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Diffstat (limited to 'libs/hwui/OpenGLRenderer.h')
-rw-r--r-- | libs/hwui/OpenGLRenderer.h | 441 |
1 files changed, 441 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h new file mode 100644 index 0000000..4caa8fb --- /dev/null +++ b/libs/hwui/OpenGLRenderer.h @@ -0,0 +1,441 @@ +/* + * 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 |