| /* |
| * 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, ¤t->fbo); |
| glDeleteTextures(1, ¤t->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 |