| /* |
| * 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 <utils/Errors.h> |
| #include <utils/KeyedVector.h> |
| #include <utils/Log.h> |
| |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| |
| #include <SkCanvas.h> |
| #include <SkPaint.h> |
| #include <SkXfermode.h> |
| |
| #include "OpenGLRenderer.h" |
| #include "Matrix.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; |
| |
| const 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; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Shaders |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| #define SHADER_SOURCE(name, source) const char* name = #source |
| |
| #include "shaders/drawColor.vert" |
| #include "shaders/drawColor.frag" |
| |
| #include "shaders/drawTexture.vert" |
| #include "shaders/drawTexture.frag" |
| |
| Program::Program(const char* vertex, const char* fragment) { |
| vertexShader = buildShader(vertex, GL_VERTEX_SHADER); |
| fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); |
| |
| id = glCreateProgram(); |
| glAttachShader(id, vertexShader); |
| glAttachShader(id, fragmentShader); |
| glLinkProgram(id); |
| |
| GLint status; |
| glGetProgramiv(id, GL_LINK_STATUS, &status); |
| if (status != GL_TRUE) { |
| GLint infoLen = 0; |
| glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); |
| if (infoLen > 1) { |
| char* log = (char*) malloc(sizeof(char) * infoLen); |
| glGetProgramInfoLog(id, infoLen, 0, log); |
| LOGE("Error while linking shaders: %s", log); |
| delete log; |
| } |
| glDeleteProgram(id); |
| } |
| } |
| |
| Program::~Program() { |
| glDeleteShader(vertexShader); |
| glDeleteShader(fragmentShader); |
| glDeleteProgram(id); |
| } |
| |
| void Program::use() { |
| glUseProgram(id); |
| } |
| |
| int Program::addAttrib(const char* name) { |
| int slot = glGetAttribLocation(id, name); |
| attributes.add(name, slot); |
| return slot; |
| } |
| |
| int Program::getAttrib(const char* name) { |
| return attributes.valueFor(name); |
| } |
| |
| int Program::addUniform(const char* name) { |
| int slot = glGetUniformLocation(id, name); |
| uniforms.add(name, slot); |
| return slot; |
| } |
| |
| int Program::getUniform(const char* name) { |
| return uniforms.valueFor(name); |
| } |
| |
| GLuint Program::buildShader(const char* source, GLenum type) { |
| GLuint shader = glCreateShader(type); |
| glShaderSource(shader, 1, &source, 0); |
| glCompileShader(shader); |
| |
| GLint status; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
| if (status != GL_TRUE) { |
| // Some drivers return wrong values for GL_INFO_LOG_LENGTH |
| // use a fixed size instead |
| GLchar log[512]; |
| glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); |
| LOGE("Error while compiling shader: %s", log); |
| glDeleteShader(shader); |
| } |
| |
| return shader; |
| } |
| |
| DrawColorProgram::DrawColorProgram(): |
| Program(gDrawColorVertexShader, gDrawColorFragmentShader) { |
| getAttribsAndUniforms(); |
| } |
| |
| DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment): |
| Program(vertex, fragment) { |
| getAttribsAndUniforms(); |
| } |
| |
| void DrawColorProgram::getAttribsAndUniforms() { |
| position = addAttrib("position"); |
| color = addAttrib("color"); |
| projection = addUniform("projection"); |
| modelView = addUniform("modelView"); |
| transform = addUniform("transform"); |
| } |
| |
| void DrawColorProgram::use(const GLfloat* projectionMatrix, const GLfloat* modelViewMatrix, |
| const GLfloat* transformMatrix) { |
| Program::use(); |
| glUniformMatrix4fv(projection, 1, GL_FALSE, projectionMatrix); |
| glUniformMatrix4fv(modelView, 1, GL_FALSE, modelViewMatrix); |
| glUniformMatrix4fv(transform, 1, GL_FALSE, transformMatrix); |
| } |
| |
| DrawTextureProgram::DrawTextureProgram(): |
| DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) { |
| texCoords = addAttrib("texCoords"); |
| sampler = addUniform("sampler"); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Support |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| const Rect& Snapshot::getMappedClip() { |
| if (flags & kFlagDirtyTransform) { |
| flags &= ~kFlagDirtyTransform; |
| mappedClip.set(clipRect); |
| transform.mapRect(mappedClip); |
| } |
| return mappedClip; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // 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); |
| |
| const Rect& layer = current->layer; |
| clipRect(layer.left, layer.top, layer.right, layer.bottom); |
| mSnapshot->transform.loadIdentity(); |
| |
| drawTextureRect(0.0f, 0.0f, mWidth, mHeight, current->texture, current->alpha); |
| |
| 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); |
| |
| // 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. |
| |
| 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 |
| 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 |