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/*
* 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 ANDROID_HWUI_OPENGL_RENDERER_H
#define ANDROID_HWUI_OPENGL_RENDERER_H
#include "CanvasState.h"
#include "Debug.h"
#include "Extensions.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Snapshot.h"
#include "UvMapper.h"
#include "Vertex.h"
#include "Caches.h"
#include "utils/PaintUtils.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkBitmap.h>
#include <SkCanvas.h>
#include <SkColorFilter.h>
#include <SkDrawLooper.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkRegion.h>
#include <SkXfermode.h>
#include <utils/Blur.h>
#include <utils/Functor.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
#include <cutils/compiler.h>
#include <androidfw/ResourceTypes.h>
#include <vector>
class SkShader;
namespace android {
namespace uirenderer {
enum class DrawOpMode {
kImmediate,
kDefer,
kFlush
};
class DeferredDisplayState;
struct Glop;
class RenderState;
class RenderNode;
class TextDrawFunctor;
class VertexBuffer;
enum StateDeferFlags {
kStateDeferFlag_Draw = 0x1,
kStateDeferFlag_Clip = 0x2
};
enum ClipSideFlags {
kClipSide_None = 0x0,
kClipSide_Left = 0x1,
kClipSide_Top = 0x2,
kClipSide_Right = 0x4,
kClipSide_Bottom = 0x8,
kClipSide_Full = 0xF,
kClipSide_ConservativeFull = 0x1F
};
enum VertexBufferDisplayFlags {
kVertexBuffer_Offset = 0x1,
kVertexBuffer_ShadowInterp = 0x2,
};
/**
* Defines additional transformation that should be applied by the model view matrix, beyond that of
* the currentTransform()
*/
enum ModelViewMode {
/**
* Used when the model view should simply translate geometry passed to the shader. The resulting
* matrix will be a simple translation.
*/
kModelViewMode_Translate = 0,
/**
* Used when the model view should translate and scale geometry. The resulting matrix will be a
* translation + scale. This is frequently used together with VBO 0, the (0,0,1,1) rect.
*/
kModelViewMode_TranslateAndScale = 1,
};
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
/**
* OpenGL Renderer implementation.
*/
class OpenGLRenderer : public CanvasStateClient {
public:
OpenGLRenderer(RenderState& renderState);
virtual ~OpenGLRenderer();
void initProperties();
void initLight(float lightRadius, uint8_t ambientShadowAlpha,
uint8_t spotShadowAlpha);
void setLightCenter(const Vector3& lightCenter);
/*
* Prepares the renderer to draw a frame. This method must be invoked
* at the beginning of each frame. Only the specified rectangle of the
* frame is assumed to be dirty. A clip will automatically be set to
* the specified rectangle.
*
* @param opaque If true, the target surface is considered opaque
* and will not be cleared. If false, the target surface
* will be cleared
*/
virtual void prepareDirty(int viewportWidth, int viewportHeight,
float left, float top, float right, float bottom, bool opaque);
/**
* Indicates the end of a frame. This method must be invoked whenever
* the caller is done rendering a frame.
* Returns true if any drawing was done during the frame (the output
* has changed / is "dirty" and should be displayed to the user).
*/
virtual bool finish();
void callDrawGLFunction(Functor* functor, Rect& dirty);
void pushLayerUpdate(Layer* layer);
void cancelLayerUpdate(Layer* layer);
void flushLayerUpdates();
void markLayersAsBuildLayers();
virtual int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags) {
return saveLayer(left, top, right, bottom, paint, flags, nullptr);
}
// Specialized saveLayer implementation, which will pass the convexMask to an FBO layer, if
// created, which will in turn clip to that mask when drawn back/restored.
int saveLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags, const SkPath* convexMask);
int saveLayerDeferred(float left, float top, float right, float bottom,
const SkPaint* paint, int flags);
void drawRenderNode(RenderNode* displayList, Rect& dirty, int32_t replayFlags = 1);
void drawLayer(Layer* layer);
void drawBitmap(const SkBitmap* bitmap, const SkPaint* paint);
void drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount,
TextureVertex* vertices, bool pureTranslate, const Rect& bounds, const SkPaint* paint);
void drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst,
const SkPaint* paint);
void drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight,
const float* vertices, const int* colors, const SkPaint* paint);
void drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry,
TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint);
void drawPatch(const SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
float left, float top, float right, float bottom, const SkPaint* paint);
void drawColor(int color, SkXfermode::Mode mode);
void drawRect(float left, float top, float right, float bottom,
const SkPaint* paint);
void drawRoundRect(float left, float top, float right, float bottom,
float rx, float ry, const SkPaint* paint);
void drawCircle(float x, float y, float radius, const SkPaint* paint);
void drawOval(float left, float top, float right, float bottom,
const SkPaint* paint);
void drawArc(float left, float top, float right, float bottom,
float startAngle, float sweepAngle, bool useCenter, const SkPaint* paint);
void drawPath(const SkPath* path, const SkPaint* paint);
void drawLines(const float* points, int count, const SkPaint* paint);
void drawPoints(const float* points, int count, const SkPaint* paint);
void drawTextOnPath(const char* text, int bytesCount, int count, const SkPath* path,
float hOffset, float vOffset, const SkPaint* paint);
void drawText(const char* text, int bytesCount, int count, float x, float y,
const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds,
DrawOpMode drawOpMode = DrawOpMode::kImmediate);
void drawRects(const float* rects, int count, const SkPaint* paint);
void drawShadow(float casterAlpha,
const VertexBuffer* ambientShadowVertexBuffer,
const VertexBuffer* spotShadowVertexBuffer);
void setDrawFilter(SkDrawFilter* filter);
/**
* Store the current display state (most importantly, the current clip and transform), and
* additionally map the state's bounds from local to window coordinates.
*
* Returns true if quick-rejected
*/
bool storeDisplayState(DeferredDisplayState& state, int stateDeferFlags);
void restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore = false);
void setupMergedMultiDraw(const Rect* clipRect);
bool isCurrentTransformSimple() {
return currentTransform()->isSimple();
}
Caches& getCaches() {
return mCaches;
}
RenderState& renderState() {
return mRenderState;
}
int getViewportWidth() { return mState.getViewportWidth(); }
int getViewportHeight() { return mState.getViewportHeight(); }
/**
* Scales the alpha on the current snapshot. This alpha value will be modulated
* with other alpha values when drawing primitives.
*/
void scaleAlpha(float alpha) { mState.scaleAlpha(alpha); }
/**
* Inserts a named event marker in the stream of GL commands.
*/
void eventMark(const char* name) const;
/**
* Inserts a formatted event marker in the stream of GL commands.
*/
void eventMarkDEBUG(const char *fmt, ...) const;
/**
* Inserts a named group marker in the stream of GL commands. This marker
* can be used by tools to group commands into logical groups. A call to
* this method must always be followed later on by a call to endMark().
*/
void startMark(const char* name) const;
/**
* Closes the last group marker opened by startMark().
*/
void endMark() const;
/**
* Build the best transform to use to rasterize text given a full
* transform matrix, and whether filteration is needed.
