| /* |
| * 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. |
| */ |
| |
| #define LOG_TAG "OpenGLRenderer" |
| |
| #include <stdlib.h> |
| #include <stdint.h> |
| #include <sys/types.h> |
| |
| #include <SkCanvas.h> |
| #include <SkTypeface.h> |
| |
| #include <cutils/properties.h> |
| #include <utils/Log.h> |
| |
| #include "OpenGLRenderer.h" |
| #include "Properties.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Defines |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #define DEFAULT_TEXTURE_CACHE_SIZE 20.0f |
| #define DEFAULT_LAYER_CACHE_SIZE 6.0f |
| #define DEFAULT_PATH_CACHE_SIZE 6.0f |
| #define DEFAULT_PATCH_CACHE_SIZE 100 |
| #define DEFAULT_GRADIENT_CACHE_SIZE 0.5f |
| #define DEFAULT_DROP_SHADOW_CACHE_SIZE 1.0f |
| |
| #define REQUIRED_TEXTURE_UNITS_COUNT 3 |
| |
| // Converts a number of mega-bytes into bytes |
| #define MB(s) s * 1024 * 1024 |
| |
| // Generates simple and textured vertices |
| #define FV(x, y, u, v) { { x, y }, { u, v } } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Globals |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| // This array is never used directly but used as a memcpy source in the |
| // OpenGLRenderer constructor |
| static const TextureVertex gMeshVertices[] = { |
| FV(0.0f, 0.0f, 0.0f, 0.0f), |
| FV(1.0f, 0.0f, 1.0f, 0.0f), |
| FV(0.0f, 1.0f, 0.0f, 1.0f), |
| FV(1.0f, 1.0f, 1.0f, 1.0f) |
| }; |
| static const GLsizei gMeshStride = sizeof(TextureVertex); |
| static const GLsizei gMeshCount = 4; |
| |
| /** |
| * Structure mapping Skia xfermodes to OpenGL blending factors. |
| */ |
| struct Blender { |
| SkXfermode::Mode mode; |
| GLenum src; |
| GLenum dst; |
| }; // struct Blender |
| |
| // In this array, the index of each Blender equals the value of the first |
| // entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] |
| static const Blender gBlends[] = { |
| { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, |
| { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, |
| { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, |
| { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, |
| { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, |
| { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, |
| { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, |
| { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, |
| { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, |
| { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } |
| }; |
| |
| static const GLenum gTextureUnits[] = { |
| GL_TEXTURE0, |
| GL_TEXTURE1, |
| GL_TEXTURE2 |
| }; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Constructors/destructor |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| OpenGLRenderer::OpenGLRenderer(): |
| mBlend(false), mLastSrcMode(GL_ZERO), mLastDstMode(GL_ZERO), |
| mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)), |
| mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)), |
| mGradientCache(MB(DEFAULT_GRADIENT_CACHE_SIZE)), |
| mPathCache(MB(DEFAULT_PATH_CACHE_SIZE)), |
| mPatchCache(DEFAULT_PATCH_CACHE_SIZE), |
| mDropShadowCache(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) { |
| LOGD("Create OpenGLRenderer"); |
| |
| char property[PROPERTY_VALUE_MAX]; |
| if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) { |
| LOGD(" Setting texture cache size to %sMB", property); |
| mTextureCache.setMaxSize(MB(atof(property))); |
| } else { |
| LOGD(" Using default texture cache size of %.2fMB", DEFAULT_TEXTURE_CACHE_SIZE); |
| } |
| |
| if (property_get(PROPERTY_LAYER_CACHE_SIZE, property, NULL) > 0) { |
| LOGD(" Setting layer cache size to %sMB", property); |
| mLayerCache.setMaxSize(MB(atof(property))); |
| } else { |
| LOGD(" Using default layer cache size of %.2fMB", DEFAULT_LAYER_CACHE_SIZE); |
| } |
| |
| if (property_get(PROPERTY_GRADIENT_CACHE_SIZE, property, NULL) > 0) { |
| LOGD(" Setting gradient cache size to %sMB", property); |
| mGradientCache.setMaxSize(MB(atof(property))); |
| } else { |
| LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE); |
| } |
| |
| if (property_get(PROPERTY_PATH_CACHE_SIZE, property, NULL) > 0) { |
| LOGD(" Setting path cache size to %sMB", property); |
| mPathCache.setMaxSize(MB(atof(property))); |
| } else { |
| LOGD(" Using default path cache size of %.2fMB", DEFAULT_PATH_CACHE_SIZE); |
| } |
| |
| if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) { |
| LOGD(" Setting drop shadow cache size to %sMB", property); |
| mDropShadowCache.setMaxSize(MB(atof(property))); |
| } else { |
| LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE); |
| } |
| mDropShadowCache.setFontRenderer(mFontRenderer); |
| |
| mCurrentProgram = NULL; |
| mShader = NULL; |
| mColorFilter = NULL; |
