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-rw-r--r--libs/hwui/AmbientShadow.cpp306
-rw-r--r--libs/hwui/AmbientShadow.h57
-rw-r--r--libs/hwui/Android.mk2
-rw-r--r--libs/hwui/Caches.cpp4
-rw-r--r--libs/hwui/Caches.h8
-rw-r--r--libs/hwui/Debug.h6
-rw-r--r--libs/hwui/DeferredDisplayList.h4
-rw-r--r--libs/hwui/DisplayList.cpp264
-rw-r--r--libs/hwui/DisplayList.h131
-rw-r--r--libs/hwui/DisplayListOp.h66
-rw-r--r--libs/hwui/DisplayListRenderer.cpp9
-rw-r--r--libs/hwui/DisplayListRenderer.h1
-rw-r--r--libs/hwui/FontRenderer.cpp4
-rw-r--r--libs/hwui/Layer.cpp9
-rw-r--r--libs/hwui/Matrix.cpp95
-rw-r--r--libs/hwui/Matrix.h14
-rw-r--r--libs/hwui/OpenGLRenderer.cpp62
-rw-r--r--libs/hwui/OpenGLRenderer.h13
-rw-r--r--libs/hwui/PathTessellator.h75
-rw-r--r--libs/hwui/ShadowTessellator.cpp73
-rw-r--r--libs/hwui/ShadowTessellator.h37
-rw-r--r--libs/hwui/Vector.h15
-rw-r--r--libs/hwui/VertexBuffer.h102
23 files changed, 1143 insertions, 214 deletions
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp
new file mode 100644
index 0000000..923571e
--- /dev/null
+++ b/libs/hwui/AmbientShadow.cpp
@@ -0,0 +1,306 @@
+/*
+ * Copyright (C) 2013 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 <math.h>
+#include <utils/Log.h>
+
+#include "AmbientShadow.h"
+#include "Vertex.h"
+
+namespace android {
+namespace uirenderer {
+
+/**
+ * Calculate the shadows as a triangle strips while alpha value as the
+ * shadow values.
+ *
+ * @param vertices The shadow caster's polygon, which is represented in a Vector3
+ * array.
+ * @param vertexCount The length of caster's polygon in terms of number of
+ * vertices.
+ * @param rays The number of rays shooting out from the centroid.
+ * @param layers The number of rings outside the polygon.
+ * @param strength The darkness of the shadow, the higher, the darker.
+ * @param heightFactor The factor showing the higher the object, the lighter the
+ * shadow.
+ * @param geomFactor The factor scaling the geometry expansion along the normal.
+ *
+ * @param shadowVertexBuffer Return an floating point array of (x, y, a)
+ * triangle strips mode.
+ */
+void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount,
+ int rays, int layers, float strength, float heightFactor, float geomFactor,
+ VertexBuffer& shadowVertexBuffer) {
+
+ // Validate the inputs.
+ if (strength <= 0 || heightFactor <= 0 || layers <= 0 || rays <= 0
+ || geomFactor <= 0) {
+#if DEBUG_SHADOW
+ ALOGE("Invalid input for createAmbientShadow(), early return!");
+#endif
+ return;
+ }
+ int rings = layers + 1;
+ int size = rays * rings;
+ Vector2 centroid;
+ calculatePolygonCentroid(vertices, vertexCount, centroid);
+
+ Vector2 dir[rays];
+ float rayDist[rays];
+ float rayHeight[rays];
+ calculateRayDirections(rays, dir);
+
+ // Calculate the length and height of the points along the edge.
+ //
+ // The math here is:
+ // Intersect each ray (starting from the centroid) with the polygon.
+ for (int i = 0; i < rays; i++) {
+ int edgeIndex;
+ float edgeFraction;
+ float rayDistance;
+ calculateIntersection(vertices, vertexCount, centroid, dir[i], edgeIndex,
+ edgeFraction, rayDistance);
+ rayDist[i] = rayDistance;
+ if (edgeIndex < 0 || edgeIndex >= vertexCount) {
+#if DEBUG_SHADOW
+ ALOGE("Invalid edgeIndex!");
+#endif
+ edgeIndex = 0;
+ }
+ float h1 = vertices[edgeIndex].z;
+ float h2 = vertices[((edgeIndex + 1) % vertexCount)].z;
+ rayHeight[i] = h1 + edgeFraction * (h2 - h1);
+ }
+
+ // The output buffer length basically is roughly rays * layers, but since we
+ // need triangle strips, so we need to duplicate vertices to accomplish that.
+ const int shadowVertexCount = (2 + rays + ((layers) * 2 * (rays + 1)));
+ AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(shadowVertexCount);
+
+ // Calculate the vertex of the shadows.
+ //
+ // The math here is:
+ // Along the edges of the polygon, for each intersection point P (generated above),
+ // calculate the normal N, which should be perpendicular to the edge of the
+ // polygon (represented by the neighbor intersection points) .
+ // Shadow's vertices will be generated as : P + N * scale.
+ int currentIndex = 0;
+ for (int r = 0; r < layers; r++) {
+ int firstInLayer = currentIndex;
+ for (int i = 0; i < rays; i++) {
+
+ Vector2 normal(1.0f, 0.0f);
+ calculateNormal(rays, i, dir, rayDist, normal);
+
+ float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);
+
+ // The vertex should be start from rayDist[i] then scale the
+ // normalizeNormal!
+ Vector2 intersection = dir[i] * rayDist[i] + centroid;
+
+ // Use 2 rings' vertices to complete one layer's strip
+ for (int j = r; j < (r + 2); j++) {
+ float jf = j / (float)(rings - 1);
+
+ float expansionDist = rayHeight[i] / heightFactor * geomFactor * jf;
+ AlphaVertex::set(&shadowVertices[currentIndex],
+ intersection.x + normal.x * expansionDist,
+ intersection.y + normal.y * expansionDist,
+ (1 - jf) * opacity);
+ currentIndex++;
+ }
+ }
+
+ // From one layer to the next, we need to duplicate the vertex to
+ // continue as a single strip.
+ shadowVertices[currentIndex] = shadowVertices[firstInLayer];
+ currentIndex++;
+ shadowVertices[currentIndex] = shadowVertices[firstInLayer + 1];
+ currentIndex++;
+ }
+
+ // After all rings are done, we need to jump into the polygon.
+ // In order to keep everything in a strip, we need to duplicate the last one
+ // of the rings and the first one inside the polygon.
+ int lastInRings = currentIndex - 1;
+ shadowVertices[currentIndex] = shadowVertices[lastInRings];
+ currentIndex++;
+
+ // We skip one and fill it back after we finish the internal triangles.
+ currentIndex++;
+ int firstInternal = currentIndex;
+
+ // Combine the internal area of the polygon into a triangle strip, too.
+ // The basic idea is zig zag between the intersection points.
+ // 0 -> (n - 1) -> 1 -> (n - 2) ...
+ for (int k = 0; k < rays; k++) {
+ int i = k / 2;
+ if ((k & 1) == 1) { // traverse the inside in a zig zag pattern for strips
+ i = rays - i - 1;
+ }
+ float cast = rayDist[i] * (1 + rayHeight[i] / heightFactor);
+ float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);
+ float t = rayDist[i];
+
+ AlphaVertex::set(&shadowVertices[currentIndex], dir[i].x * t + centroid.x,
+ dir[i].y * t + centroid.y, opacity);
+ currentIndex++;
+ }
+
+ currentIndex = firstInternal - 1;
+ shadowVertices[currentIndex] = shadowVertices[firstInternal];
+}
+
+/**
+ * Calculate the centroid of a given polygon.
+ *
+ * @param vertices The shadow caster's polygon, which is represented in a
+ * straight Vector3 array.
+ * @param vertexCount The length of caster's polygon in terms of number of vertices.
+ *
+ * @param centroid Return the centroid of the polygon.
+ */
+void AmbientShadow::calculatePolygonCentroid(const Vector3* vertices, int vertexCount,
+ Vector2& centroid) {
+ float sumx = 0;
+ float sumy = 0;
+ int p1 = vertexCount - 1;
+ float area = 0;
+ for (int p2 = 0; p2 < vertexCount; p2++) {
+ float x1 = vertices[p1].x;
+ float y1 = vertices[p1].y;
+ float x2 = vertices[p2].x;
+ float y2 = vertices[p2].y;
+ float a = (x1 * y2 - x2 * y1);
+ sumx += (x1 + x2) * a;
+ sumy += (y1 + y2) * a;
+ area += a;
+ p1 = p2;
+ }
+
+ if (area == 0) {
+#if DEBUG_SHADOW
+ ALOGE("Area is 0!");
+#endif
+ centroid.x = vertices[0].x;
+ centroid.y = vertices[0].y;
+ } else {
+ centroid.x = sumx / (3 * area);
+ centroid.y = sumy / (3 * area);
+ }
+}
+
+/**
+ * Generate an array of rays' direction vectors.
