saveLayer() is affected by the paint's alpha and xfermode. Change-Id: I28693a9337052643adccdb4889a8f228d4e17903
227 lines
7.4 KiB
C++
227 lines
7.4 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_UI_OPENGL_RENDERER_H
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#define ANDROID_UI_OPENGL_RENDERER_H
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkMatrix.h>
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#include <SkXfermode.h>
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#include <utils/RefBase.h>
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#include "Matrix.h"
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#include "Program.h"
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#include "Rect.h"
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#include "Snapshot.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Support
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Simple structure to describe a vertex with a position.
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* This is used to draw filled rectangles without a texture.
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*/
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struct SimpleVertex {
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float position[2];
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}; // struct SimpleVertex
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/**
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* Simple structure to describe a vertex with a position and a texture.
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*/
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struct TextureVertex {
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float position[2];
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float texture[2];
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}; // struct TextureVertex
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/**
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* Structure mapping Skia xfermodes to OpenGL blending factors.
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*/
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struct Blender {
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SkXfermode::Mode mode;
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GLenum src;
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GLenum dst;
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}; // struct Blender
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///////////////////////////////////////////////////////////////////////////////
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// Renderer
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///////////////////////////////////////////////////////////////////////////////
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/**
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* OpenGL renderer used to draw accelerated 2D graphics. The API is a
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* simplified version of Skia's Canvas API.
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*/
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class OpenGLRenderer {
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public:
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OpenGLRenderer();
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~OpenGLRenderer();
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void setViewport(int width, int height);
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void prepare();
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int getSaveCount() const;
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int save(int flags);
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void restore();
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void restoreToCount(int saveCount);
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int saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags);
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int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags);
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void translate(float dx, float dy);
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void rotate(float degrees);
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void scale(float sx, float sy);
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void setMatrix(SkMatrix* matrix);
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void getMatrix(SkMatrix* matrix);
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void concatMatrix(SkMatrix* matrix);
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const Rect& getClipBounds();
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bool quickReject(float left, float top, float right, float bottom);
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bool clipRect(float left, float top, float right, float bottom);
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void drawColor(int color, SkXfermode::Mode mode);
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void drawRect(float left, float top, float right, float bottom, const SkPaint* paint);
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private:
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/**
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* Saves the current state of the renderer as a new snapshot.
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* The new snapshot is saved in mSnapshot and the previous snapshot
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* is linked from mSnapshot->previous.
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*
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* @return The new save count. This value can be passed to #restoreToCount()
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*/
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int saveSnapshot();
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/**
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* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
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*
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* @return True if the clip should be also reapplied by calling
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* #setScissorFromClip().
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*/
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bool restoreSnapshot();
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/**
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* Sets the clipping rectangle using glScissor. The clip is defined by
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* the current snapshot's clipRect member.
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*/
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void setScissorFromClip();
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/**
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* Compose the layer defined in the current snapshot with the layer
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* defined by the previous snapshot.
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*
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* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
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*
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* @param curent The current snapshot containing the layer to compose
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* @param previous The previous snapshot to compose the current layer with
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*/
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void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
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/**
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* Creates a new layer stored in the specified snapshot.
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*
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* @param snapshot The snapshot associated with the new layer
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* @param left The left coordinate of the layer
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* @param top The top coordinate of the layer
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* @param right The right coordinate of the layer
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* @param bottom The bottom coordinate of the layer
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* @param alpha The translucency of the layer
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* @param mode The blending mode of the layer
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* @param flags The layer save flags
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*
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* @return True if the layer was successfully created, false otherwise
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*/
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bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
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int alpha, SkXfermode::Mode mode, int flags);
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/**
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* Draws a colored rectangle with the specified color. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param color The rectangle's ARGB color, defined as a packed 32 bits word
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* @param mode The Skia xfermode to use
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*/
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void drawColorRect(float left, float top, float right, float bottom,
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int color, SkXfermode::Mode mode);
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/**
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* Draws a textured rectangle with the specified texture. The specified coordinates
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* are transformed by the current snapshot's transform matrix.
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*
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* @param left The left coordinate of the rectangle
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* @param top The top coordinate of the rectangle
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* @param right The right coordinate of the rectangle
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* @param bottom The bottom coordinate of the rectangle
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* @param texture The texture name to map onto the rectangle
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* @param alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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* @param isPremultiplied Indicates whether the texture has premultiplied alpha
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*/
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void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
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float alpha, SkXfermode::Mode mode, bool isPremultiplied = false);
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/**
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* Resets the texture coordinates stored in mDrawTextureVertices. Setting the values
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* back to default is achieved by calling:
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*
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* resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
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*
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* @param u1 The left coordinate of the texture
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* @param v1 The bottom coordinate of the texture
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* @param u2 The right coordinate of the texture
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* @param v2 The top coordinate of the texture
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*/
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void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
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// Dimensions of the drawing surface
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int mWidth, mHeight;
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// Matrix used for ortho projection in shaders
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float mOrthoMatrix[16];
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// Model-view matrix used to position/size objects
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mat4 mModelView;
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// Number of saved states
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int mSaveCount;
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// Base state
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Snapshot mFirstSnapshot;
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// Current state
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sp<Snapshot> mSnapshot;
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// Shaders
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sp<DrawColorProgram> mDrawColorShader;
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sp<DrawTextureProgram> mDrawTextureShader;
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// Used to draw textured quads
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TextureVertex mDrawTextureVertices[4];
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}; // class OpenGLRenderer
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_UI_OPENGL_RENDERER_H
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