| mHasShadow = false; |
| |
| memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); |
| |
| mFirstSnapshot = new Snapshot; |
| |
| GLint maxTextureUnits; |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); |
| if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { |
| LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); |
| } |
| } |
| |
| OpenGLRenderer::~OpenGLRenderer() { |
| LOGD("Destroy OpenGLRenderer"); |
| |
| mTextureCache.clear(); |
| mLayerCache.clear(); |
| mGradientCache.clear(); |
| mPathCache.clear(); |
| mPatchCache.clear(); |
| mProgramCache.clear(); |
| mDropShadowCache.clear(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Setup |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setViewport(int width, int height) { |
| glViewport(0, 0, width, height); |
| mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); |
| |
| mWidth = width; |
| mHeight = height; |
| mFirstSnapshot->height = height; |
| mFirstSnapshot->viewport.set(0, 0, width, height); |
| } |
| |
| void OpenGLRenderer::prepare() { |
| mSnapshot = new Snapshot(mFirstSnapshot); |
| mSaveCount = 0; |
| |
| glDisable(GL_SCISSOR_TEST); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glEnable(GL_SCISSOR_TEST); |
| glScissor(0, 0, mWidth, mHeight); |
| |
| mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // State management |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| int OpenGLRenderer::getSaveCount() const { |
| return mSaveCount; |
| } |
| |
| int OpenGLRenderer::save(int flags) { |
| return saveSnapshot(); |
| } |
| |
| void OpenGLRenderer::restore() { |
| if (mSaveCount == 0) return; |
| |
| if (restoreSnapshot()) { |
| setScissorFromClip(); |
| } |
| } |
| |
| void OpenGLRenderer::restoreToCount(int saveCount) { |
| if (saveCount <= 0 || saveCount > mSaveCount) return; |
| |
| bool restoreClip = false; |
| |
| while (mSaveCount != saveCount - 1) { |
| restoreClip |= restoreSnapshot(); |
| } |
| |
| if (restoreClip) { |
| setScissorFromClip(); |
| } |
| } |
| |
| int OpenGLRenderer::saveSnapshot() { |
| mSnapshot = new Snapshot(mSnapshot); |
| return ++mSaveCount; |
| } |
| |
| bool OpenGLRenderer::restoreSnapshot() { |
| bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; |
| bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; |
| bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; |
| |
| sp<Snapshot> current = mSnapshot; |
| sp<Snapshot> previous = mSnapshot->previous; |
| |
| if (restoreOrtho) { |
| Rect& r = previous->viewport; |
| glViewport(r.left, r.top, r.right, r.bottom); |
| mOrthoMatrix.load(current->orthoMatrix); |
| } |
| |
| if (restoreLayer) { |
| composeLayer(current, previous); |
| } |
| |
| mSnapshot = previous; |
| mSaveCount--; |
| |
| return restoreClip; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Layers |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, |
| const SkPaint* p, int flags) { |
| int count = saveSnapshot(); |
| |
| int alpha = 255; |
| SkXfermode::Mode mode; |
| |
| if (p) { |
| alpha = p->getAlpha(); |
| const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| } else { |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| |
| createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags); |
| |
| return count; |
| } |
| |
| int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, |
| int alpha, int flags) { |
| int count = saveSnapshot(); |
| createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags); |
| return count; |
| } |
| |
| bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, |
| float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) { |
| LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top); |
| LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize()); |
| |
| GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0; |
| LayerSize size(right - left, bottom - top); |
| |
| Layer* layer = mLayerCache.get(size, previousFbo); |
| if (!layer) { |
| return false; |
| } |
| |
| glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); |
| |
| // Clear the FBO |
| glDisable(GL_SCISSOR_TEST); |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT); |
| glEnable(GL_SCISSOR_TEST); |
| |
| // Save the layer in the snapshot |
| snapshot->flags |= Snapshot::kFlagIsLayer; |
| layer->mode = mode; |
| layer->alpha = alpha / 255.0f; |
| layer->layer.set(left, top, right, bottom); |
| |
| snapshot->layer = layer; |
| snapshot->fbo = layer->fbo; |
| |
| // Creates a new snapshot to draw into the FBO |
| saveSnapshot(); |
| |
| mSnapshot->transform.loadTranslate(-left, -top, 0.0f); |
| mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top); |
| mSnapshot->viewport.set(0.0f, 0.0f, right - left, bottom - top); |
| mSnapshot->height = bottom - top; |
