This change also integrates better support for RTL text. Change-Id: I6da8f5cf5dc28ca7cf1b22e27b0d853c919e8481
382 lines
14 KiB
C++
382 lines
14 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 <SkBitmap.h>
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#include <SkMatrix.h>
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#include <SkPaint.h>
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#include <SkRegion.h>
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#include <SkShader.h>
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#include <SkXfermode.h>
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#include <utils/RefBase.h>
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#include <utils/ResourceTypes.h>
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#include "Extensions.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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#include "TextureCache.h"
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#include "LayerCache.h"
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#include "GradientCache.h"
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#include "PatchCache.h"
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#include "Vertex.h"
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#include "FontRenderer.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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* 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, SkRegion::Op op);
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void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint);
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void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint);
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void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom,
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float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint);
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void drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, float left, float top,
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float right, float bottom, const SkPaint* paint);
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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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void resetShader();
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void setupBitmapShader(SkBitmap* bitmap, SkShader::TileMode tileX, SkShader::TileMode tileY,
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SkMatrix* matrix, bool hasAlpha);
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void setupLinearGradientShader(SkShader* shader, float* bounds, uint32_t* colors,
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float* positions, int count, SkShader::TileMode tileMode,
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SkMatrix* matrix, bool hasAlpha);
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void drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint);
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private:
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/**
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* Type of Skia shader in use.
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*/
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enum ShaderType {
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kShaderNone,
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kShaderBitmap,
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kShaderLinearGradient,
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kShaderCircularGradient,
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kShaderSweepGradient
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};
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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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* @param ignoreTransform True if the current transform should be ignored
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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, bool ignoreTransform = false);
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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 blend True if the texture contains an alpha channel
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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 blend);
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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 to use
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* @param paint The paint containing the alpha, blending mode, etc.
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*/
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void drawTextureRect(float left, float top, float right, float bottom,
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const Texture* texture, const SkPaint* paint);
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/**
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* Draws a textured mesh with the specified texture. If the indices are omitted, the
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* mesh is drawn as a simple quad.
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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 blend True if the texture contains an alpha channel
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* @param vertices The vertices that define the mesh
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* @param texCoords The texture coordinates of each vertex
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* @param indices The indices of the vertices, can be NULL
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* @param elementsCount The number of elements in the mesh, required by indices
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*/
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void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
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float alpha, SkXfermode::Mode mode, bool blend,
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GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount = 0);
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/**
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* Fills the specified rectangle with the currently set bitmap shader.
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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 alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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*/
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void drawBitmapShader(float left, float top, float right, float bottom, float alpha,
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SkXfermode::Mode mode);
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/**
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* Fills the specified rectangle with the currently set linear gradient shader.
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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 alpha An additional translucency parameter, between 0.0f and 1.0f
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* @param mode The blending mode
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*/
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void drawLinearGradientShader(float left, float top, float right, float bottom, float alpha,
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SkXfermode::Mode mode);
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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, 0.0f, 1.0f, 1.0f);
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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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/**
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* Gets the alpha and xfermode out of a paint object. If the paint is null
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* alpha will be 255 and the xfermode will be SRC_OVER.
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*
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* @param paint The paint to extract values from
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* @param alpha Where to store the resulting alpha
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* @param mode Where to store the resulting xfermode
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*/
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inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
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/**
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* Binds the specified texture with the specified wrap modes.
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*/
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inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT);
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/**
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* Enable or disable blending as necessary. This function sets the appropriate
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* blend function based on the specified xfermode.
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*/
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inline void chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied = true);
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/**
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* Use the specified program with the current GL context. If the program is already
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* in use, it will not be bound again. If it is not in use, the current program is
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* marked unused and the specified program becomes used and becomes the new
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* current program.
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*
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* @param program The program to use
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*
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* @return true If the specified program was already in use, false otherwise.
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*/
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inline bool useProgram(const sp<Program>& program);
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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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mat4 mOrthoMatrix;
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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<Program> mCurrentProgram;
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sp<DrawColorProgram> mDrawColorProgram;
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sp<DrawTextureProgram> mDrawTextureProgram;
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sp<DrawTextProgram> mDrawTextProgram;
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sp<DrawLinearGradientProgram> mDrawLinearGradientProgram;
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// Used to draw textured quads
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TextureVertex mDrawTextureVertices[4];
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// Current texture state
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GLuint mLastTexture;
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// Last known blend state
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bool mBlend;
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GLenum mLastSrcMode;
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GLenum mLastDstMode;
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// Skia shaders
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ShaderType mShader;
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SkShader* mShaderKey;
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bool mShaderBlend;
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GLenum mShaderTileX;
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GLenum mShaderTileY;
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SkMatrix* mShaderMatrix;
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// Bitmaps
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SkBitmap* mShaderBitmap;
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// Gradients
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float* mShaderBounds;
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uint32_t* mShaderColors;
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float* mShaderPositions;
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int mShaderCount;
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// GL extensions
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Extensions mExtensions;
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// Font renderer
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FontRenderer mFontRenderer;
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// Various caches
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TextureCache mTextureCache;
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LayerCache mLayerCache;
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GradientCache mGradientCache;
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PatchCache mPatchCache;
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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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