Romain Guy bd6b79b402 Add implementations for saveLayerAlpha() and textured rects.
Even though there's an implementation for textured rects, drawBitmap() is not
hooked up yet as it will require a good texture cache.

This method is implemented using FBOs. There's currently an issue either in the
driver or in the Canvas renderer that forces the FBO to be fullscreen, which is
extremely expensive and yields terrible performance.

Change-Id: I148419195e12d45653c60186938aa78c23a68e2c
2010-06-26 00:13:53 -07:00

118 lines
2.7 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_UI_MATRIX_H
#define ANDROID_UI_MATRIX_H
#include <SkMatrix.h>
#include "Rect.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Classes
///////////////////////////////////////////////////////////////////////////////
class Matrix4 {
public:
float data[16];
Matrix4() {
loadIdentity();
}
Matrix4(const float* v) {
load(v);
}
Matrix4(const Matrix4& v) {
load(v);
}
Matrix4(const SkMatrix& v) {
load(v);
}
void loadIdentity();
void load(const float* v);
void load(const Matrix4& v);
void load(const SkMatrix& v);
void loadTranslate(float x, float y, float z);
void loadScale(float sx, float sy, float sz);
void loadRotate(float angle, float x, float y, float z);
void loadMultiply(const Matrix4& u, const Matrix4& v);
void loadOrtho(float left, float right, float bottom, float top, float near, float far);
void multiply(const Matrix4& v) {
Matrix4 u;
u.loadMultiply(*this, v);
load(u);
}
void translate(float x, float y, float z) {
Matrix4 u;
u.loadTranslate(x, y, z);
multiply(u);
}
void scale(float sx, float sy, float sz) {
Matrix4 u;
u.loadScale(sx, sy, sz);
multiply(u);
}
void rotate(float angle, float x, float y, float z) {
Matrix4 u;
u.loadRotate(angle, x, y, z);
multiply(u);
}
void copyTo(float* v) const;
void copyTo(SkMatrix& v) const;
void mapRect(Rect& r) const;
float getTranslateX();
float getTranslateY();
void dump() const;
private:
inline float get(int i, int j) const {
return data[i * 4 + j];
}
inline void set(int i, int j, float v) {
data[i * 4 + j] = v;
}
}; // class Matrix4
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
typedef Matrix4 mat4;
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_UI_MATRIX_H