| |
| setScissorFromClip(); |
| |
| mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet; |
| mSnapshot->orthoMatrix.load(mOrthoMatrix); |
| |
| // Change the ortho projection |
| glViewport(0, 0, right - left, bottom - top); |
| // Don't flip the FBO, it will get flipped when drawing back to the framebuffer |
| mOrthoMatrix.loadOrtho(0.0f, right - left, 0.0f, bottom - top, -1.0f, 1.0f); |
| |
| return true; |
| } |
| |
| void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { |
| if (!current->layer) { |
| LOGE("Attempting to compose a layer that does not exist"); |
| return; |
| } |
| |
| // Unbind current FBO and restore previous one |
| // Most of the time, previous->fbo will be 0 to bind the default buffer |
| glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); |
| |
| // Restore the clip from the previous snapshot |
| const Rect& clip = previous->clipRect; |
| glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight()); |
| |
| Layer* layer = current->layer; |
| const Rect& rect = layer->layer; |
| |
| drawTextureRect(rect.left, rect.top, rect.right, rect.bottom, |
| layer->texture, layer->alpha, layer->mode, layer->blend); |
| |
| LayerSize size(rect.getWidth(), rect.getHeight()); |
| // Failing to add the layer to the cache should happen only if the |
| // layer is too large |
| if (!mLayerCache.put(size, layer)) { |
| LAYER_LOGD("Deleting layer"); |
| |
| glDeleteFramebuffers(1, &layer->fbo); |
| glDeleteTextures(1, &layer->texture); |
| |
| delete layer; |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Transforms |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::translate(float dx, float dy) { |
| mSnapshot->transform.translate(dx, dy, 0.0f); |
| } |
| |
| void OpenGLRenderer::rotate(float degrees) { |
| mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); |
| } |
| |
| void OpenGLRenderer::scale(float sx, float sy) { |
| mSnapshot->transform.scale(sx, sy, 1.0f); |
| } |
| |
| void OpenGLRenderer::setMatrix(SkMatrix* matrix) { |
| mSnapshot->transform.load(*matrix); |
| } |
| |
| void OpenGLRenderer::getMatrix(SkMatrix* matrix) { |
| mSnapshot->transform.copyTo(*matrix); |
| } |
| |
| void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { |
| mat4 m(*matrix); |
| mSnapshot->transform.multiply(m); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Clipping |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setScissorFromClip() { |
| const Rect& clip = mSnapshot->clipRect; |
| glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); |
| } |
| |
| const Rect& OpenGLRenderer::getClipBounds() { |
| return mSnapshot->getLocalClip(); |
| } |
| |
| bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { |
| Rect r(left, top, right, bottom); |
| mSnapshot->transform.mapRect(r); |
| |
| return !mSnapshot->clipRect.intersects(r); |
| } |
| |
| bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { |
| bool clipped = mSnapshot->clip(left, top, right, bottom, op); |
| if (clipped) { |
| setScissorFromClip(); |
| } |
| return !mSnapshot->clipRect.isEmpty(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drawing |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) { |
| const float right = left + bitmap->width(); |
| const float bottom = top + bitmap->height(); |
| |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mTextureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| drawTextureRect(left, top, right, bottom, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) { |
| Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); |
| const mat4 transform(*matrix); |
| transform.mapRect(r); |
| |
| if (quickReject(r.left, r.top, r.right, r.bottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mTextureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint); |
| } |
| |
| void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, |
| float srcLeft, float srcTop, float srcRight, float srcBottom, |
| float dstLeft, float dstTop, float dstRight, float dstBottom, |
| const SkPaint* paint) { |
| if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mTextureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| const float width = texture->width; |
| const float height = texture->height; |
| |
| const float u1 = srcLeft / width; |
| const float v1 = srcTop / height; |
| const float u2 = srcRight / width; |
| const float v2 = srcBottom / height; |
| |
| resetDrawTextureTexCoords(u1, v1, u2, v2); |
| |
| drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint); |
| |
| resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); |
| } |
| |
| void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, |
| float left, float top, float right, float bottom, const SkPaint* paint) { |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| glActiveTexture(GL_TEXTURE0); |