*
* Returns whether filtration is needed
*/
bool findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const;
#if DEBUG_MERGE_BEHAVIOR
void drawScreenSpaceColorRect(float left, float top, float right, float bottom, int color) {
mCaches.setScissorEnabled(false);
// should only be called outside of other draw ops, so stencil can only be in test state
bool stencilWasEnabled = mCaches.stencil.isTestEnabled();
mCaches.stencil.disable();
drawColorRect(left, top, right, bottom, color, SkXfermode::kSrcOver_Mode, true);
if (stencilWasEnabled) mCaches.stencil.enableTest();
mDirty = true;
}
#endif
const Vector3& getLightCenter() const { return mState.currentLightCenter(); }
float getLightRadius() const { return mLightRadius; }
uint8_t getAmbientShadowAlpha() const { return mAmbientShadowAlpha; }
uint8_t getSpotShadowAlpha() const { return mSpotShadowAlpha; }
///////////////////////////////////////////////////////////////////
/// State manipulation
int getSaveCount() const;
int save(int flags);
void restore();
void restoreToCount(int saveCount);
void setGlobalMatrix(const Matrix4& matrix) {
mState.setMatrix(matrix);
}
void setLocalMatrix(const Matrix4& matrix);
void setLocalMatrix(const SkMatrix& matrix);
void concatMatrix(const SkMatrix& matrix) { mState.concatMatrix(matrix); }
void translate(float dx, float dy, float dz = 0.0f);
void rotate(float degrees);
void scale(float sx, float sy);
void skew(float sx, float sy);
void setMatrix(const Matrix4& matrix); // internal only convenience method
void concatMatrix(const Matrix4& matrix); // internal only convenience method
const Rect& getLocalClipBounds() const { return mState.getLocalClipBounds(); }
const Rect& getRenderTargetClipBounds() const { return mState.getRenderTargetClipBounds(); }
bool quickRejectConservative(float left, float top,
float right, float bottom) const {
return mState.quickRejectConservative(left, top, right, bottom);
}
bool clipRect(float left, float top,
float right, float bottom, SkRegion::Op op);
bool clipPath(const SkPath* path, SkRegion::Op op);
bool clipRegion(const SkRegion* region, SkRegion::Op op);
/**
* Does not support different clipping Ops (that is, every call to setClippingOutline is
* effectively using SkRegion::kReplaceOp)
*
* The clipping outline is independent from the regular clip.
*/
void setClippingOutline(LinearAllocator& allocator, const Outline* outline);
void setClippingRoundRect(LinearAllocator& allocator,
const Rect& rect, float radius, bool highPriority = true);
void setProjectionPathMask(LinearAllocator& allocator, const SkPath* path);
inline bool hasRectToRectTransform() const { return mState.hasRectToRectTransform(); }
inline const mat4* currentTransform() const { return mState.currentTransform(); }
///////////////////////////////////////////////////////////////////
/// CanvasStateClient interface
virtual void onViewportInitialized() override;
virtual void onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) override;
virtual GLuint getTargetFbo() const override { return 0; }
SkPath* allocPathForFrame() {
std::unique_ptr<SkPath> path(new SkPath());
SkPath* returnPath = path.get();
mTempPaths.push_back(std::move(path));
return returnPath;
}
void setBaseTransform(const Matrix4& matrix) { mBaseTransform = matrix; }
protected:
/**
* Perform the setup specific to a frame. This method does not
* issue any OpenGL commands.
*/
void setupFrameState(int viewportWidth, int viewportHeight,
float left, float top, float right, float bottom, bool opaque);
/**
* Indicates the start of rendering. This method will setup the
* initial OpenGL state (viewport, clearing the buffer, etc.)
*/
void startFrame();
/**
* Clears the underlying surface if needed.
*/
virtual void clear(float left, float top, float right, float bottom, bool opaque);
/**
* Call this method after updating a layer during a drawing pass.
*/
void resumeAfterLayer();
/**
* This method is called whenever a stencil buffer is required. Subclasses
* should override this method and call attachStencilBufferToLayer() on the
* appropriate layer(s).
*/
virtual void ensureStencilBuffer();
/**
* Obtains a stencil render buffer (allocating it if necessary) and
* attaches it to the specified layer.
*/
void attachStencilBufferToLayer(Layer* layer);
/**
* Draw a rectangle list. Currently only used for the the stencil buffer so that the stencil
* will have a value of 'n' in every unclipped pixel, where 'n' is the number of rectangles
* in the list.
*/
void drawRectangleList(const RectangleList& rectangleList);
bool quickRejectSetupScissor(float left, float top, float right, float bottom,
const SkPaint* paint = nullptr);
bool quickRejectSetupScissor(const Rect& bounds, const SkPaint* paint = nullptr) {
return quickRejectSetupScissor(bounds.left, bounds.top,
bounds.right, bounds.bottom, paint);
}
/**
* Compose the layer defined in the current snapshot with the layer
* defined by the previous snapshot.
*
* The current snapshot *must* be a layer (flag kFlagIsLayer set.)
*
* @param curent The current snapshot containing the layer to compose
* @param previous The previous snapshot to compose the current layer with
*/
virtual void composeLayer(const Snapshot& current, const Snapshot& previous);
/**
* Marks the specified region as dirty at the specified bounds.
*/
void dirtyLayerUnchecked(Rect& bounds, Region* region);
/**
* Returns the region of the current layer.
*/
virtual Region* getRegion() const {
return mState.currentRegion();
}
/**
* Indicates whether rendering is currently targeted at a layer.
*/
virtual bool hasLayer() const {
return (mState.currentFlags() & Snapshot::kFlagFboTarget) && mState.currentRegion();
}
/**
* Renders the specified layer as a textured quad.
*
* @param layer The layer to render
* @param rect The bounds of the layer
*/
void drawTextureLayer(Layer* layer, const Rect& rect);
/**
* Gets the alpha from a layer, accounting for snapshot alpha
*
* @param layer The layer from which the alpha is extracted
*/
inline float getLayerAlpha(const Layer* layer) const;
/**
* Set to true to suppress error checks at the end of a frame.
*/
virtual bool suppressErrorChecks() const {
return false;
}
CanvasState mState;
Caches& mCaches;
RenderState& mRenderState;
private:
enum class GlopRenderType {
Standard,
Multi,
LayerClear
};
void renderGlop(const Glop& glop, GlopRenderType type = GlopRenderType::Standard);
/**
* Discards the content of the framebuffer if supported by the driver.
* This method should be called at the beginning of a frame to optimize
* rendering on some tiler architectures.
*/
void discardFramebuffer(float left, float top, float right, float bottom);
/**
* Sets the clipping rectangle using glScissor. The clip is defined by
* the current snapshot's clipRect member.
*/
void setScissorFromClip();
/**
* Sets the clipping region using the stencil buffer. The clip region
* is defined by the current snapshot's clipRegion member.
*/
void setStencilFromClip();
/**
* Given the local bounds of the layer, calculates ...
*/
void calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer);
/**
* Given the local bounds + clip of the layer, updates current snapshot's empty/invisible
*/
void updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip,
bool fboLayer, int alpha);
/**
* Creates a new layer stored in the specified snapshot.
*
* @param snapshot The snapshot associated with the new layer
* @param left The left coordinate of the layer
* @param top The top coordinate of the layer
* @param right The right coordinate of the layer
* @param bottom The bottom coordinate of the layer
* @param alpha The translucency of the layer
* @param mode The blending mode of the layer
* @param flags The layer save flags
* @param mask A mask to use when drawing the layer back, may be empty
*
* @return True if the layer was successfully created, false otherwise
*/
bool createLayer(float left, float top, float right, float bottom,
const SkPaint* paint, int flags, const SkPath* convexMask);
/**
* Creates a new layer stored in the specified snapshot as an FBO.
*
* @param layer The layer to store as an FBO
* @param snapshot The snapshot associated with the new layer
* @param bounds The bounds of the layer
*/
bool createFboLayer(Layer* layer, Rect& bounds, Rect& clip);
/**
* Compose the specified layer as a region.
*
* @param layer The layer to compose
* @param rect The layer's bounds
*/
void composeLayerRegion(Layer* layer, const Rect& rect);
/**
* Restores the content in layer to the screen, swapping the blend mode,
* specifically used in the restore() of a saveLayerAlpha().
*
* This allows e.g. a layer that would have been drawn on top of existing content (with SrcOver)
* to be drawn underneath.
*
* This will always ignore the canvas transform.
*/
void composeLayerRectSwapped(Layer* layer, const Rect& rect);
/**
* Draws the content in layer to the screen.
*/
void composeLayerRect(Layer* layer, const Rect& rect);
/**
* Clears all the regions corresponding to the current list of layers.
* This method MUST be invoked before any drawing operation.
*/
void clearLayerRegions();
/**
* Mark the layer as dirty at the specified coordinates. The coordinates
* are transformed with the supplied matrix.
*/
void dirtyLayer(const float left, const float top,
const float right, const float bottom, const Matrix4& transform);
/**
* Mark the layer as dirty at the specified coordinates.
*/
void dirtyLayer(const float left, const float top,
const float right, const float bottom);
/**
* Draws a colored rectangle with the specified color. The specified coordinates
* are transformed by the current snapshot's transform matrix unless specified
* otherwise.
*
* @param left The left coordinate of the rectangle
* @param top The top coordinate of the rectangle
* @param right The right coordinate of the rectangle
* @param bottom The bottom coordinate of the rectangle
* @param paint The paint containing the color, blending mode, etc.
* @param ignoreTransform True if the current transform should be ignored
*/
void drawColorRect(float left, float top, float right, float bottom,
const SkPaint* paint, bool ignoreTransform = false);
/**
* Draws a series of colored rectangles with the specified color. The specified
* coordinates are transformed by the current snapshot's transform matrix unless
* specified otherwise.
*
* @param rects A list of rectangles, 4 floats (left, top, right, bottom)
* per rectangle
* @param paint The paint containing the color, blending mode, etc.
* @param ignoreTransform True if the current transform should be ignored
* @param dirty True if calling this method should dirty the current layer
* @param clip True if the rects should be clipped, false otherwise
*/
void drawColorRects(const float* rects, int count, const SkPaint* paint,
bool ignoreTransform = false, bool dirty = true, bool clip = true);
/**
* Draws the shape represented by the specified path texture.
* This method invokes drawPathTexture() but takes into account
* the extra left/top offset and the texture offset to correctly
* position the final shape.
*
* @param left The left coordinate of the shape to render
* @param top The top coordinate of the shape to render
* @param texture The texture reprsenting the shape
* @param paint The paint to draw the shape with
*/
void drawShape(float left, float top, PathTexture* texture, const SkPaint* paint);
/**
* Renders a strip of polygons with the specified paint, used for tessellated geometry.
*
* @param vertexBuffer The VertexBuffer to be drawn
* @param paint The paint to render with
* @param flags flags with which to draw
*/
void drawVertexBuffer(float translateX, float translateY, const VertexBuffer& vertexBuffer,
const SkPaint* paint, int flags = 0);
/**
* Convenience for translating method
*/
void drawVertexBuffer(const VertexBuffer& vertexBuffer,
const SkPaint* paint, int flags = 0) {
drawVertexBuffer(0.0f, 0.0f, vertexBuffer, paint, flags);
}
/**
* Renders the convex hull defined by the specified path as a strip of polygons.
*
* @param path The hull of the path to draw
* @param paint The paint to render with
*/
void drawConvexPath(const SkPath& path, const SkPaint* paint);
/**
* Draws shadow layer on text (with optional positions).
*
* @param paint The paint to draw the shadow with
* @param text The text to draw
* @param count The number of glyphs in the text
* @param positions The x, y positions of individual glyphs (or NULL)
* @param fontRenderer The font renderer object
* @param alpha The alpha value for drawing the shadow
* @param x The x coordinate where the shadow will be drawn
* @param y The y coordinate where the shadow will be drawn
*/
void drawTextShadow(const SkPaint* paint, const char* text, int count,
const float* positions, FontRenderer& fontRenderer, int alpha,
float x, float y);
/**
* Draws a path texture. Path textures are alpha8 bitmaps that need special
* compositing to apply colors/filters/etc.
*
* @param texture The texture to render
* @param x The x coordinate where the texture will be drawn
* @param y The y coordinate where the texture will be drawn
* @param paint The paint to draw the texture with
*/
void drawPathTexture(PathTexture* texture, float x, float y, const SkPaint* paint);
/**
* Resets the texture coordinates stored in mMeshVertices. Setting the values
* back to default is achieved by calling:
*
* resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
*
* @param u1 The left coordinate of the texture
* @param v1 The bottom coordinate of the texture
* @param u2 The right coordinate of the texture
* @param v2 The top coordinate of the texture
*/
void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2);
/**
* Returns true if the specified paint will draw invisible text.
*/
bool canSkipText(const SkPaint* paint) const;
bool updateLayer(Layer* layer, bool inFrame);
void updateLayers();
void flushLayers();
#if DEBUG_LAYERS_AS_REGIONS
/**
* Renders the specified region as a series of rectangles. This method
* is used for debugging only.
*/
void drawRegionRectsDebug(const Region& region);
#endif
/**
* Renders the specified region as a series of rectangles. The region
* must be in screen-space coordinates.
*/
void drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty = false);
/**
* Draws the current clip region if any. Only when DEBUG_CLIP_REGIONS
* is turned on.
*/
void debugClip();
void debugOverdraw(bool enable, bool clear);
void renderOverdraw();
void countOverdraw();
/**
* Should be invoked every time the glScissor is modified.
*/
inline void dirtyClip() { mState.setDirtyClip(true); }
inline const UvMapper& getMapper(const Texture* texture) {
return texture && texture->uvMapper ? *texture->uvMapper : mUvMapper;
}
/**
* Returns a texture object for the specified bitmap. The texture can
* come from the texture cache or an atlas. If this method returns
* NULL, the texture could not be found and/or allocated.
*/
Texture* getTexture(const SkBitmap* bitmap);
bool reportAndClearDirty() { bool ret = mDirty; mDirty = false; return ret; }
inline Snapshot* writableSnapshot() { return mState.writableSnapshot(); }
inline const Snapshot* currentSnapshot() const { return mState.currentSnapshot(); }
// State used to define the clipping region
Rect mTilingClip;
// Is the target render surface opaque
bool mOpaque;
// Is a frame currently being rendered
bool mFrameStarted;
// Default UV mapper
const UvMapper mUvMapper;
// List of rectangles to clear after saveLayer() is invoked
std::vector<Rect> mLayers;
// List of layers to update at the beginning of a frame
std::vector< sp<Layer> > mLayerUpdates;
// See PROPERTY_DISABLE_SCISSOR_OPTIMIZATION in
// Properties.h
bool mScissorOptimizationDisabled;
bool mSkipOutlineClip;
// True if anything has been drawn since the last call to
// reportAndClearDirty()
bool mDirty;
// Lighting + shadows
Vector3 mLightCenter;
float mLightRadius;
uint8_t mAmbientShadowAlpha;
uint8_t mSpotShadowAlpha;
// Paths kept alive for the duration of the frame
std::vector<std::unique_ptr<SkPath>> mTempPaths;
/**
* Initial transform for a rendering pass; transform from global device
* coordinates to the current RenderNode's drawing content coordinates,
* with the RenderNode's RenderProperty transforms already applied.
* Calling setMatrix(mBaseTransform) will result in drawing at the origin
* of the DisplayList's recorded surface prior to any Canvas
* transformation.
*/
Matrix4 mBaseTransform;
friend class Layer;
friend class TextDrawFunctor;
friend class DrawBitmapOp;
friend class DrawPatchOp;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_OPENGL_RENDERER_H