+ *
+ * @param rays The number of rays shooting out from the centroid.
+ * @param dir Return the array of ray vectors.
+ */
+void AmbientShadow::calculateRayDirections(int rays, Vector2* dir) {
+ float deltaAngle = 2 * M_PI / rays;
+
+ for (int i = 0; i < rays; i++) {
+ dir[i].x = sinf(deltaAngle * i);
+ dir[i].y = cosf(deltaAngle * i);
+ }
+}
+
+/**
+ * Calculate the intersection of a ray hitting the polygon.
+ *
+ * @param vertices The shadow caster's polygon, which is represented in a
+ * Vector3 array.
+ * @param vertexCount The length of caster's polygon in terms of number of vertices.
+ * @param start The starting point of the ray.
+ * @param dir The direction vector of the ray.
+ *
+ * @param outEdgeIndex Return the index of the segment (or index of the starting
+ * vertex) that ray intersect with.
+ * @param outEdgeFraction Return the fraction offset from the segment starting
+ * index.
+ * @param outRayDist Return the ray distance from centroid to the intersection.
+ */
+void AmbientShadow::calculateIntersection(const Vector3* vertices, int vertexCount,
+ const Vector2& start, const Vector2& dir, int& outEdgeIndex,
+ float& outEdgeFraction, float& outRayDist) {
+ float startX = start.x;
+ float startY = start.y;
+ float dirX = dir.x;
+ float dirY = dir.y;
+ // Start the search from the last edge from poly[len-1] to poly[0].
+ int p1 = vertexCount - 1;
+
+ for (int p2 = 0; p2 < vertexCount; p2++) {
+ float p1x = vertices[p1].x;
+ float p1y = vertices[p1].y;
+ float p2x = vertices[p2].x;
+ float p2y = vertices[p2].y;
+
+ // The math here is derived from:
+ // f(t, v) = p1x * (1 - t) + p2x * t - (startX + dirX * v) = 0;
+ // g(t, v) = p1y * (1 - t) + p2y * t - (startY + dirY * v) = 0;
+ float div = (dirX * (p1y - p2y) + dirY * p2x - dirY * p1x);
+ if (div != 0) {
+ float t = (dirX * (p1y - startY) + dirY * startX - dirY * p1x) / (div);
+ if (t > 0 && t <= 1) {
+ float t2 = (p1x * (startY - p2y)
+ + p2x * (p1y - startY)
+ + startX * (p2y - p1y)) / div;
+ if (t2 > 0) {
+ outEdgeIndex = p1;
+ outRayDist = t2;
+ outEdgeFraction = t;
+ return;
+ }
+ }
+ }
+ p1 = p2;
+ }
+ return;
+};
+
+/**
+ * Calculate the normal at the intersection point between a ray and the polygon.
+ *
+ * @param rays The total number of rays.
+ * @param currentRayIndex The index of the ray which the normal is based on.
+ * @param dir The array of the all the rays directions.
+ * @param rayDist The pre-computed ray distances array.
+ *
+ * @param normal Return the normal.
+ */
+void AmbientShadow::calculateNormal(int rays, int currentRayIndex,
+ const Vector2* dir, const float* rayDist, Vector2& normal) {
+ int preIndex = (currentRayIndex - 1 + rays) % rays;
+ int postIndex = (currentRayIndex + 1) % rays;
+ Vector2 p1 = dir[preIndex] * rayDist[preIndex];
+ Vector2 p2 = dir[postIndex] * rayDist[postIndex];
+
+ // Now the V (deltaX, deltaY) is the vector going CW around the poly.
+ Vector2 delta = p2 - p1;
+ if (delta.length() != 0) {
+ delta.normalize();
+ // Calculate the normal , which is CCW 90 rotate to the V.
+ // 90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
+ normal.x = -delta.y;
+ normal.y = delta.x;
+ }
+}
+
+}; // namespace uirenderer
+}; // namespace android
diff --git a/libs/hwui/AmbientShadow.h b/libs/hwui/AmbientShadow.h
new file mode 100644
index 0000000..079bdb7
--- /dev/null
+++ b/libs/hwui/AmbientShadow.h
@@ -0,0 +1,57 @@
+
+/*
+ * Copyright (C) 2013 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_HWUI_AMBIENT_SHADOW_H
+#define ANDROID_HWUI_AMBIENT_SHADOW_H
+
+#include "Debug.h"
+#include "Vector.h"
+#include "VertexBuffer.h"
+
+namespace android {
+namespace uirenderer {
+
+/**
+ * AmbientShadow is used to calculate the ambient shadow value around a polygon.
+ *
+ * TODO: calculateIntersection() now is O(N*M), where N is the number of
+ * polygon's vertics and M is the number of rays. In fact, by staring tracing
+ * the vertex from the previous intersection, the algorithm can be O(N + M);
+ */
+class AmbientShadow {
+public:
+ static void createAmbientShadow(const Vector3* poly, int polyLength, int rays,
+ int layers, float strength, float heightFactor, float geomFactor,
+ VertexBuffer& shadowVertexBuffer);
+
+private:
+ static void calculatePolygonCentroid(const Vector3* poly, int len, Vector2& centroid);
+
+ static void calculateRayDirections(int rays, Vector2* dir);
+
+ static void calculateIntersection(const Vector3* poly, int nbVertices,
+ const Vector2& start, const Vector2& dir, int& outEdgeIndex,
+ float& outEdgeFraction, float& outRayDist);
+
+ static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir,
+ const float* rayDist, Vector2& normal);
+}; // AmbientShadow
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_AMBIENT_SHADOW_H
diff --git a/libs/hwui/Android.mk b/libs/hwui/Android.mk
index 1f37925..962d726 100644
--- a/libs/hwui/Android.mk
+++ b/libs/hwui/Android.mk
@@ -10,6 +10,7 @@ ifeq ($(USE_OPENGL_RENDERER),true)
thread/TaskManager.cpp \
font/CacheTexture.cpp \
font/Font.cpp \
+ AmbientShadow.cpp \
AssetAtlas.cpp \
FontRenderer.cpp \
GammaFontRenderer.cpp \
@@ -37,6 +38,7 @@ ifeq ($(USE_OPENGL_RENDERER),true)
ProgramCache.cpp \
RenderBufferCache.cpp \
ResourceCache.cpp \
+ ShadowTessellator.cpp \
SkiaColorFilter.cpp \
SkiaShader.cpp \
Snapshot.cpp \
diff --git a/libs/hwui/Caches.cpp b/libs/hwui/Caches.cpp
index f8d3589..5b751b9 100644
--- a/libs/hwui/Caches.cpp
+++ b/libs/hwui/Caches.cpp
@@ -473,7 +473,7 @@ bool Caches::unbindPixelBuffer() {
// Meshes and textures
///////////////////////////////////////////////////////////////////////////////
-void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride) {
+void Caches::bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
GLuint slot = currentProgram->position;
glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
@@ -482,7 +482,7 @@ void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei str
}
}
-void Caches::bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride) {
+void Caches::bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) {
GLuint slot = currentProgram->texCoords;
glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
diff --git a/libs/hwui/Caches.h b/libs/hwui/Caches.h
index f8f2284..963965d 100644
--- a/libs/hwui/Caches.h
+++ b/libs/hwui/Caches.h
@@ -208,13 +208,13 @@ public:
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gMeshStride and a size of 2.
*/
- void bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
+ void bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride);
/**
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gMeshStride and a size of 2.
*/
- void bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
+ void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride);
/**
* Resets the vertex pointers.
