Drawing two rectangles one after the other discards the second one because of Z buffering issues. This will be fixed in another changelist. Change-Id: Ida1b3cde8a78e60cacc07e477abc44def527ff67
353 lines
9.3 KiB
C++
353 lines
9.3 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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#define LOG_TAG "OpenGLRenderer"
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#include <stdlib.h>
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#include <stdint.h>
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#include <sys/types.h>
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#include <utils/Errors.h>
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#include <utils/KeyedVector.h>
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#include <utils/Log.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkXfermode.h>
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#include "OpenGLRenderer.h"
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#include "Matrix.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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#define SOLID_WHITE { 1.0f, 1.0f, 1.0f, 1.0f }
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#define P(x, y) { x, y }
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///////////////////////////////////////////////////////////////////////////////
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// Globals
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///////////////////////////////////////////////////////////////////////////////
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const Vertex gDrawColorVertices[] = {
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{ P(0.0f, 0.0f), SOLID_WHITE },
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{ P(1.0f, 0.0f), SOLID_WHITE },
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{ P(0.0f, 1.0f), SOLID_WHITE },
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{ P(1.0f, 1.0f), SOLID_WHITE }
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};
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///////////////////////////////////////////////////////////////////////////////
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// Shaders
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///////////////////////////////////////////////////////////////////////////////
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#define SHADER_SOURCE(name, source) const char* name = #source
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#include "shaders/drawColor.vert"
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#include "shaders/drawColor.frag"
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Program::Program(const char* vertex, const char* fragment) {
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vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
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id = glCreateProgram();
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glAttachShader(id, vertexShader);
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glAttachShader(id, fragmentShader);
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glLinkProgram(id);
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GLint status;
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glGetProgramiv(id, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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GLint infoLen = 0;
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glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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char* log = (char*) malloc(sizeof(char) * infoLen);
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glGetProgramInfoLog(id, infoLen, 0, log);
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LOGE("Error while linking shaders: %s", log);
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delete log;
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}
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glDeleteProgram(id);
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}
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}
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Program::~Program() {
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteProgram(id);
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}
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void Program::use() {
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glUseProgram(id);
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}
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int Program::addAttrib(const char* name) {
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int slot = glGetAttribLocation(id, name);
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attributes.add(name, slot);
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return slot;
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}
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int Program::getAttrib(const char* name) {
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return attributes.valueFor(name);
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}
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int Program::addUniform(const char* name) {
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int slot = glGetUniformLocation(id, name);
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uniforms.add(name, slot);
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return slot;
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}
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int Program::getUniform(const char* name) {
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return uniforms.valueFor(name);
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}
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GLuint Program::buildShader(const char* source, GLenum type) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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// Some drivers return wrong values for GL_INFO_LOG_LENGTH
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// use a fixed size instead
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GLchar log[512];
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glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
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LOGE("Error while compiling shader: %s", log);
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glDeleteShader(shader);
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}
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return shader;
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}
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DrawColorProgram::DrawColorProgram():
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Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
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position = addAttrib("position");
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color = addAttrib("color");
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projection = addUniform("projection");
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modelView = addUniform("modelView");
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}
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///////////////////////////////////////////////////////////////////////////////
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// Support
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///////////////////////////////////////////////////////////////////////////////
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const Rect& Snapshot::getMappedClip() {
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if (flags & kFlagDirtyTransform) {
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flags &= ~kFlagDirtyTransform;
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mappedClip.set(clipRect);
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transform.mapRect(mappedClip);
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}
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return mappedClip;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructor
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///////////////////////////////////////////////////////////////////////////////
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OpenGLRenderer::OpenGLRenderer() {
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LOGD("Create OpenGLRenderer");
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mDrawColorShader = new DrawColorProgram;
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}
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OpenGLRenderer::~OpenGLRenderer() {
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LOGD("Destroy OpenGLRenderer");
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}
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///////////////////////////////////////////////////////////////////////////////
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// Setup