| const Texture* texture = mTextureCache.get(bitmap); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| Patch* mesh = mPatchCache.get(patch); |
| mesh->updateVertices(bitmap, left, top, right, bottom, |
| &patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs); |
| |
| // Specify right and bottom as +1.0f from left/top to prevent scaling since the |
| // patch mesh already defines the final size |
| drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, |
| mode, texture->blend, &mesh->vertices[0].position[0], |
| &mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount); |
| } |
| |
| void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { |
| const Rect& clip = mSnapshot->clipRect; |
| drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); |
| } |
| |
| void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) { |
| if (quickReject(left, top, right, bottom)) { |
| return; |
| } |
| |
| SkXfermode::Mode mode; |
| |
| const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| mode = SkXfermode::kSrcOver_Mode; |
| } |
| |
| // Skia draws using the color's alpha channel if < 255 |
| // Otherwise, it uses the paint's alpha |
| int color = p->getColor(); |
| if (((color >> 24) & 0xff) == 255) { |
| color |= p->getAlpha() << 24; |
| } |
| |
| drawColorRect(left, top, right, bottom, color, mode); |
| } |
| |
| void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, |
| float x, float y, SkPaint* paint) { |
| if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { |
| return; |
| } |
| |
| float length = -1.0f; |
| switch (paint->getTextAlign()) { |
| case SkPaint::kCenter_Align: |
| length = paint->measureText(text, bytesCount); |
| x -= length / 2.0f; |
| break; |
| case SkPaint::kRight_Align: |
| length = paint->measureText(text, bytesCount); |
| x -= length; |
| break; |
| default: |
| break; |
| } |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize()); |
| if (mHasShadow) { |
| glActiveTexture(gTextureUnits[0]); |
| const ShadowTexture* shadow = mDropShadowCache.get(paint, text, bytesCount, |
| count, mShadowRadius); |
| const AutoTexture autoCleanup(shadow); |
| |
| setupShadow(shadow, x, y, mode); |
| |
| // Draw the mesh |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); |
| } |
| |
| uint32_t color = paint->getColor(); |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| GLuint textureUnit = 0; |
| glActiveTexture(gTextureUnits[textureUnit]); |
| |
| setupTextureAlpha8(mFontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a, |
| mode, false, true); |
| |
| const Rect& clip = mSnapshot->getLocalClip(); |
| mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y); |
| |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); |
| |
| drawTextDecorations(text, bytesCount, length, x, y, paint); |
| } |
| |
| void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { |
| GLuint textureUnit = 0; |
| glActiveTexture(gTextureUnits[textureUnit]); |
| |
| const PathTexture* texture = mPathCache.get(path, paint); |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| uint32_t color = paint->getColor(); |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| const float x = texture->left - texture->offset; |
| const float y = texture->top - texture->offset; |
| |
| setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); |
| |
| // Draw the mesh |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords")); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Shaders |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::resetShader() { |
| mShader = NULL; |
| } |
| |
| void OpenGLRenderer::setupShader(SkiaShader* shader) { |
| mShader = shader; |
| if (mShader) { |
| mShader->set(&mTextureCache, &mGradientCache); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Color filters |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::resetColorFilter() { |
| mColorFilter = NULL; |
| } |
| |
| void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { |
| mColorFilter = filter; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drop shadow |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::resetShadow() { |
| mHasShadow = false; |
| } |
| |
| void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { |
| mHasShadow = true; |
| mShadowRadius = radius; |
| mShadowDx = dx; |
| mShadowDy = dy; |
| mShadowColor = color; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Drawing implementation |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, |
| SkXfermode::Mode mode) { |
| const float sx = x - texture->left + mShadowDx; |
| const float sy = y - texture->top + mShadowDy; |
| |
| const GLfloat a = ((mShadowColor >> 24) & 0xFF) / 255.0f; |