@@ -379,9 +379,9 @@ private:
GLuint mCurrentBuffer;
GLuint mCurrentIndicesBuffer;
GLuint mCurrentPixelBuffer;
- void* mCurrentPositionPointer;
+ const void* mCurrentPositionPointer;
GLsizei mCurrentPositionStride;
- void* mCurrentTexCoordsPointer;
+ const void* mCurrentTexCoordsPointer;
GLsizei mCurrentTexCoordsStride;
bool mTexCoordsArrayEnabled;
diff --git a/libs/hwui/Debug.h b/libs/hwui/Debug.h
index 786f12a..f619205 100644
--- a/libs/hwui/Debug.h
+++ b/libs/hwui/Debug.h
@@ -85,6 +85,12 @@
// Turn on to highlight drawing batches and merged batches with different colors
#define DEBUG_MERGE_BEHAVIOR 0
+// Turn on to enable 3D support in the renderer (off by default until API for control exists)
+#define DEBUG_ENABLE_3D 0
+
+// Turn on to enable debugging shadow
+#define DEBUG_SHADOW 0
+
#if DEBUG_INIT
#define INIT_LOGD(...) ALOGD(__VA_ARGS__)
#else
diff --git a/libs/hwui/DeferredDisplayList.h b/libs/hwui/DeferredDisplayList.h
index 3dcbd0b..fca3588 100644
--- a/libs/hwui/DeferredDisplayList.h
+++ b/libs/hwui/DeferredDisplayList.h
@@ -79,13 +79,13 @@ public:
};
class DeferredDisplayList {
+ friend class DeferStateStruct; // used to give access to allocator
public:
DeferredDisplayList(const Rect& bounds, bool avoidOverdraw = true) :
mBounds(bounds), mAvoidOverdraw(avoidOverdraw) {
clear();
}
~DeferredDisplayList() { clear(); }
- void reset(const Rect& bounds) { mBounds.set(bounds); }
enum OpBatchId {
kOpBatch_None = 0, // Don't batch
@@ -120,6 +120,8 @@ public:
void addDrawOp(OpenGLRenderer& renderer, DrawOp* op);
private:
+ DeferredDisplayList(const DeferredDisplayList& other); // disallow copy
+
DeferredDisplayState* createState() {
return new (mAllocator) DeferredDisplayState();
}
diff --git a/libs/hwui/DisplayList.cpp b/libs/hwui/DisplayList.cpp
index a3e4bb4..c616cd8 100644
--- a/libs/hwui/DisplayList.cpp
+++ b/libs/hwui/DisplayList.cpp
@@ -14,8 +14,12 @@
* limitations under the License.
*/
+#define ATRACE_TAG ATRACE_TAG_VIEW
+
#include <SkCanvas.h>
+#include <utils/Trace.h>
+
#include "Debug.h"
#include "DisplayList.h"
#include "DisplayListOp.h"
@@ -65,11 +69,6 @@ void DisplayList::destroyDisplayListDeferred(DisplayList* displayList) {
void DisplayList::clearResources() {
mDisplayListData = NULL;
- mClipRectOp = NULL;
- mSaveLayerOp = NULL;
- mSaveOp = NULL;
- mRestoreToCountOp = NULL;
-
delete mTransformMatrix;
delete mTransformCamera;
delete mTransformMatrix3D;
@@ -168,17 +167,6 @@ void DisplayList::initFromDisplayListRenderer(const DisplayListRenderer& recorde
return;
}
- // allocate reusable ops for state-deferral
- LinearAllocator& alloc = mDisplayListData->allocator;
- mClipRectOp = new (alloc) ClipRectOp();
- mSaveLayerOp = new (alloc) SaveLayerOp();
- mSaveOp = new (alloc) SaveOp();
- mRestoreToCountOp = new (alloc) RestoreToCountOp();
- if (CC_UNLIKELY(!mSaveOp)) { // temporary debug logging
- ALOGW("Error: %s's SaveOp not allocated, size %d", getName(), mSize);
- CRASH();
- }
-
mFunctorCount = recorder.getFunctorCount();
Caches& caches = Caches::getInstance();
@@ -253,6 +241,7 @@ void DisplayList::init() {
mHasOverlappingRendering = true;
mTranslationX = 0;
mTranslationY = 0;
+ mTranslationZ = 0;
mRotation = 0;
mRotationX = 0;
mRotationY= 0;
@@ -269,6 +258,7 @@ void DisplayList::init() {
mHeight = 0;
mPivotExplicitlySet = false;
mCaching = false;
+ mIs3dRoot = true; // TODO: setter, java side impl
}
size_t DisplayList::getSize() {
@@ -320,27 +310,38 @@ void DisplayList::updateMatrix() {
mPivotY = mPrevHeight / 2.0f;
}
}
- if ((mMatrixFlags & ROTATION_3D) == 0) {
+ if (!DEBUG_ENABLE_3D && (mMatrixFlags & ROTATION_3D) == 0) {
mTransformMatrix->setTranslate(mTranslationX, mTranslationY);
mTransformMatrix->preRotate(mRotation, mPivotX, mPivotY);
mTransformMatrix->preScale(mScaleX, mScaleY, mPivotX, mPivotY);
} else {
- if (!mTransformCamera) {
- mTransformCamera = new Sk3DView();
- mTransformMatrix3D = new SkMatrix();
+ if (DEBUG_ENABLE_3D) {
+ mTransform.loadTranslate(mPivotX + mTranslationX, mPivotY + mTranslationY,
+ mTranslationZ);
+ mTransform.rotate(mRotationX, 1, 0, 0);
+ mTransform.rotate(mRotationY, 0, 1, 0);
+ mTransform.rotate(mRotation, 0, 0, 1);
+ mTransform.scale(mScaleX, mScaleY, 1);
+ mTransform.translate(-mPivotX, -mPivotY);
+ } else {
+ /* TODO: support this old transform approach, based on API level */
+ if (!mTransformCamera) {
+ mTransformCamera = new Sk3DView();
+ mTransformMatrix3D = new SkMatrix();
+ }
+ mTransformMatrix->reset();
+ mTransformCamera->save();
+ mTransformMatrix->preScale(mScaleX, mScaleY, mPivotX, mPivotY);
+ mTransformCamera->rotateX(mRotationX);
+ mTransformCamera->rotateY(mRotationY);
+ mTransformCamera->rotateZ(-mRotation);
+ mTransformCamera->getMatrix(mTransformMatrix3D);
+ mTransformMatrix3D->preTranslate(-mPivotX, -mPivotY);
+ mTransformMatrix3D->postTranslate(mPivotX + mTranslationX,
+ mPivotY + mTranslationY);
+ mTransformMatrix->postConcat(*mTransformMatrix3D);
+ mTransformCamera->restore();
}
- mTransformMatrix->reset();
- mTransformCamera->save();
- mTransformMatrix->preScale(mScaleX, mScaleY, mPivotX, mPivotY);
- mTransformCamera->rotateX(mRotationX);
- mTransformCamera->rotateY(mRotationY);
- mTransformCamera->rotateZ(-mRotation);
- mTransformCamera->getMatrix(mTransformMatrix3D);
- mTransformMatrix3D->preTranslate(-mPivotX, -mPivotY);
- mTransformMatrix3D->postTranslate(mPivotX + mTranslationX,
- mPivotY + mTranslationY);
- mTransformMatrix->postConcat(*mTransformMatrix3D);
- mTransformCamera->restore();
}
}
mMatrixDirty = false;
@@ -417,8 +418,13 @@ void DisplayList::setViewProperties(OpenGLRenderer& renderer, T& handler,
if (mMatrixFlags != 0) {
if (mMatrixFlags == TRANSLATION) {
renderer.translate(mTranslationX, mTranslationY);
+ renderer.translateZ(mTranslationZ);
} else {
+#if DEBUG_ENABLE_3D
+ renderer.concatMatrix(mTransform);
+#else
renderer.concatMatrix(mTransformMatrix);
+#endif
}
}
bool clipToBoundsNeeded = mCaching ? false : mClipToBounds;
@@ -436,14 +442,107 @@ void DisplayList::setViewProperties(OpenGLRenderer& renderer, T& handler,
saveFlags |= SkCanvas::kClipToLayer_SaveFlag;
clipToBoundsNeeded = false; // clipping done by saveLayer
}
- handler(mSaveLayerOp->reinit(0, 0, mRight - mLeft, mBottom - mTop,
- mAlpha * 255, SkXfermode::kSrcOver_Mode, saveFlags), PROPERTY_SAVECOUNT,
- mClipToBounds);
+
+ SaveLayerOp* op = new (handler.allocator()) SaveLayerOp(
+ 0, 0, mRight - mLeft, mBottom - mTop,
+ mAlpha * 255, SkXfermode::kSrcOver_Mode, saveFlags);
+ handler(op, PROPERTY_SAVECOUNT, mClipToBounds);
}
}
if (clipToBoundsNeeded) {
- handler(mClipRectOp->reinit(0, 0, mRight - mLeft, mBottom - mTop, SkRegion::kIntersect_Op),
- PROPERTY_SAVECOUNT, mClipToBounds);
+ ClipRectOp* op = new (handler.allocator()) ClipRectOp(0, 0,
+ mRight - mLeft, mBottom - mTop, SkRegion::kIntersect_Op);
+ handler(op, PROPERTY_SAVECOUNT, mClipToBounds);
+ }
+}
+
+/**
+ * Apply property-based transformations to input matrix
+ */
+void DisplayList::applyViewPropertyTransforms(mat4& matrix) {
+ if (mLeft != 0 || mTop != 0) {
+ matrix.translate(mLeft, mTop);
+ }
+ if (mStaticMatrix) {
+ mat4 stat(*mStaticMatrix);
+ matrix.multiply(stat);
+ } else if (mAnimationMatrix) {
+ mat4 anim(*mAnimationMatrix);
+ matrix.multiply(anim);
+ }
+ if (mMatrixFlags != 0) {
+ if (mMatrixFlags == TRANSLATION) {
+ matrix.translate(mTranslationX, mTranslationY, mTranslationZ);
+ } else {
+#if DEBUG_ENABLE_3D
+ matrix.multiply(mTransform);
+#else
+ mat4 temp(*mTransformMatrix);
+ matrix.multiply(temp);
+#endif
+ }
+ }
+}
+
+/**
+ * Organizes the DisplayList hierarchy to prepare for Z-based draw order.
