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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_UI_OPENGL_RENDERER_H
#define ANDROID_UI_OPENGL_RENDERER_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkBitmap.h>
#include <SkMatrix.h>
#include <SkPaint.h>
#include <SkRegion.h>
#include <SkShader.h>
#include <SkXfermode.h>
#include <utils/RefBase.h>
#include <utils/Vector.h>
#include "Extensions.h"
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Snapshot.h"
#include "Vertex.h"
#include "SkiaShader.h"
#include "SkiaColorFilter.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#define DEBUG_OPENGL 1
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
class DisplayListRenderer;
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
OpenGLRenderer();
virtual ~OpenGLRenderer();
virtual void setViewport(int width, int height);
virtual void prepare(bool opaque);
virtual void finish();
virtual void acquireContext();
virtual void releaseContext();
int getSaveCount() const;
virtual int save(int flags);
virtual void restore();
virtual void restoreToCount(int saveCount);
virtual int saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags);
virtual int saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags);
virtual void translate(float dx, float dy);
virtual void rotate(float degrees);
virtual void scale(float sx, float sy);
void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
const Rect& getClipBounds();
bool quickReject(float left, float top, float right, float bottom);
virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op);
virtual void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint);
virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, const SkPaint* paint);
virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
uint32_t width, uint32_t height, float left, float top, float right, float bottom,
const SkPaint* paint);
virtual void drawColor(int color, SkXfermode::Mode mode);
virtual void drawRect(float left, float top, float right, float bottom, const SkPaint* paint);
virtual void drawPath(SkPath* path, SkPaint* paint);
virtual void drawLines(float* points, int count, const SkPaint* paint);
virtual void drawText(const char* text, int bytesCount, int count, float x, float y,
SkPaint* paint);
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
virtual void resetColorFilter();
virtual void setupColorFilter(SkiaColorFilter* filter);
virtual void resetShadow();
virtual void setupShadow(float radius, float dx, float dy, int color);
protected:
/**
* 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(sp<Snapshot> current, sp<Snapshot> previous);
private:
/**
* Saves the current state of the renderer as a new snapshot.
* The new snapshot is saved in mSnapshot and the previous snapshot
* is linked from mSnapshot->previous.
*
* @param flags The save flags; see SkCanvas for more information
*
* @return The new save count. This value can be passed to #restoreToCount()
*/
int saveSnapshot(int flags);
/**
* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
*
* @return True if the clip was modified.
*/
bool restoreSnapshot();
/**
* Sets the clipping rectangle using glScissor. The clip is defined by
* the current snapshot's clipRect member.
*/
void setScissorFromClip();
/**
* 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 previousFbo The name of the current framebuffer
*
* @return True if the layer was successfully created, false otherwise
*/
bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo);
/**
* Clears all the regions corresponding to the current list of layers.
* This method MUST be invoked before any drawing operation.
*/
void clearLayerRegions();
/**
* Draws a colored rectangle with the specified color. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @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 color The rectangle's ARGB color, defined as a packed 32 bits word
* @param mode The Skia xfermode to use
* @param ignoreTransform True if the current transform should be ignored
* @paran ignoreBlending True if the blending is set by the caller
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform = false);
/**
* Setups shaders to draw a colored rect.
*/
void setupColorRect(float left, float top, float right, float bottom,
float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @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 texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
*/
void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend);
/**
* Draws a textured rectangle with the specified texture. The specified coordinates
* are transformed by the current snapshot's transform matrix.
*
* @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 texture The texture to use
* @param paint The paint containing the alpha, blending mode, etc.
*/
void drawTextureRect(float left, float top, float right, float bottom,
const Texture* texture, const SkPaint* paint);
/**
* Draws a textured mesh with the specified texture. If the indices are omitted, the
* mesh is drawn as a simple quad.
*
* @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 texture The texture name to map onto the rectangle
* @param alpha An additional translucency parameter, between 0.0f and 1.0f
* @param mode The blending mode
* @param blend True if the texture contains an alpha channel
* @param vertices The vertices that define the mesh
* @param texCoords The texture coordinates of each vertex
* @param indices The indices of the vertices, can be NULL
* @param elementsCount The number of elements in the mesh, required by indices
* @param swapSrcDst Whether or not the src and dst blending operations should be swapped
* @param ignoreTransform True if the current transform should be ignored
*/
void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool blend,
GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount,
bool swapSrcDst = false, bool ignoreTransform = false);
/**
* Prepares the renderer to draw the specified shadow.
