Romain Guy 06f96e2652 Refactor Skia shaders handling.
With this change, Skia shaders can easily be applied to any mesh. This change also
supports ComposeShader. For instance, this can be used to blend a gradient and a
bitmap togehter and paint a string of text with the result.

Change-Id: I701c2f9cf7f89b2ff58005e8a1d0d80ccf4a4aea
2010-07-30 19:18:16 -07:00

164 lines
4.6 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 SKIA_SHADER_H
#define SKIA_SHADER_H
#include <SkShader.h>
#include <SkXfermode.h>
#include <GLES2/gl2.h>
#include "Extensions.h"
#include "ProgramCache.h"
#include "TextureCache.h"
#include "GradientCache.h"
#include "Snapshot.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Base shader
///////////////////////////////////////////////////////////////////////////////
/**
* Represents a Skia shader. A shader will modify the GL context and active
* program to recreate the original effect.
*/
struct SkiaShader {
/**
* Type of Skia shader in use.
*/
enum Type {
kNone,
kBitmap,
kLinearGradient,
kCircularGradient,
kSweepGradient,
kCompose
};
SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX, SkShader::TileMode tileY,
SkMatrix* matrix, bool blend);
virtual ~SkiaShader();
virtual void describe(ProgramDescription& description, const Extensions& extensions);
virtual void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
inline bool blend() const {
return mBlend;
}
Type type() const {
return mType;
}
virtual void set(TextureCache* textureCache, GradientCache* gradientCache) {
mTextureCache = textureCache;
mGradientCache = gradientCache;
}
void setMatrix(SkMatrix* matrix) {
mMatrix = matrix;
}
protected:
inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit);
Type mType;
SkShader* mKey;
SkShader::TileMode mTileX;
SkShader::TileMode mTileY;
SkMatrix* mMatrix;
bool mBlend;
TextureCache* mTextureCache;
GradientCache* mGradientCache;
}; // struct SkiaShader
///////////////////////////////////////////////////////////////////////////////
// Implementations
///////////////////////////////////////////////////////////////////////////////
/**
* A shader that draws a bitmap.
*/
struct SkiaBitmapShader: public SkiaShader {
SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool blend);
~SkiaBitmapShader();
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
private:
/**
* This method does not work for n == 0.
*/
inline bool isPowerOfTwo(unsigned int n) {
return !(n & (n - 1));
}
SkBitmap* mBitmap;
}; // struct SkiaBitmapShader
/**
* A shader that draws a linear gradient.
*/
struct SkiaLinearGradientShader: public SkiaShader {
SkiaLinearGradientShader(float* bounds, uint32_t* colors, float* positions, int count,
SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
~SkiaLinearGradientShader();
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
private:
float* mBounds;
uint32_t* mColors;
float* mPositions;
int mCount;
}; // struct SkiaLinearGradientShader
/**
* A shader that draws two shaders, composited with an xfermode.
*/
struct SkiaComposeShader: public SkiaShader {
SkiaComposeShader(SkiaShader* first, SkiaShader* second, SkXfermode::Mode mode, SkShader* key);
~SkiaComposeShader();
void set(TextureCache* textureCache, GradientCache* gradientCache);
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
private:
SkiaShader* mFirst;
SkiaShader* mSecond;
SkXfermode::Mode mMode;
}; // struct SkiaComposeShader
}; // namespace uirenderer
}; // namespace android
#endif // SKIA_SHADER_H