+ *
+ * This should be called before a call to defer() or drawDisplayList()
+ *
+ * Each DisplayList that serves as a 3d root builds its list of composited children,
+ * which are flagged to not draw in the standard draw loop.
+ */
+void DisplayList::computeOrdering() {
+ ATRACE_CALL();
+ mat4::identity();
+ for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children[i];
+ childOp->mDisplayList->computeOrderingImpl(childOp, &m3dNodes, &mat4::identity());
+ }
+}
+
+void DisplayList::computeOrderingImpl(
+ DrawDisplayListOp* opState,
+ KeyedVector<float, Vector<DrawDisplayListOp*> >* compositedChildrenOf3dRoot,
+ const mat4* transformFrom3dRoot) {
+ // TODO: should avoid this calculation in most cases
+ opState->mTransformFrom3dRoot.load(*transformFrom3dRoot);
+ opState->mTransformFrom3dRoot.multiply(opState->mTransformFromParent);
+
+ if (mTranslationZ != 0.0f) { // TODO: other signals, such as custom 4x4 matrix
+ // composited layer, insert into current 3d root and flag for out of order draw
+ opState->mSkipInOrderDraw = true;
+
+ Vector3 pivot(mPivotX, mPivotY, 0.0f);
+ mat4 totalTransform(opState->mTransformFrom3dRoot);
+ applyViewPropertyTransforms(totalTransform);
+ totalTransform.mapPoint3d(pivot);
+ const float key = pivot.z;
+
+ if (compositedChildrenOf3dRoot->indexOfKey(key) < 0) {
+ compositedChildrenOf3dRoot->add(key, Vector<DrawDisplayListOp*>());
+ }
+ compositedChildrenOf3dRoot->editValueFor(key).push(opState);
+ } else {
+ // standard in order draw
+ opState->mSkipInOrderDraw = false;
+ }
+
+ m3dNodes.clear();
+ if (mIs3dRoot) {
+ // create a new 3d space for children by separating their ordering
+ compositedChildrenOf3dRoot = &m3dNodes;
+ transformFrom3dRoot = &mat4::identity();
+ } else {
+ transformFrom3dRoot = &(opState->mTransformFrom3dRoot);
+ }
+
+ if (mDisplayListData->children.size() > 0) {
+ for (unsigned int i = 0; i < mDisplayListData->children.size(); i++) {
+ DrawDisplayListOp* childOp = mDisplayListData->children[i];
+ childOp->mDisplayList->computeOrderingImpl(childOp,
+ compositedChildrenOf3dRoot, transformFrom3dRoot);
+ }
}
}
@@ -454,6 +553,8 @@ public:
inline void operator()(DisplayListOp* operation, int saveCount, bool clipToBounds) {
operation->defer(mDeferStruct, saveCount, mLevel, clipToBounds);
}
+ inline LinearAllocator& allocator() { return *(mDeferStruct.mAllocator); }
+
private:
DeferStateStruct& mDeferStruct;
const int mLevel;
@@ -474,6 +575,8 @@ public:
#endif
operation->replay(mReplayStruct, saveCount, mLevel, clipToBounds);
}
+ inline LinearAllocator& allocator() { return *(mReplayStruct.mAllocator); }
+
private:
ReplayStateStruct& mReplayStruct;
const int mLevel;
@@ -490,11 +593,60 @@ void DisplayList::replay(ReplayStateStruct& replayStruct, const int level) {
replayStruct.mDrawGlStatus);
}
+template <class T>
+void DisplayList::iterate3dChildren(ChildrenSelectMode mode, OpenGLRenderer& renderer,
+ T& handler, const int level) {
+ if (m3dNodes.size() == 0 ||
+ (mode == kNegativeZChildren && m3dNodes.keyAt(0) > 0.0f) ||
+ (mode == kPositiveZChildren && m3dNodes.keyAt(m3dNodes.size() - 1) < 0.0f)) {
+ // nothing to draw
+ return;
+ }
+
+ LinearAllocator& alloc = handler.allocator();
+ ClipRectOp* op = new (alloc) ClipRectOp(0, 0, mWidth, mHeight,
+ SkRegion::kIntersect_Op); // clip to 3d root bounds for now
+ handler(op, PROPERTY_SAVECOUNT, mClipToBounds);
+ int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);
+
+ for (int i = 0; i < m3dNodes.size(); i++) {
+ const float zValue = m3dNodes.keyAt(i);
+
+ if (mode == kPositiveZChildren && zValue < 0.0f) continue;
+ if (mode == kNegativeZChildren && zValue > 0.0f) break;
+
+ const Vector<DrawDisplayListOp*>& nodesAtZ = m3dNodes[i];
+ for (int j = 0; j < nodesAtZ.size(); j++) {
+ DrawDisplayListOp* op = nodesAtZ[j];
+ if (mode == kPositiveZChildren) {
+ /* draw shadow on renderer with parent matrix applied, passing in the child's total matrix
+ *
+ * TODO:
+ * -determine and pass background shape (and possibly drawable alpha)
+ * -view must opt-in to shadows
+ * -consider shadows for other content
+ */
+ mat4 shadowMatrix(op->mTransformFrom3dRoot);
+ op->mDisplayList->applyViewPropertyTransforms(shadowMatrix);
+ DisplayListOp* shadowOp = new (alloc) DrawShadowOp(shadowMatrix, op->mDisplayList->mAlpha,
+ op->mDisplayList->getWidth(), op->mDisplayList->getHeight());
+ handler(shadowOp, PROPERTY_SAVECOUNT, mClipToBounds);
+ }
+
+ renderer.concatMatrix(op->mTransformFrom3dRoot);
+ op->mSkipInOrderDraw = false; // this is horrible, I'm so sorry everyone
+ handler(op, renderer.getSaveCount() - 1, mClipToBounds);
+ op->mSkipInOrderDraw = true;
+ }
+ }
+ handler(new (alloc) RestoreToCountOp(rootRestoreTo), PROPERTY_SAVECOUNT, mClipToBounds);
+}
+
/**
* This function serves both defer and replay modes, and will organize the displayList's component
* operations for a single frame:
*
- * Every 'simple' operation that affects just the matrix and alpha (or other factors of
+ * Every 'simple' state operation that affects just the matrix and alpha (or other factors of
* DeferredDisplayState) may be issued directly to the renderer, but complex operations (with custom
* defer logic) and operations in displayListOps are issued through the 'handler' which handles the
* defer vs replay logic, per operation
@@ -517,8 +669,9 @@ void DisplayList::iterate(OpenGLRenderer& renderer, T& handler, const int level)
clipRect->right, clipRect->bottom);
#endif
+ LinearAllocator& alloc = handler.allocator();
int restoreTo = renderer.getSaveCount();
- handler(mSaveOp->reinit(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
+ handler(new (alloc) SaveOp(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag),
PROPERTY_SAVECOUNT, mClipToBounds);
DISPLAY_LIST_LOGD("%*sSave %d %d", (level + 1) * 2, "",
@@ -526,30 +679,31 @@ void DisplayList::iterate(OpenGLRenderer& renderer, T& handler, const int level)
setViewProperties<T>(renderer, handler, level + 1);
- if (mClipToBounds && renderer.quickRejectConservative(0, 0, mWidth, mHeight)) {
- DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
- handler(mRestoreToCountOp->reinit(restoreTo), PROPERTY_SAVECOUNT, mClipToBounds);
- renderer.restoreToCount(restoreTo);
- renderer.setOverrideLayerAlpha(1.0f);
- return;
- }
+ bool quickRejected = mClipToBounds && renderer.quickRejectConservative(0, 0, mWidth, mHeight);
+ if (!quickRejected) {
+ // for 3d root, draw children with negative z values
+ iterate3dChildren(kNegativeZChildren, renderer, handler, level);
- DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
- int saveCount = renderer.getSaveCount() - 1;
- for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
- DisplayListOp *op = mDisplayListData->displayListOps[i];
+ DisplayListLogBuffer& logBuffer = DisplayListLogBuffer::getInstance();
+ const int saveCountOffset = renderer.getSaveCount() - 1;
+ for (unsigned int i = 0; i < mDisplayListData->displayListOps.size(); i++) {
+ DisplayListOp *op = mDisplayListData->displayListOps[i];
#if DEBUG_DISPLAY_LIST
- op->output(level + 1);
+ op->output(level + 1);
#endif
- logBuffer.writeCommand(level, op->name());
- handler(op, saveCount, mClipToBounds);
+ logBuffer.writeCommand(level, op->name());
+ handler(op, saveCountOffset, mClipToBounds);
+ }
+
+ // for 3d root, draw children with positive z values
+ iterate3dChildren(kPositiveZChildren, renderer, handler, level);
}
DISPLAY_LIST_LOGD("%*sRestoreToCount %d", (level + 1) * 2, "", restoreTo);
- handler(mRestoreToCountOp->reinit(restoreTo), PROPERTY_SAVECOUNT, mClipToBounds);
- renderer.restoreToCount(restoreTo);
+ handler(new (alloc) RestoreToCountOp(restoreTo),
+ PROPERTY_SAVECOUNT, mClipToBounds);
renderer.setOverrideLayerAlpha(1.0f);
}
diff --git a/libs/hwui/DisplayList.h b/libs/hwui/DisplayList.h
index f52181a..4bd79eb 100644
--- a/libs/hwui/DisplayList.h
+++ b/libs/hwui/DisplayList.h
@@ -26,6 +26,7 @@
#include <private/hwui/DrawGlInfo.h>
+#include <utils/KeyedVector.h>
#include <utils/LinearAllocator.h>
#include <utils/RefBase.h>
#include <utils/SortedVector.h>
@@ -37,6 +38,8 @@
#include <androidfw/ResourceTypes.h>
#include "Debug.h"
+#include "Matrix.h"
+#include "DeferredDisplayList.h"
#define TRANSLATION 0x0001
#define ROTATION 0x0002
@@ -65,36 +68,70 @@ class ClipRectOp;
class SaveLayerOp;
class SaveOp;
class RestoreToCountOp;
+class DrawDisplayListOp;
-struct DeferStateStruct {
- DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
- : mDeferredList(deferredList), mRenderer(renderer), mReplayFlags(replayFlags) {}
- DeferredDisplayList& mDeferredList;
+/**
+ * Holds data used in the playback a tree of DisplayLists.
+ */
+class PlaybackStateStruct {
+protected:
+ PlaybackStateStruct(OpenGLRenderer& renderer, int replayFlags, LinearAllocator* allocator)
+ : mRenderer(renderer), mReplayFlags(replayFlags), mAllocator(allocator){}
+
+public:
OpenGLRenderer& mRenderer;
const int mReplayFlags;
+
+ // Allocator with the lifetime of a single frame.
+ // replay uses an Allocator owned by the struct, while defer shares the DeferredDisplayList's Allocator
+ LinearAllocator * const mAllocator;
};
-struct ReplayStateStruct {
+class DeferStateStruct : public PlaybackStateStruct {
+public:
+ DeferStateStruct(DeferredDisplayList& deferredList, OpenGLRenderer& renderer, int replayFlags)
+ : PlaybackStateStruct(renderer, replayFlags, &(deferredList.mAllocator)), mDeferredList(deferredList) {}
+
+ DeferredDisplayList& mDeferredList;
+};
+
+class ReplayStateStruct : public PlaybackStateStruct {
+public:
ReplayStateStruct(OpenGLRenderer& renderer, Rect& dirty, int replayFlags)
- : mRenderer(renderer), mDirty(dirty), mReplayFlags(replayFlags),
- mDrawGlStatus(DrawGlInfo::kStatusDone) {}
- OpenGLRenderer& mRenderer;
+ : PlaybackStateStruct(renderer, replayFlags, &mReplayAllocator),
+ mDirty(dirty), mDrawGlStatus(DrawGlInfo::kStatusDone) {}
+
Rect& mDirty;
- const int mReplayFlags;
status_t mDrawGlStatus;
+ LinearAllocator mReplayAllocator;
};
/**
- * Refcounted structure that holds data used in display list stream
+ * Refcounted structure that holds the list of commands used in display list stream.
*/
class DisplayListData : public LightRefBase<DisplayListData> {
public:
+ // allocator into which all ops were allocated
LinearAllocator allocator;
+
+ // pointers to all ops within display list, pointing into allocator data
Vector<DisplayListOp*> displayListOps;
+
+ // list of children display lists for quick, non-drawing traversal
+ Vector<DrawDisplayListOp*> children;
};
/**
- * Replays recorded drawing commands.
+ * Primary class for storing recorded canvas commands, as well as per-View/ViewGroup display properties.
+ *
+ * Recording of canvas commands is somewhat similar to SkPicture, except the canvas-recording
+ * functionality is split between DisplayListRenderer (which manages the recording), DisplayListData
+ * (which holds the actual data), and DisplayList (which holds properties and performs playback onto
+ * a renderer).
+ *
+ * Note that DisplayListData is swapped out from beneath an individual DisplayList when a view's
+ * recorded stream of canvas operations is refreshed. The DisplayList (and its properties) stay
+ * attached.
*/
class DisplayList {
public:
@@ -113,6 +150,7 @@ public:
void initFromDisplayListRenderer(const DisplayListRenderer& recorder, bool reusing = false);
+ void computeOrdering();
void defer(DeferStateStruct& deferStruct, const int level);
void replay(ReplayStateStruct& replayStruct, const int level);
@@ -188,12 +226,7 @@ public:
void setTranslationX(float translationX) {
if (translationX != mTranslationX) {
mTranslationX = translationX;
- mMatrixDirty = true;
- if (mTranslationX == 0.0f && mTranslationY == 0.0f) {
- mMatrixFlags &= ~TRANSLATION;
- } else {
- mMatrixFlags |= TRANSLATION;
- }
+ onTranslationUpdate();
}
}
@@ -204,12 +237,7 @@ public:
void setTranslationY(float translationY) {
if (translationY != mTranslationY) {
mTranslationY = translationY;
- mMatrixDirty = true;
- if (mTranslationX == 0.0f && mTranslationY == 0.0f) {
- mMatrixFlags &= ~TRANSLATION;
- } else {
- mMatrixFlags |= TRANSLATION;
- }
+ onTranslationUpdate();
}
}
@@ -217,6 +245,17 @@ public:
return mTranslationY;
}
+ void setTranslationZ(float translationZ) {
+ if (translationZ != mTranslationZ) {
+ mTranslationZ = translationZ;
+ onTranslationUpdate();
+ }
+ }
+
+ float getTranslationZ() const {
+ return mTranslationZ;
+ }
+
void setRotation(float rotation) {
if (rotation != mRotation) {
mRotation = rotation;
@@ -454,12 +493,36 @@ public:
}
private:
+ enum ChildrenSelectMode {
+ kNegativeZChildren,
+ kPositiveZChildren
+ };
+
+ void onTranslationUpdate() {
+ mMatrixDirty = true;
+ if (mTranslationX == 0.0f && mTranslationY == 0.0f && mTranslationZ == 0.0f) {
+ mMatrixFlags &= ~TRANSLATION;
+ } else {
+ mMatrixFlags |= TRANSLATION;
+ }
+ }
+
void outputViewProperties(const int level);
+ void applyViewPropertyTransforms(mat4& matrix);
+
+ void computeOrderingImpl(DrawDisplayListOp* opState,
+ KeyedVector<float, Vector<DrawDisplayListOp*> >* compositedChildrenOf3dRoot,
+ const mat4* transformFromRoot);
+
template <class T>
inline void setViewProperties(OpenGLRenderer& renderer, T& handler, const int level);
template <class T>
+ inline void iterate3dChildren(ChildrenSelectMode mode, OpenGLRenderer& renderer,
+ T& handler, const int level);
+
+ template <class T>
inline void iterate(OpenGLRenderer& renderer, T& handler, const int level);
void init();
@@ -509,7 +572,7 @@ private:
bool mClipToBounds;
float mAlpha;
bool mHasOverlappingRendering;
- float mTranslationX, mTranslationY;
+ float mTranslationX, mTranslationY, mTranslationZ;
float mRotation, mRotationX, mRotationY;
float mScaleX, mScaleY;
float mPivotX, mPivotY;
@@ -526,23 +589,17 @@ private:
SkMatrix* mTransformMatrix3D;
SkMatrix* mStaticMatrix;
SkMatrix* mAnimationMatrix;
+ Matrix4 mTransform;
bool mCaching;
+ bool mIs3dRoot;
+
/**
- * State operations - needed to defer displayList property operations (for example, when setting
- * an alpha causes a SaveLayerAlpha to occur). These operations point into mDisplayListData's
- * allocation, or null if uninitialized.
