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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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <SkCanvas.h>
#include <utils/Log.h>
#include "OpenGLRenderer.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define SV(x, y) { { x, y } }
#define FV(x, y, u, v) { { x, y }, { u, v } }
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
const SimpleVertex gDrawColorVertices[] = {
SV(0.0f, 0.0f),
SV(1.0f, 0.0f),
SV(0.0f, 1.0f),
SV(1.0f, 1.0f)
};
const GLsizei gDrawColorVertexStride = sizeof(SimpleVertex);
const GLsizei gDrawColorVertexCount = 4;
TextureVertex gDrawTextureVertices[] = {
FV(0.0f, 0.0f, 0.0f, 1.0f),
FV(1.0f, 0.0f, 1.0f, 1.0f),
FV(0.0f, 1.0f, 0.0f, 0.0f),
FV(1.0f, 1.0f, 1.0f, 0.0f)
};
const GLsizei gDrawTextureVertexStride = sizeof(TextureVertex);
const GLsizei gDrawTextureVertexCount = 4;
static inline void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
gDrawTextureVertices[0].texture[0] = u1;
gDrawTextureVertices[0].texture[1] = v2;
gDrawTextureVertices[1].texture[0] = u2;
gDrawTextureVertices[1].texture[1] = v2;
gDrawTextureVertices[2].texture[0] = u1;
gDrawTextureVertices[2].texture[1] = v1;
gDrawTextureVertices[3].texture[0] = u2;
gDrawTextureVertices[3].texture[1] = v1;
}
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer() {
LOGD("Create OpenGLRenderer");
mDrawColorShader = new DrawColorProgram;
mDrawTextureShader = new DrawTextureProgram;
}
OpenGLRenderer::~OpenGLRenderer() {
LOGD("Destroy OpenGLRenderer");
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mat4 ortho;
ortho.loadOrtho(0, width, height, 0, -1, 1);
ortho.copyTo(mOrthoMatrix);
mWidth = width;
mHeight = height;
}
void OpenGLRenderer::prepare() {
mSnapshot = &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->clipRect.set(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;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreLayer) {
// 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->getMappedClip();
glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
// Compute the correct texture coordinates for the FBO texture
// The texture is currently as big as the window but drawn with
// a quad of the appropriate size
const Rect& layer = current->layer;
Rect texCoords(current->layer);
mSnapshot->transform.mapRect(texCoords);
const float u1 = texCoords.left / float(mWidth);
const float v1 = (mHeight - texCoords.top) / float(mHeight);
const float u2 = texCoords.right / float(mWidth);
const float v2 = (mHeight - texCoords.bottom) / float(mHeight);
resetDrawTextureTexCoords(u1, v1, u2, v1);
drawTextureRect(layer.left, layer.top, layer.right, layer.bottom,
current->texture, current->alpha);
resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
glDeleteFramebuffers(1, &current->fbo);
glDeleteTextures(1, &current->texture);
}
mSnapshot = previous;
mSaveCount--;
return restoreClip;
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
// TODO Implement
return saveSnapshot();
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
int count = saveSnapshot();
mSnapshot->flags |= Snapshot::kFlagIsLayer;
mSnapshot->alpha = alpha / 255.0f;
mSnapshot->layer.set(left, top, right, bottom);
// Generate the FBO and attach the texture
glGenFramebuffers(1, &mSnapshot->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mSnapshot->fbo);
// Generate the texture in which the FBO will draw
glGenTextures(1, &mSnapshot->texture);
glBindTexture(GL_TEXTURE_2D, mSnapshot->texture);
// The FBO will not be scaled, so we can use lower quality filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// TODO ***** IMPORTANT *****
// Creating a texture-backed FBO works only if the texture is the same size
// as the original rendering buffer (in this case, mWidth and mHeight.)
// This is expensive and wasteful and must be fixed.
// TODO Additionally we should use an FBO cache
const GLsizei width = mWidth; //right - left;
const GLsizei height = mHeight; //bottom - right;
const GLint format = (flags & SkCanvas::kHasAlphaLayer_SaveFlag) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Bind texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mSnapshot->texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGD("Framebuffer incomplete %d", status);
glDeleteFramebuffers(1, &mSnapshot->fbo);
glDeleteTextures(1, &mSnapshot->texture);
}
return count;
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform.translate(dx, dy, 0.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform.scale(sx, sy, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform.load(*matrix);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform.copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform.multiply(m);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = mSnapshot->getMappedClip();
glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->clipRect;
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
/*
* The documentation of quickReject() indicates that the specified rect
* is transformed before being compared to the clip rect. However, the
* clip rect is not stored transformed in the snapshot and can thus be
* compared directly
*
* The following code can be used instead to performed a mapped comparison:
*
* mSnapshot->transform.mapRect(r);
* const Rect& clip = mSnapshot->getMappedClip();
* return !clip.intersects(r);
*/
Rect r(left, top, right, bottom);
return !mSnapshot->clipRect.intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) {
bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom);
if (clipped) {
mSnapshot->flags |= Snapshot::kFlagClipSet;
setScissorFromClip();
}
return clipped;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
// TODO: Set the transfer mode
const Rect& clip = mSnapshot->clipRect;
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
// TODO Support more than just color
// TODO: Set the transfer mode
drawColorRect(left, top, right, bottom, p->getColor());
}
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, int color) {
GLfloat a = ((color >> 24) & 0xFF) / 255.0f;
GLfloat r = ((color >> 16) & 0xFF) / 255.0f;
GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
GLfloat b = ((color ) & 0xFF) / 255.0f;
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
mDrawColorShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
const GLvoid* p = &gDrawColorVertices[0].position[0];
glEnableVertexAttribArray(mDrawColorShader->position);
glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawColorVertexStride, p);
glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
glDisableVertexAttribArray(mDrawColorShader->position);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha) {
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
mDrawTextureShader->use(&mOrthoMatrix[0], &mModelView.data[0], &mSnapshot->transform.data[0]);
// TODO Correctly set the blend function, based on texture format and xfermode
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texture);
glActiveTexture(GL_TEXTURE0);
glUniform1i(mDrawTextureShader->sampler, 0);
const GLvoid* p = &gDrawTextureVertices[0].position[0];
const GLvoid* t = &gDrawTextureVertices[0].texture[0];
glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, p);
glEnableVertexAttribArray(mDrawTextureShader->texCoords);
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, t);
glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
glDisableVertexAttribArray(mDrawTextureShader->position);
glDisableVertexAttribArray(mDrawTextureShader->texCoords);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
}
}; // namespace uirenderer
}; // namespace android