = 2;
mXDivs[1] = mYDivs[1] = 3;
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, gLineTextureWidth, gLineTextureHeight, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, gLineTexture);
}
~Line() {
delete mPatch;
delete[] mXDivs;
delete[] mYDivs;
glDeleteTextures(1, &mTexture);
}
inline float getLength(float x1, float y1, float x2, float y2) {
return sqrtf((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
void update(float x1, float y1, float x2, float y2, float lineWidth, float& tx, float& ty) {
const float length = getLength(x1, y1, x2, y2);
const float half = lineWidth * 0.5f;
mPatch->updateVertices(gLineTextureWidth, gLineTextureHeight,
-gLineAABias, -half - gLineAABias, length + gLineAABias, half + gLineAABias,
mXDivs, mYDivs, mXDivsCount, mYDivsCount);
tx = -gLineAABias;
ty = lineWidth <= 1.0f ? -gLineAABias : -half - gLineAABias;
}
inline GLuint getMeshBuffer() const {
return mPatch->meshBuffer;
}
inline GLsizei getElementsCount() const {
return mPatch->verticesCount;
}
inline GLuint getTexture() const {
return mTexture;
}
private:
uint32_t mXDivsCount;
uint32_t mYDivsCount;
int32_t* mXDivs;
int32_t* mYDivs;
Patch* mPatch;
GLuint mTexture;
}; // class Line
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LINE_H