- *
- * These are initialized (via friend re-constructors) when a displayList is issued in either
- * replay or deferred mode. If replaying, the ops are not used until the next frame. If
- * deferring, the ops may be stored in the DeferredDisplayList to be played back a second time.
- *
- * They should be used at most once per frame (one call to 'iterate') to avoid overwriting data
+ * Draw time state - these properties are only set and used during rendering
*/
- ClipRectOp* mClipRectOp;
- SaveLayerOp* mSaveLayerOp;
- SaveOp* mSaveOp;
- RestoreToCountOp* mRestoreToCountOp;
+
+ // for 3d roots, contains a z sorted list of all children items
+ KeyedVector<float, Vector<DrawDisplayListOp*> > m3dNodes; // TODO: good data structure
}; // class DisplayList
}; // namespace uirenderer
diff --git a/libs/hwui/DisplayListOp.h b/libs/hwui/DisplayListOp.h
index 88077d4..1980b03 100644
--- a/libs/hwui/DisplayListOp.h
+++ b/libs/hwui/DisplayListOp.h
@@ -262,7 +262,6 @@ protected:
///////////////////////////////////////////////////////////////////////////////
class SaveOp : public StateOp {
- friend class DisplayList; // give DisplayList private constructor/reinit access
public:
SaveOp(int flags)
: mFlags(flags) {}
@@ -295,7 +294,6 @@ private:
};
class RestoreToCountOp : public StateOp {
- friend class DisplayList; // give DisplayList private constructor/reinit access
public:
RestoreToCountOp(int count)
: mCount(count) {}
@@ -328,7 +326,6 @@ private:
};
class SaveLayerOp : public StateOp {
- friend class DisplayList; // give DisplayList private constructor/reinit access
public:
SaveLayerOp(float left, float top, float right, float bottom,
int alpha, SkXfermode::Mode mode, int flags)
@@ -524,7 +521,6 @@ protected:
};
class ClipRectOp : public ClipOp {
- friend class DisplayList; // give DisplayList private constructor/reinit access
public:
ClipRectOp(float left, float top, float right, float bottom, SkRegion::Op op)
: ClipOp(op), mArea(left, top, right, bottom) {}
@@ -1100,7 +1096,7 @@ private:
class DrawColorOp : public DrawOp {
public:
DrawColorOp(int color, SkXfermode::Mode mode)
- : DrawOp(0), mColor(color), mMode(mode) {};
+ : DrawOp(NULL), mColor(color), mMode(mode) {};
virtual status_t applyDraw(OpenGLRenderer& renderer, Rect& dirty) {
return renderer.drawColor(mColor, mMode);
@@ -1505,7 +1501,7 @@ private:
class DrawFunctorOp : public DrawOp {
public:
DrawFunctorOp(Functor* functor)
- : DrawOp(0), mFunctor(functor) {}
+ : DrawOp(NULL), mFunctor(functor) {}
virtual status_t applyDraw(OpenGLRenderer& renderer, Rect& dirty) {
renderer.startMark("GL functor");
@@ -1525,20 +1521,21 @@ private:
};
class DrawDisplayListOp : public DrawBoundedOp {
+ friend class DisplayList; // grant DisplayList access to info of child
public:
- DrawDisplayListOp(DisplayList* displayList, int flags)
+ DrawDisplayListOp(DisplayList* displayList, int flags, const mat4& transformFromParent)
: DrawBoundedOp(0, 0, displayList->getWidth(), displayList->getHeight(), 0),
- mDisplayList(displayList), mFlags(flags) {}
+ mDisplayList(displayList), mFlags(flags), mTransformFromParent(transformFromParent) {}
virtual void defer(DeferStateStruct& deferStruct, int saveCount, int level,
bool useQuickReject) {
- if (mDisplayList && mDisplayList->isRenderable()) {
+ if (mDisplayList && mDisplayList->isRenderable() && !mSkipInOrderDraw) {
mDisplayList->defer(deferStruct, level + 1);
}
}
virtual void replay(ReplayStateStruct& replayStruct, int saveCount, int level,
bool useQuickReject) {
- if (mDisplayList && mDisplayList->isRenderable()) {
+ if (mDisplayList && mDisplayList->isRenderable() && !mSkipInOrderDraw) {
mDisplayList->replay(replayStruct, level + 1);
}
}
@@ -1559,13 +1556,58 @@ public:
private:
DisplayList* mDisplayList;
- int mFlags;
+ const int mFlags;
+
+ ///////////////////////////
+ // Properties below are used by DisplayList::computeOrderingImpl() and iterate()
+ ///////////////////////////
+ /**
+ * Records transform vs parent, used for computing total transform without rerunning DL contents
+ */
+ const mat4 mTransformFromParent;
+
+ /**
+ * Holds the transformation between the 3d root ViewGroup and this DisplayList drawing
+ * instance. Represents any translations / transformations done within the drawing of the 3d
+ * root ViewGroup's draw, before the draw of the View represented by this DisplayList draw
+ * instance.
+ *
+ * Note: doesn't include any transformation recorded within the DisplayList and its properties.
