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
276 lines
8.5 KiB
C++
276 lines
8.5 KiB
C++
/*
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* Copyright (C) 2012 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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#define LOG_TAG "OpenGLRenderer"
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#include "Snapshot.h"
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#include <SkCanvas.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Constructors
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///////////////////////////////////////////////////////////////////////////////
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Snapshot::Snapshot()
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: flags(0)
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, previous(NULL)
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, layer(NULL)
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, fbo(0)
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, invisible(false)
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, empty(false)
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, alpha(1.0f)
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, roundRectClipState(NULL) {
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transform = &mTransformRoot;
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clipRect = &mClipRectRoot;
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region = NULL;
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clipRegion = &mClipRegionRoot;
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}
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/**
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* Copies the specified snapshot/ The specified snapshot is stored as
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* the previous snapshot.
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*/
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Snapshot::Snapshot(const sp<Snapshot>& s, int saveFlags)
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: flags(0)
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, previous(s)
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, layer(s->layer)
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, fbo(s->fbo)
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, invisible(s->invisible)
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, empty(false)
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, alpha(s->alpha)
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, roundRectClipState(s->roundRectClipState)
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, mViewportData(s->mViewportData)
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, mRelativeLightCenter(s->mRelativeLightCenter) {
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if (saveFlags & SkCanvas::kMatrix_SaveFlag) {
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mTransformRoot.load(*s->transform);
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transform = &mTransformRoot;
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} else {
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transform = s->transform;
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}
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if (saveFlags & SkCanvas::kClip_SaveFlag) {
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mClipRectRoot.set(*s->clipRect);
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clipRect = &mClipRectRoot;
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if (!s->clipRegion->isEmpty()) {
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mClipRegionRoot.op(*s->clipRegion, SkRegion::kUnion_Op);
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}
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clipRegion = &mClipRegionRoot;
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} else {
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clipRect = s->clipRect;
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clipRegion = s->clipRegion;
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}
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if (s->flags & Snapshot::kFlagFboTarget) {
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flags |= Snapshot::kFlagFboTarget;
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region = s->region;
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} else {
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region = NULL;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Clipping
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///////////////////////////////////////////////////////////////////////////////
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void Snapshot::ensureClipRegion() {
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if (clipRegion->isEmpty()) {
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clipRegion->setRect(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
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}
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}
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void Snapshot::copyClipRectFromRegion() {
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if (!clipRegion->isEmpty()) {
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const SkIRect& bounds = clipRegion->getBounds();
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clipRect->set(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom);
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if (clipRegion->isRect()) {
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clipRegion->setEmpty();
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}
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} else {
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clipRect->setEmpty();
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}
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}
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bool Snapshot::clipRegionOp(float left, float top, float right, float bottom, SkRegion::Op op) {
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SkIRect tmp;
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tmp.set(left, top, right, bottom);
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clipRegion->op(tmp, op);
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copyClipRectFromRegion();
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return true;
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}
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bool Snapshot::clipRegionTransformed(const SkRegion& region, SkRegion::Op op) {
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ensureClipRegion();
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clipRegion->op(region, op);
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copyClipRectFromRegion();
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flags |= Snapshot::kFlagClipSet;
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return true;
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}
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bool Snapshot::clip(float left, float top, float right, float bottom, SkRegion::Op op) {
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Rect r(left, top, right, bottom);
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transform->mapRect(r);
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return clipTransformed(r, op);
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}
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bool Snapshot::clipTransformed(const Rect& r, SkRegion::Op op) {
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bool clipped = false;
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switch (op) {
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case SkRegion::kIntersect_Op: {
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if (CC_UNLIKELY(!clipRegion->isEmpty())) {
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ensureClipRegion();
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clipped = clipRegionOp(r.left, r.top, r.right, r.bottom, SkRegion::kIntersect_Op);
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} else {
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clipped = clipRect->intersect(r);
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if (!clipped) {
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clipRect->setEmpty();
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clipped = true;
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}
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}
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break;
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}
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case SkRegion::kReplace_Op: {
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setClip(r.left, r.top, r.right, r.bottom);
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clipped = true;
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break;
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}
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default: {
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ensureClipRegion();
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clipped = clipRegionOp(r.left, r.top, r.right, r.bottom, op);
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break;
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}
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}
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if (clipped) {
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flags |= Snapshot::kFlagClipSet;
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}
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return clipped;
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}
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void Snapshot::setClip(float left, float top, float right, float bottom) {
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clipRect->set(left, top, right, bottom);
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if (!clipRegion->isEmpty()) {
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clipRegion->setEmpty();
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}
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flags |= Snapshot::kFlagClipSet;
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}
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bool Snapshot::hasPerspectiveTransform() const {
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return transform->isPerspective();
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}
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const Rect& Snapshot::getLocalClip() {
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mat4 inverse;
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inverse.loadInverse(*transform);
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mLocalClip.set(*clipRect);
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inverse.mapRect(mLocalClip);
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return mLocalClip;
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}
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void Snapshot::resetClip(float left, float top, float right, float bottom) {
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// TODO: This is incorrect, when we start rendering into a new layer,
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// we may have to modify the previous snapshot's clip rect and clip
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// region if the previous restore() call did not restore the clip
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clipRect = &mClipRectRoot;
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clipRegion = &mClipRegionRoot;
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setClip(left, top, right, bottom);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Transforms
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///////////////////////////////////////////////////////////////////////////////
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void Snapshot::resetTransform(float x, float y, float z) {
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// before resetting, map current light pos with inverse of current transform
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Vector3 center = mRelativeLightCenter;
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mat4 inverse;
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inverse.loadInverse(*transform);
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inverse.mapPoint3d(center);
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mRelativeLightCenter = center;
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transform = &mTransformRoot;
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transform->loadTranslate(x, y, z);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Clipping round rect
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///////////////////////////////////////////////////////////////////////////////
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void Snapshot::setClippingRoundRect(LinearAllocator& allocator, const Rect& bounds, float radius) {
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if (bounds.isEmpty()) {
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clipRect->setEmpty();
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return;
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}
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RoundRectClipState* state = new (allocator) RoundRectClipState;
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// store the inverse drawing matrix
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Matrix4 roundRectDrawingMatrix;
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roundRectDrawingMatrix.load(getOrthoMatrix());
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roundRectDrawingMatrix.multiply(*transform);
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state->matrix.loadInverse(roundRectDrawingMatrix);
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// compute area under rounded corners - only draws overlapping these rects need to be clipped
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for (int i = 0 ; i < 4; i++) {
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state->dangerRects[i] = bounds;
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}
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state->dangerRects[0].bottom = state->dangerRects[1].bottom = bounds.top + radius;
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state->dangerRects[0].right = state->dangerRects[2].right = bounds.left + radius;
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state->dangerRects[1].left = state->dangerRects[3].left = bounds.right - radius;
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state->dangerRects[2].top = state->dangerRects[3].top = bounds.bottom - radius;
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for (int i = 0; i < 4; i++) {
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transform->mapRect(state->dangerRects[i]);
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// round danger rects out as though they are AA geometry (since they essentially are)
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state->dangerRects[i].snapGeometryToPixelBoundaries(true);
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}
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// store RR area
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state->innerRect = bounds;
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state->innerRect.inset(radius);
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state->radius = radius;
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// store as immutable so, for this frame, pointer uniquely identifies this bundle of shader info
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roundRectClipState = state;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Queries
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///////////////////////////////////////////////////////////////////////////////
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bool Snapshot::isIgnored() const {
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return invisible || empty;
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}
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void Snapshot::dump() const {
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ALOGD("Snapshot %p, flags %x, prev %p, height %d, ignored %d, hasComplexClip %d",
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this, flags, previous.get(), getViewportHeight(), isIgnored(), clipRegion && !clipRegion->isEmpty());
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ALOGD(" ClipRect (at %p) %.1f %.1f %.1f %.1f",
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clipRect, clipRect->left, clipRect->top, clipRect->right, clipRect->bottom);
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ALOGD(" Transform (at %p):", transform);
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transform->dump();
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}
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}; // namespace uirenderer
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}; // namespace android
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