aa6c24c21c
Bug #4343984 TextureView can be used to render media content (video, OpenGL, RenderScript) inside a View. The key difference with SurfaceView is that TextureView does not create a new Surface. This gives the ability to seamlessly transform, animate, fade, etc. a TextureView, which was hard if not impossible to do with a SurfaceView. A TextureView also interacts perfectly with ScrollView, ListView, etc. It allows application to embed media content in a much more flexible way than before. For instance, to render the camera preview at 50% opacity, all you need to do is the following: mTextureView.setAlpha(0.5f); Camera c = Camera.open(); c.setPreviewTexture(mTextureView.getSurfaceTexture()); c.startPreview(); TextureView uses a SurfaceTexture to get the job done. More APIs are required to make it easy to create OpenGL contexts for a TextureView. It can currently be done with a bit of JNI code. Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
164 lines
3.9 KiB
C++
164 lines
3.9 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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#ifndef ANDROID_HWUI_LAYER_H
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#define ANDROID_HWUI_LAYER_H
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#include <sys/types.h>
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#include <GLES2/gl2.h>
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#include <ui/Region.h>
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#include <SkXfermode.h>
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#include "Rect.h"
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#include "SkiaColorFilter.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Layers
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///////////////////////////////////////////////////////////////////////////////
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/**
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* A layer has dimensions and is backed by an OpenGL texture or FBO.
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*/
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struct Layer {
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Layer(const uint32_t layerWidth, const uint32_t layerHeight):
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width(layerWidth), height(layerHeight) {
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mesh = NULL;
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meshIndices = NULL;
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meshElementCount = 0;
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isCacheable = true;
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isTextureLayer = false;
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}
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~Layer() {
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if (mesh) delete mesh;
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if (meshIndices) delete meshIndices;
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}
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/**
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* Sets this layer's region to a rectangle. Computes the appropriate
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* texture coordinates.
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*/
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void setRegionAsRect() {
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const android::Rect& bounds = region.getBounds();
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regionRect.set(bounds.leftTop().x, bounds.leftTop().y,
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bounds.rightBottom().x, bounds.rightBottom().y);
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const float texX = 1.0f / float(width);
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const float texY = 1.0f / float(height);
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const float height = layer.getHeight();
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texCoords.set(
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regionRect.left * texX, (height - regionRect.top) * texY,
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regionRect.right * texX, (height - regionRect.bottom) * texY);
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}
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/**
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* Bounds of the layer.
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*/
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Rect layer;
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/**
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* Texture coordinates of the layer.
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*/
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Rect texCoords;
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/**
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* Name of the FBO used to render the layer. If the name is 0
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* this layer is not backed by an FBO, but a simple texture.
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*/
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GLuint fbo;
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/**
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* Opacity of the layer.
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*/
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int alpha;
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/**
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* Blending mode of the layer.
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*/
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SkXfermode::Mode mode;
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/**
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* Indicates whether this layer should be blended.
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*/
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bool blend;
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/**
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* Indicates whether this layer has been used already.
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*/
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bool empty;
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/**
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* Name of the texture used to render the layer.
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*/
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GLuint texture;
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/**
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* Width of the layer texture.
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*/
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uint32_t width;
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/**
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* Height of the layer texture.
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*/
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uint32_t height;
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/**
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* Dirty region indicating what parts of the layer
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* have been drawn.
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*/
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Region region;
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/**
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* If the region is a rectangle, coordinates of the
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* region are stored here.
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*/
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Rect regionRect;
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/**
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* Color filter used to draw this layer. Optional.
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*/
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SkiaColorFilter* colorFilter;
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/**
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* If the layer can be rendered as a mesh, this is non-null.
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*/
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TextureVertex* mesh;
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uint16_t* meshIndices;
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GLsizei meshElementCount;
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/**
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* If set to true (by default), the layer can be reused.
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*/
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bool isCacheable;
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/**
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* When set to true, this layer must be treated as a texture
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* layer.
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*/
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bool isTextureLayer;
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/**
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* Optional texture coordinates transform.
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*/
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mat4 texTransform;
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}; // struct Layer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_LAYER_H
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