+ */
+ mat4 mTransformFrom3dRoot;
+ bool mSkipInOrderDraw;
+};
+
+/**
+ * Not a canvas operation, used only by 3d / z ordering logic in DisplayList::iterate()
+ */
+class DrawShadowOp : public DrawOp {
+public:
+ DrawShadowOp(const mat4& casterTransform, float casterAlpha, float width, float height)
+ : DrawOp(NULL), mCasterTransform(casterTransform), mCasterAlpha(casterAlpha),
+ mWidth(width), mHeight(height) {}
+
+ virtual status_t applyDraw(OpenGLRenderer& renderer, Rect& dirty) {
+ return renderer.drawShadow(mCasterTransform, mCasterAlpha, mWidth, mHeight);
+ }
+
+ virtual void output(int level, uint32_t logFlags) const {
+ OP_LOG("DrawShadow of width %.2f, height %.2f", mWidth, mHeight);
+ }
+
+ virtual const char* name() { return "DrawShadow"; }
+
+private:
+ const mat4 mCasterTransform;
+ const float mCasterAlpha;
+ const float mWidth;
+ const float mHeight;
};
class DrawLayerOp : public DrawOp {
public:
DrawLayerOp(Layer* layer, float x, float y)
- : DrawOp(0), mLayer(layer), mX(x), mY(y) {}
+ : DrawOp(NULL), mLayer(layer), mX(x), mY(y) {}
virtual status_t applyDraw(OpenGLRenderer& renderer, Rect& dirty) {
return renderer.drawLayer(mLayer, mX, mY);
diff --git a/libs/hwui/DisplayListRenderer.cpp b/libs/hwui/DisplayListRenderer.cpp
index d024923..19a027d 100644
--- a/libs/hwui/DisplayListRenderer.cpp
+++ b/libs/hwui/DisplayListRenderer.cpp
@@ -111,6 +111,7 @@ DisplayList* DisplayListRenderer::getDisplayList(DisplayList* displayList) {
} else {
displayList->initFromDisplayListRenderer(*this, true);
}
+ // TODO: should just avoid setting the DisplayList's DisplayListData
displayList->setRenderable(mHasDrawOps);
return displayList;
}
@@ -120,7 +121,8 @@ bool DisplayListRenderer::isDeferred() {
}
void DisplayListRenderer::setViewport(int width, int height) {
- mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
+ // TODO: DisplayListRenderer shouldn't have a projection matrix, as it should never be used
+ mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1);
mWidth = width;
mHeight = height;
@@ -248,7 +250,10 @@ status_t DisplayListRenderer::drawDisplayList(DisplayList* displayList,
// resources cache, but we rely on the caller (UI toolkit) to
// do the right thing for now
- addDrawOp(new (alloc()) DrawDisplayListOp(displayList, flags));
+ DrawDisplayListOp* op = new (alloc()) DrawDisplayListOp(displayList, flags, currentTransform());
+ addDrawOp(op);
+ mDisplayListData->children.push(op);
+
return DrawGlInfo::kStatusDone;
}
diff --git a/libs/hwui/DisplayListRenderer.h b/libs/hwui/DisplayListRenderer.h
index d233150..7269378 100644
--- a/libs/hwui/DisplayListRenderer.h
+++ b/libs/hwui/DisplayListRenderer.h
@@ -328,6 +328,7 @@ private:
return patch;
}
+ // TODO: move these to DisplayListData
Vector<SkBitmap*> mBitmapResources;
Vector<SkBitmap*> mOwnedBitmapResources;
Vector<SkiaColorFilter*> mFilterResources;
diff --git a/libs/hwui/FontRenderer.cpp b/libs/hwui/FontRenderer.cpp
index 48613fe..f7493a3 100644
--- a/libs/hwui/FontRenderer.cpp
+++ b/libs/hwui/FontRenderer.cpp
@@ -733,7 +733,9 @@ void FontRenderer::blurImage(uint8_t** image, int32_t width, int32_t height, int
if (mRs == 0) {
mRs = new RSC::RS();
- if (!mRs->init(RSC::RS_INIT_LOW_LATENCY | RSC::RS_INIT_SYNCHRONOUS)) {
+ // a null path is OK because there are no custom kernels used
+ // hence nothing gets cached by RS
+ if (!mRs->init("", RSC::RS_INIT_LOW_LATENCY | RSC::RS_INIT_SYNCHRONOUS)) {
ALOGE("blur RS failed to init");
}
diff --git a/libs/hwui/Layer.cpp b/libs/hwui/Layer.cpp
index bd371a3..742ffd4 100644
--- a/libs/hwui/Layer.cpp
+++ b/libs/hwui/Layer.cpp
@@ -194,11 +194,9 @@ void Layer::defer() {
dirtyRect.set(0, 0, width, height);
}
- if (deferredList) {
- deferredList->reset(dirtyRect);
- } else {
- deferredList = new DeferredDisplayList(dirtyRect);
- }
+ delete deferredList;
+ deferredList = new DeferredDisplayList(dirtyRect);
+
DeferStateStruct deferredState(*deferredList, *renderer,
DisplayList::kReplayFlag_ClipChildren);
@@ -206,6 +204,7 @@ void Layer::defer() {
renderer->setupFrameState(dirtyRect.left, dirtyRect.top,
dirtyRect.right, dirtyRect.bottom, !isBlend());
+ displayList->computeOrdering();
displayList->defer(deferredState, 0);
deferredUpdateScheduled = false;
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index ba22071..4f5cd26 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -89,8 +89,9 @@ uint8_t Matrix4::getType() const {
float m01 = data[kSkewX];
float m10 = data[kSkewY];
float m11 = data[kScaleY];
+ float m32 = data[kTranslateZ];
- if (m01 != 0.0f || m10 != 0.0f) {
+ if (m01 != 0.0f || m10 != 0.0f || m32 != 0.0f) {
mType |= kTypeAffine;
}
@@ -131,11 +132,13 @@ bool Matrix4::changesBounds() const {
}
bool Matrix4::isPureTranslate() const {
- return getGeometryType() <= kTypeTranslate;
+ // NOTE: temporary hack to workaround ignoreTransform behavior with Z values
+ // TODO: separate this into isPure2dTranslate vs isPure3dTranslate
+ return getGeometryType() <= kTypeTranslate && (data[kTranslateZ] == 0.0f);
}
bool Matrix4::isSimple() const {
- return getGeometryType() <= (kTypeScale | kTypeTranslate);
+ return getGeometryType() <= (kTypeScale | kTypeTranslate) && (data[kTranslateZ] == 0.0f);
}
bool Matrix4::isIdentity() const {
@@ -369,6 +372,84 @@ void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
mType = kTypeUnknown;
}
+// translated from android.opengl.Matrix#frustumM()
+void Matrix4::loadFrustum(float left, float top, float right, float bottom, float near, float far) {
+ float r_width = 1.0f / (right - left);
+ float r_height = 1.0f / (top - bottom);
+ float r_depth = 1.0f / (near - far);
+ float x = 2.0f * (near * r_width);
+ float y = 2.0f * (near * r_height);
+ float A = (right + left) * r_width;
+ float B = (top + bottom) * r_height;
+ float C = (far + near) * r_depth;
+ float D = 2.0f * (far * near * r_depth);
+
+ memset(&data, 0, sizeof(data));
+ mType = kTypeUnknown;
+
+ data[kScaleX] = x;
+ data[kScaleY] = y;
+ data[8] = A;
+ data[9] = B;
+ data[kScaleZ] = C;
+ data[kTranslateZ] = D;
+ data[11] = -1.0f;
+}
+
+// translated from android.opengl.Matrix#setLookAtM()
+void Matrix4::loadLookAt(float eyeX, float eyeY, float eyeZ,
+ float centerX, float centerY, float centerZ,
+ float upX, float upY, float upZ) {
+ float fx = centerX - eyeX;
+ float fy = centerY - eyeY;
+ float fz = centerZ - eyeZ;
+
+ // Normalize f
+ float rlf = 1.0f / sqrt(fx*fx + fy*fy + fz*fz);
+ fx *= rlf;
+ fy *= rlf;
+ fz *= rlf;
+
+ // compute s = f x up (x means "cross product")
+ float sx = fy * upZ - fz * upY;
+ float sy = fz * upX - fx * upZ;
+ float sz = fx * upY - fy * upX;
+
+ // and normalize s
+ float rls = 1.0f / sqrt(sx*sx + sy*sy + sz*sz);
+ sx *= rls;
+ sy *= rls;
+ sz *= rls;
+
+ // compute u = s x f
+ float ux = sy * fz - sz * fy;
+ float uy = sz * fx - sx * fz;
+ float uz = sx * fy - sy * fx;
+
+ mType = kTypeUnknown;
+ data[0] = sx;
+ data[1] = ux;
+ data[2] = -fx;
+ data[3] = 0.0f;
+
+ data[4] = sy;
+ data[5] = uy;
+ data[6] = -fy;
+ data[7] = 0.0f;
+
+ data[8] = sz;
+ data[9] = uz;
+ data[10] = -fz;
+ data[11] = 0.0f;
+
+ data[12] = 0.0f;
+ data[13] = 0.0f;
+ data[14] = 0.0f;
+ data[15] = 1.0f;
+
+ translate(-eyeX, -eyeY, -eyeZ);
+}
+
void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
loadIdentity();
@@ -382,6 +463,14 @@ void Matrix4::loadOrtho(float left, float right, float bottom, float top, float
mType = kTypeTranslate | kTypeScale | kTypeRectToRect;
}
+void Matrix4::mapPoint3d(Vector3& vec) const {
+ //TODO: optimize simple case
+ Vector3 orig(vec);
+ vec.x = orig.x * data[kScaleX] + orig.y * data[kSkewX] + orig.z * data[8] + data[kTranslateX];
+ vec.y = orig.x * data[kSkewY] + orig.y * data[kScaleY] + orig.z * data[9] + data[kTranslateY];
+ vec.z = orig.x * data[2] + orig.y * data[6] + orig.z * data[kScaleZ] + data[kTranslateZ];
+}
+
#define MUL_ADD_STORE(a, b, c) a = (a) * (b) + (c)
void Matrix4::mapPoint(float& x, float& y) const {
diff --git a/libs/hwui/Matrix.h b/libs/hwui/Matrix.h
index b861ba4..00ca050 100644
--- a/libs/hwui/Matrix.h
+++ b/libs/hwui/Matrix.h
@@ -121,6 +121,10 @@ public:
void loadRotate(float angle);
void loadRotate(float angle, float x, float y, float z);
void loadMultiply(const Matrix4& u, const Matrix4& v);
+ void loadFrustum(float left, float top, float right, float bottom, float near, float far);
+ void loadLookAt(float eyeX, float eyeY, float eyeZ,
+ float centerX, float centerY, float centerZ,
+ float upX, float upY, float upZ);