*
* @param texture The shadow texture
* @param x The x coordinate of the shadow
* @param y The y coordinate of the shadow
* @param mode The blending mode
* @param alpha The alpha value
*/
void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode,
float alpha);
/**
* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
*
* @param texture The texture to render with
* @param textureUnit The texture unit to use, may be modified
* @param x The x coordinate of the rectangle to draw
* @param y The y coordinate of the rectangle to draw
* @param r The red component of the color
* @param g The green component of the color
* @param b The blue component of the color
* @param a The alpha component of the color
* @param mode The blending mode
* @param transforms True if the matrix passed to the shader should be multiplied
* by the model-view matrix
* @param applyFilters Whether or not to take color filters and
* shaders into account
*/
void 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);
/**
* Prepares the renderer to draw the specified Alpha8 texture as a rectangle.
*
* @param texture The texture to render with
* @param width The width of the texture
* @param height The height of the texture
* @param textureUnit The texture unit to use, may be modified
* @param x The x coordinate of the rectangle to draw
* @param y The y coordinate of the rectangle to draw
* @param r The red component of the color
* @param g The green component of the color
* @param b The blue component of the color
* @param a The alpha component of the color
* @param mode The blending mode
* @param transforms True if the matrix passed to the shader should be multiplied
* by the model-view matrix
* @param applyFilters Whether or not to take color filters and
* shaders into account
*/
void 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);
/**
* Same as above setupTextureAlpha8() but specifies the mesh's vertices
* and texCoords pointers.
*/
void 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,
GLvoid* vertices, GLvoid* texCoords);
/**
* Draws text underline and strike-through if needed.
*
* @param text The text to decor
* @param bytesCount The number of bytes in the text
* @param length The length in pixels of the text, can be <= 0.0f to force a measurement
* @param x The x coordinate where the text will be drawn
* @param y The y coordinate where the text will be drawn
* @param paint The paint to draw the text with
*/
void drawTextDecorations(const char* text, int bytesCount, float length,
float x, float y, 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);
/**
* Gets the alpha and xfermode out of a paint object. If the paint is null
* alpha will be 255 and the xfermode will be SRC_OVER.
*
* @param paint The paint to extract values from
* @param alpha Where to store the resulting alpha
* @param mode Where to store the resulting xfermode
*/
inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode);
/**
* Binds the specified texture with the specified wrap modes.
*/
inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit = 0);
/**
* Enable or disable blending as necessary. This function sets the appropriate
* blend function based on the specified xfermode.
*/
inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description,
bool swapSrcDst = false);
/**
* Safely retrieves the mode from the specified xfermode. If the specified
* xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode.
*/
inline SkXfermode::Mode getXfermode(SkXfermode* mode);
/**
* Use the specified program with the current GL context. If the program is already
* in use, it will not be bound again. If it is not in use, the current program is
* marked unused and the specified program becomes used and becomes the new
* current program.
*
* @param program The program to use
*
* @return true If the specified program was already in use, false otherwise.
*/
inline bool useProgram(Program* program);
// Dimensions of the drawing surface
int mWidth, mHeight;
// Matrix used for ortho projection in shaders
mat4 mOrthoMatrix;
// Model-view matrix used to position/size objects
mat4 mModelView;
// Number of saved states
int mSaveCount;
// Base state
sp<Snapshot> mFirstSnapshot;
// Current state
sp<Snapshot> mSnapshot;
// Shaders
SkiaShader* mShader;
// Color filters
SkiaColorFilter* mColorFilter;
// Used to draw textured quads
TextureVertex mMeshVertices[4];
// GL extensions
Extensions mExtensions;
// Drop shadow
bool mHasShadow;
float mShadowRadius;
float mShadowDx;
float mShadowDy;
int mShadowColor;
// Various caches
Caches& mCaches;
// List of rectangles to clear due to calls to saveLayer()
Vector<Rect*> mLayers;
// Misc
GLint mMaxTextureSize;
friend class DisplayListRenderer;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_UI_OPENGL_RENDERER_H