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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 <SkXfermode.h>
#include <utils/RefBase.h>
#include "Matrix.h"
#include "Program.h"
#include "Rect.h"
#include "Snapshot.h"
#include "Texture.h"
#include "TextureCache.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Support
///////////////////////////////////////////////////////////////////////////////
/**
* Simple structure to describe a vertex with a position.
* This is used to draw filled rectangles without a texture.
*/
struct SimpleVertex {
float position[2];
}; // struct SimpleVertex
/**
* Simple structure to describe a vertex with a position and a texture.
*/
struct TextureVertex {
float position[2];
float texture[2];
}; // struct TextureVertex
/**
* Structure mapping Skia xfermodes to OpenGL blending factors.
*/
struct Blender {
SkXfermode::Mode mode;
GLenum src;
GLenum dst;
}; // struct Blender
///////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////
/**
* OpenGL renderer used to draw accelerated 2D graphics. The API is a
* simplified version of Skia's Canvas API.
*/
class OpenGLRenderer {
public:
OpenGLRenderer();
~OpenGLRenderer();
void setViewport(int width, int height);
void prepare();
int getSaveCount() const;
int save(int flags);
void restore();
void restoreToCount(int saveCount);
int saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags);
int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags);
void translate(float dx, float dy);
void rotate(float degrees);
void scale(float sx, float sy);
void setMatrix(SkMatrix* matrix);
void getMatrix(SkMatrix* matrix);
void concatMatrix(SkMatrix* matrix);
const Rect& getClipBounds();
bool quickReject(float left, float top, float right, float bottom);
bool clipRect(float left, float top, float right, float bottom);
void drawBitmap(const SkBitmap* bitmap, float left, float top, const SkPaint* paint);
void drawColor(int color, SkXfermode::Mode mode);
void drawRect(float left, float top, float right, float bottom, const SkPaint* paint);
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.
*
* @return The new save count. This value can be passed to #restoreToCount()
*/
int saveSnapshot();
/**
* Restores the current snapshot; mSnapshot becomes mSnapshot->previous.
*
* @return True if the clip should be also reapplied by calling
* #setScissorFromClip().
*/
bool restoreSnapshot();
/**
* Sets the clipping rectangle using glScissor. The clip is defined by
* the current snapshot's clipRect member.
*/
void setScissorFromClip();
/**
* 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
*/
void composeLayer(sp<Snapshot> current, sp<Snapshot> previous);
/**
* 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
*
* @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);
/**
* 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
*/
void drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode);
/**
* 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 isPremultiplied Indicates whether the texture has premultiplied alpha
*/
void drawTextureRect(float left, float top, float right, float bottom, GLuint texture,
float alpha, SkXfermode::Mode mode, bool isPremultiplied = false);
/**
* Resets the texture coordinates stored in mDrawTextureVertices. Setting the values
* back to default is achieved by calling:
*
* resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
*
* @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);
// Dimensions of the drawing surface
int mWidth, mHeight;
// Matrix used for ortho projection in shaders
float mOrthoMatrix[16];
// Model-view matrix used to position/size objects
mat4 mModelView;
// Number of saved states
int mSaveCount;
// Base state
Snapshot mFirstSnapshot;
// Current state
sp<Snapshot> mSnapshot;
// Shaders
sp<DrawColorProgram> mDrawColorShader;
sp<DrawTextureProgram> mDrawTextureShader;
// Used to draw textured quads
TextureVertex mDrawTextureVertices[4];
// Used to cache all drawBitmap textures
TextureCache mTextureCache;
}; // class OpenGLRenderer
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_UI_OPENGL_RENDERER_H