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::setViewport(int width, int height) {
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glViewport(0, 0, width, height);
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mat4 ortho;
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ortho.loadOrtho(0, width, height, 0, 0, 1);
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ortho.copyTo(mOrthoMatrix);
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mWidth = width;
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mHeight = height;
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}
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void OpenGLRenderer::prepare() {
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mSnapshot = &mFirstSnapshot;
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mSaveCount = 0;
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight);
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}
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///////////////////////////////////////////////////////////////////////////////
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// State management
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///////////////////////////////////////////////////////////////////////////////
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int OpenGLRenderer::getSaveCount() const {
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return mSaveCount;
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}
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int OpenGLRenderer::save(int flags) {
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return saveSnapshot();
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}
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void OpenGLRenderer::restore() {
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if (mSaveCount == 0) return;
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if (restoreSnapshot()) {
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setScissorFromClip();
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}
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}
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void OpenGLRenderer::restoreToCount(int saveCount) {
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if (saveCount <= 0 || saveCount > mSaveCount) return;
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bool restoreClip = false;
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while (mSaveCount != saveCount - 1) {
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restoreClip |= restoreSnapshot();
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}
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if (restoreClip) {
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setScissorFromClip();
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}
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}
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int OpenGLRenderer::saveSnapshot() {
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mSnapshot = new Snapshot(mSnapshot);
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return ++mSaveCount;
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}
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bool OpenGLRenderer::restoreSnapshot() {
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bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
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mSaveCount--;
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// Do not merge these two lines!
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sp<Snapshot> previous = mSnapshot->previous;
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mSnapshot = previous;
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return restoreClip;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Transforms
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::translate(float dx, float dy) {
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mSnapshot->transform.translate(dx, dy, 0.0f);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::rotate(float degrees) {
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mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::scale(float sx, float sy) {
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mSnapshot->transform.scale(sx, sy, 1.0f);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
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mSnapshot->transform.load(*matrix);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
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mSnapshot->transform.copyTo(*matrix);
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}
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void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
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mat4 m(*matrix);
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mSnapshot->transform.multiply(m);
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mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Clipping
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::setScissorFromClip() {
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const Rect& clip = mSnapshot->getMappedClip();
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glScissor(clip.left, clip.top, clip.getWidth(), clip.getHeight());
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}
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const Rect& OpenGLRenderer::getClipBounds() {
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return mSnapshot->clipRect;
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}
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bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) {
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bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom);
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if (clipped) {
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mSnapshot->flags |= Snapshot::kFlagClipSet;
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setScissorFromClip();
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}
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return clipped;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Drawing
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///////////////////////////////////////////////////////////////////////////////
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void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
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GLfloat a = ((color >> 24) & 0xFF) / 255.0f;
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GLfloat r = ((color >> 16) & 0xFF) / 255.0f;
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GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
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GLfloat b = ((color ) & 0xFF) / 255.0f;
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// TODO Optimize this section
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const Rect& clip = mSnapshot->getMappedClip();
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mat4 modelView;
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modelView.loadScale(clip.getWidth(), clip.getHeight(), 1.0f);
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modelView.translate(clip.left, clip.top, 0.0f);
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float matrix[16];
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modelView.copyTo(matrix);
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// TODO Optimize this section
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mDrawColorShader->use();
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glUniformMatrix4fv(mDrawColorShader->projection, 1, GL_FALSE, &mOrthoMatrix[0]);
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glUniformMatrix4fv(mDrawColorShader->modelView, 1, GL_FALSE, &matrix[0]);
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glEnableVertexAttribArray(mDrawColorShader->position);
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GLsizei stride = sizeof(Vertex);
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const GLvoid* p = &gDrawColorVertices[0].position[0];
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glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE, stride, p);
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glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
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GLsizei vertexCount = sizeof(gDrawColorVertices) / sizeof(Vertex);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexCount);
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glDisableVertexAttribArray(mDrawColorShader->position);
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glDisableVertexAttribArray(mDrawColorShader->color);
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}
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}; // namespace uirenderer
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}; // namespace android
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