| const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; |
| |
| GLuint textureUnit = 0; |
| setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false); |
| } |
| |
| void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, |
| float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, |
| bool transforms, bool applyFilters) { |
| setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, |
| x, y, r, g, b, a, mode, transforms, applyFilters); |
| } |
| |
| void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, |
| GLuint& textureUnit, float x, float y, float r, float g, float b, float a, |
| SkXfermode::Mode mode, bool transforms, bool applyFilters) { |
| // Describe the required shaders |
| ProgramDescription description; |
| description.hasTexture = true; |
| description.hasAlpha8Texture = true; |
| |
| if (applyFilters) { |
| if (mShader) { |
| mShader->describe(description, mExtensions); |
| } |
| if (mColorFilter) { |
| mColorFilter->describe(description, mExtensions); |
| } |
| } |
| |
| // Build and use the appropriate shader |
| useProgram(mProgramCache.get(description)); |
| |
| // Setup the blending mode |
| chooseBlending(true, mode); |
| bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit); |
| glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit); |
| |
| int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); |
| glEnableVertexAttribArray(texCoordsSlot); |
| |
| // Setup attributes |
| glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, &mMeshVertices[0].position[0]); |
| glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, &mMeshVertices[0].texture[0]); |
| |
| // Setup uniforms |
| if (transforms) { |
| mModelView.loadTranslate(x, y, 0.0f); |
| mModelView.scale(width, height, 1.0f); |
| } else { |
| mModelView.loadIdentity(); |
| } |
| mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); |
| glUniform4f(mCurrentProgram->color, r, g, b, a); |
| |
| textureUnit++; |
| if (applyFilters) { |
| // Setup attributes and uniforms required by the shaders |
| if (mShader) { |
| mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); |
| } |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCurrentProgram); |
| } |
| } |
| } |
| |
| #define kStdStrikeThru_Offset (-6.0f / 21.0f) |
| #define kStdUnderline_Offset (1.0f / 9.0f) |
| #define kStdUnderline_Thickness (1.0f / 18.0f) |
| |
| void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, |
| float x, float y, SkPaint* paint) { |
| // Handle underline and strike-through |
| uint32_t flags = paint->getFlags(); |
| if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { |
| float underlineWidth = length; |
| // If length is > 0.0f, we already measured the text for the text alignment |
| if (length <= 0.0f) { |
| underlineWidth = paint->measureText(text, bytesCount); |
| } |
| |
| float offsetX = 0; |
| switch (paint->getTextAlign()) { |
| case SkPaint::kCenter_Align: |
| offsetX = underlineWidth * 0.5f; |
| break; |
| case SkPaint::kRight_Align: |
| offsetX = underlineWidth; |
| break; |
| default: |
| break; |
| } |
| |
| if (underlineWidth > 0.0f) { |
| float textSize = paint->getTextSize(); |
| float height = textSize * kStdUnderline_Thickness; |
| |
| float left = x - offsetX; |
| float top = 0.0f; |
| float right = left + underlineWidth; |
| float bottom = 0.0f; |
| |
| if (flags & SkPaint::kUnderlineText_Flag) { |
| top = y + textSize * kStdUnderline_Offset; |
| bottom = top + height; |
| drawRect(left, top, right, bottom, paint); |
| } |
| |
| if (flags & SkPaint::kStrikeThruText_Flag) { |
| top = y + textSize * kStdStrikeThru_Offset; |
| bottom = top + height; |
| drawRect(left, top, right, bottom, paint); |
| } |
| } |
| } |
| } |
| |
| void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, |
| int color, SkXfermode::Mode mode, bool ignoreTransform) { |
| // If a shader is set, preserve only the alpha |
| if (mShader) { |
| color |= 0x00ffffff; |
| } |
| |
| // Render using pre-multiplied alpha |
| const int alpha = (color >> 24) & 0xFF; |
| const GLfloat a = alpha / 255.0f; |
| const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; |
| const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; |
| const GLfloat b = a * ((color ) & 0xFF) / 255.0f; |
| |
| GLuint textureUnit = 0; |
| |
| // Setup the blending mode |
| chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode); |
| |
| // Describe the required shaders |
| ProgramDescription description; |
| if (mShader) { |
| mShader->describe(description, mExtensions); |
| } |
| if (mColorFilter) { |
| mColorFilter->describe(description, mExtensions); |
| } |
| |
| // Build and use the appropriate shader |
| useProgram(mProgramCache.get(description)); |
| |
| // Setup attributes |
| glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, &mMeshVertices[0].position[0]); |
| |
| // Setup uniforms |
| mModelView.loadTranslate(left, top, 0.0f); |
| mModelView.scale(right - left, bottom - top, 1.0f); |
| if (!ignoreTransform) { |
| mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); |
| } else { |
| mat4 identity; |
| mCurrentProgram->set(mOrthoMatrix, mModelView, identity); |
| } |
| glUniform4f(mCurrentProgram->color, r, g, b, a); |
| |
| // Setup attributes and uniforms required by the shaders |
| if (mShader) { |
| mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit); |
| } |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCurrentProgram); |
| } |
| |
| // Draw the mesh |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| } |
| |
| void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, |
| const Texture* texture, const SkPaint* paint) { |
| int alpha; |
| SkXfermode::Mode mode; |
| getAlphaAndMode(paint, &alpha, &mode); |
| |
| drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend, |
| &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); |
| } |
| |
| void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, |
| GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { |
| drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, |
| &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL); |
| } |
| |
| void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, |
| GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, |
| GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount) { |
| ProgramDescription description; |
| description.hasTexture = true; |
| if (mColorFilter) { |
| mColorFilter->describe(description, mExtensions); |
| } |
| |
| mModelView.loadTranslate(left, top, 0.0f); |
| mModelView.scale(right - left, bottom - top, 1.0f); |
| |
| useProgram(mProgramCache.get(description)); |
| mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform); |
| |
| chooseBlending(blend || alpha < 1.0f, mode); |
| |
| // Texture |
| bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0); |
| glUniform1i(mCurrentProgram->getUniform("sampler"), 0); |
| |
| // Always premultiplied |
| glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha); |
| |
| // Mesh |
| int texCoordsSlot = mCurrentProgram->getAttrib("texCoords"); |
| glEnableVertexAttribArray(texCoordsSlot); |
| glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE, |
| gMeshStride, vertices); |
| glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); |
| |
| // Color filter |
| if (mColorFilter) { |
| mColorFilter->setupProgram(mCurrentProgram); |
| } |
| |
| if (!indices) { |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); |
| } else { |
| glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices); |
| } |
| glDisableVertexAttribArray(texCoordsSlot); |
| } |
| |
| void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) { |
| blend = blend || mode != SkXfermode::kSrcOver_Mode; |
| if (blend) { |
| if (!mBlend) { |
| glEnable(GL_BLEND); |
| } |
| |
| GLenum sourceMode = gBlends[mode].src; |
| GLenum destMode = gBlends[mode].dst; |
| if (!isPremultiplied && sourceMode == GL_ONE) { |
| sourceMode = GL_SRC_ALPHA; |
| } |
| |
| if (sourceMode != mLastSrcMode || destMode != mLastDstMode) { |
| glBlendFunc(sourceMode, destMode); |
| mLastSrcMode = sourceMode; |
| mLastDstMode = destMode; |
| } |
| } else if (mBlend) { |
| glDisable(GL_BLEND); |
| } |
| mBlend = blend; |
| } |
| |
| bool OpenGLRenderer::useProgram(Program* program) { |
| if (!program->isInUse()) { |
| if (mCurrentProgram != NULL) mCurrentProgram->remove(); |
| program->use(); |
| mCurrentProgram = program; |
| return false; |
| } |
| return true; |
| } |
| |
| void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { |
| TextureVertex* v = &mMeshVertices[0]; |
| TextureVertex::setUV(v++, u1, v1); |
| TextureVertex::setUV(v++, u2, v1); |
| TextureVertex::setUV(v++, u1, v2); |
| TextureVertex::setUV(v++, u2, v2); |
| } |
| |
| void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { |
| if (paint) { |
| const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); |
| if (!isMode) { |
| // Assume SRC_OVER |
| *mode = SkXfermode::kSrcOver_Mode; |
| } |
| |
| // Skia draws using the color's alpha channel if < 255 |
| // Otherwise, it uses the paint's alpha |
| int color = paint->getColor(); |
| *alpha = (color >> 24) & 0xFF; |
| if (*alpha == 255) { |
| *alpha = paint->getAlpha(); |
| } |
| } else { |
| *mode = SkXfermode::kSrcOver_Mode; |
| *alpha = 255; |
| } |
| } |
| |
| void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { |
| glActiveTexture(gTextureUnits[textureUnit]); |
| glBindTexture(GL_TEXTURE_2D, texture); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |