Romain Guy 877cfe0e32 Wrap EGLImage with a C++ API
Change-Id: I0fa3282ea7e2ace3ba2aadd929b32232b3d41628
2013-05-02 17:36:28 -07:00

103 lines
3.0 KiB
C++

/*
* Copyright (C) 2013 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.
*/
#include "AssetAtlas.h"
#include <GLES2/gl2ext.h>
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Lifecycle
///////////////////////////////////////////////////////////////////////////////
void AssetAtlas::init(sp<GraphicBuffer> buffer, int* map, int count) {
if (mImage) {
return;
}
mImage = new Image(buffer);
mTexture = mImage->getTexture();
if (mTexture) {
mWidth = buffer->getWidth();
mHeight = buffer->getHeight();
createEntries(map, count);
} else {
delete mImage;
}
}
void AssetAtlas::terminate() {
if (mImage) {
delete mImage;
for (size_t i = 0; i < mEntries.size(); i++) {
delete mEntries.valueAt(i);
}
mEntries.clear();
mWidth = mHeight = 0;
}
}
///////////////////////////////////////////////////////////////////////////////
// Entries
///////////////////////////////////////////////////////////////////////////////
AssetAtlas::Entry* AssetAtlas::getEntry(SkBitmap* const bitmap) const {
ssize_t index = mEntries.indexOfKey(bitmap);
return index >= 0 ? mEntries.valueAt(index) : NULL;
}
Texture* AssetAtlas::getEntryTexture(SkBitmap* const bitmap) const {
ssize_t index = mEntries.indexOfKey(bitmap);
return index >= 0 ? &mEntries.valueAt(index)->texture : NULL;
}
/**
* TODO: This method does not take the rotation flag into account
*/
void AssetAtlas::createEntries(int* map, int count) {
for (int i = 0; i < count; ) {
SkBitmap* bitmap = (SkBitmap*) map[i++];
int x = map[i++];
int y = map[i++];
bool rotated = map[i++] > 0;
// Bitmaps should never be null, we're just extra paranoid
if (!bitmap) continue;
const UvMapper mapper(
x / (float) mWidth, (x + bitmap->width()) / (float) mWidth,
y / (float) mHeight, (y + bitmap->height()) / (float) mHeight);
Entry* entry = new Entry(bitmap, x, y, rotated, mapper, *this);
entry->texture.id = mTexture;
entry->texture.blend = !bitmap->isOpaque();
entry->texture.width = bitmap->width();
entry->texture.height = bitmap->height();
entry->texture.uvMapper = &entry->uvMapper;
mEntries.add(entry->bitmap, entry);
}
}
}; // namespace uirenderer
}; // namespace android