void loadOrtho(float left, float right, float bottom, float top, float near, float far);
@@ -134,17 +138,18 @@ public:
void multiply(float v);
- void translate(float x, float y) {
+ void translate(float x, float y, float z = 0) {
if ((getType() & sGeometryMask) <= kTypeTranslate) {
data[kTranslateX] += x;
data[kTranslateY] += y;
+ data[kTranslateZ] += z;
} else {
// Doing a translation will only affect the translate bit of the type
// Save the type
uint8_t type = mType;
Matrix4 u;
- u.loadTranslate(x, y, 0.0f);
+ u.loadTranslate(x, y, z);
multiply(u);
// Restore the type and fix the translate bit
@@ -190,8 +195,9 @@ public:
void copyTo(float* v) const;
void copyTo(SkMatrix& v) const;
- void mapRect(Rect& r) const;
- void mapPoint(float& x, float& y) const;
+ void mapPoint3d(Vector3& vec) const;
+ void mapPoint(float& x, float& y) const; // 2d only
+ void mapRect(Rect& r) const; // 2d only
float getTranslateX() const;
float getTranslateY() const;
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 214d0b1..578a251 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -36,7 +36,9 @@
#include "Fence.h"
#include "PathTessellator.h"
#include "Properties.h"
+#include "ShadowTessellator.h"
#include "Vector.h"
+#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
@@ -180,7 +182,21 @@ void OpenGLRenderer::setViewport(int width, int height) {
}
void OpenGLRenderer::initViewport(int width, int height) {
- mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
+ float dist = std::max(width, height) * 1.5;
+
+ if (DEBUG_ENABLE_3D) {
+ // TODO: make view proj app configurable
+ Matrix4 projection;
+ projection.loadFrustum(-width / 2, -height / 2, width / 2, height / 2, dist, 0);
+ Matrix4 view;
+ view.loadLookAt(0, 0, dist,
+ 0, 0, 0,
+ 0, 1, 0);
+ mViewProjMatrix.loadMultiply(projection, view);
+ mViewProjMatrix.translate(-width/2, -height/2);
+ } else {
+ mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1);
+ }
mWidth = width;
mHeight = height;
@@ -753,7 +769,7 @@ bool OpenGLRenderer::restoreSnapshot() {
if (restoreOrtho) {
Rect& r = previous->viewport;
glViewport(r.left, r.top, r.right, r.bottom);
- mOrthoMatrix.load(current->orthoMatrix);
+ mViewProjMatrix.load(current->orthoMatrix);
}
mSaveCount--;
@@ -984,7 +1000,7 @@ bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom);
mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight());
mSnapshot->height = bounds.getHeight();
- mSnapshot->orthoMatrix.load(mOrthoMatrix);
+ mSnapshot->orthoMatrix.load(mViewProjMatrix);
endTiling();
debugOverdraw(false, false);
@@ -1013,7 +1029,9 @@ bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) {
// Change the ortho projection
glViewport(0, 0, bounds.getWidth(), bounds.getHeight());
- mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
+
+ // TODO: determine best way to support 3d drawing within HW layers
+ mViewProjMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f);
return true;
}
@@ -1539,10 +1557,8 @@ void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
- SkMatrix transform;
- currentTransform().copyTo(transform);
- transform.preConcat(*matrix);
- currentTransform().load(transform);
+ mat4 transform(*matrix);
+ currentTransform().multiply(transform);
}
///////////////////////////////////////////////////////////////////////////////
@@ -1927,10 +1943,10 @@ void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset,
bool dirty = right - left > 0.0f && bottom - top > 0.0f;
if (!ignoreTransform) {
- mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform(), offset);
+ mCaches.currentProgram->set(mViewProjMatrix, mModelView, currentTransform(), offset);
if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform());
} else {
- mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity(), offset);
+ mCaches.currentProgram->set(mViewProjMatrix, mModelView, mat4::identity(), offset);
if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom);
}
}
@@ -2064,9 +2080,12 @@ void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) {
status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
int32_t replayFlags) {
status_t status;
+
// All the usual checks and setup operations (quickReject, setupDraw, etc.)
// will be performed by the display list itself
if (displayList && displayList->isRenderable()) {
+ // compute 3d ordering
+ displayList->computeOrdering();
if (CC_UNLIKELY(mCaches.drawDeferDisabled)) {
status = startFrame();
ReplayStateStruct replayStruct(*this, dirty, replayFlags);
@@ -2082,7 +2101,7 @@ status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty,
flushLayers();
status = startFrame();
- return status | deferredList.flush(*this, dirty);
+ return deferredList.flush(*this, dirty) | status;
}
return DrawGlInfo::kStatusDone;
@@ -2562,7 +2581,7 @@ status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPa
setupDrawColorFilterUniforms();
setupDrawShaderUniforms();
- void* vertices = vertexBuffer.getBuffer();
+ const void* vertices = vertexBuffer.getBuffer();
bool force = mCaches.unbindMeshBuffer();
mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
mCaches.resetTexCoordsVertexPointer();
@@ -3366,6 +3385,25 @@ status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint
return drawColorRects(rects, count, color, mode);
}
+status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlpha,
+ float width, float height) {
+ if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone;
+
+ // For now, always and scissor
+ // TODO: use quickReject
+ mCaches.enableScissor();
+
+ SkPaint paint;
+ paint.setColor(0x3f000000);
+ // Force the draw to use alpha values.
+ paint.setAntiAlias(true);
+
+ VertexBuffer shadowVertexBuffer;
+ ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,
+ shadowVertexBuffer);
+ return drawVertexBuffer(shadowVertexBuffer, &paint);
+}
+
status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) {
if (count == 0) {
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index ff37e18..6046531 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -265,6 +265,12 @@ public:
ANDROID_API void getMatrix(SkMatrix* matrix);
virtual void setMatrix(SkMatrix* matrix);
virtual void concatMatrix(SkMatrix* matrix);
+ virtual void concatMatrix(Matrix4& matrix) {
+ currentTransform().multiply(matrix);
+ }
+ void translateZ(float z) {
+ currentTransform().translate(0,0,z);
+ }
ANDROID_API const Rect& getClipBounds();
@@ -314,6 +320,9 @@ public:
DrawOpMode drawOpMode = kDrawOpMode_Immediate);
virtual status_t drawRects(const float* rects, int count, SkPaint* paint);
+ status_t drawShadow(const mat4& casterTransform, float casterAlpha,
+ float width, float height);
+
virtual void resetShader();
virtual void setupShader(SkiaShader* shader);
@@ -1069,8 +1078,8 @@ private:
// Dimensions of the drawing surface
int mWidth, mHeight;
- // Matrix used for ortho projection in shaders
- mat4 mOrthoMatrix;
+ // Matrix used for view/projection in shaders
+ mat4 mViewProjMatrix;
/**
* Model-view matrix used to position/size objects
diff --git a/libs/hwui/PathTessellator.h b/libs/hwui/PathTessellator.h
index e0044e8..236658d 100644
--- a/libs/hwui/PathTessellator.h
+++ b/libs/hwui/PathTessellator.h
@@ -22,84 +22,11 @@
#include "Matrix.h"
#include "Rect.h"
#include "Vertex.h"
+#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
-class VertexBuffer {
-public:
- VertexBuffer():
- mBuffer(0),
- mVertexCount(0),
- mCleanupMethod(NULL)
- {}
-
- ~VertexBuffer() {
- if (mCleanupMethod) mCleanupMethod(mBuffer);
- }
-
- /**
- This should be the only method used by the PathTessellator. Subsequent calls to alloc will
- allocate space within the first allocation (useful if you want to eventually allocate
- multiple regions within a single VertexBuffer, such as with PathTessellator::tesselateLines()
- */
- template <class TYPE>
- TYPE* alloc(int vertexCount) {
- if (mVertexCount) {
- TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
- // already have allocated the buffer, re-allocate space within
- if (mReallocBuffer != mBuffer) {
- // not first re-allocation, leave space for degenerate triangles to separate strips
- reallocBuffer += 2;
- }
- mReallocBuffer = reallocBuffer + vertexCount;
- return reallocBuffer;
- }
- mVertexCount = vertexCount;
- mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
- mCleanupMethod = &(cleanup<TYPE>);
-
- return (TYPE*)mBuffer;
- }
-
- template <class TYPE>
- void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
- int verticesToCopy = srcBuffer.getVertexCount();
-
- TYPE* dst = alloc<TYPE>(verticesToCopy);
- TYPE* src = (TYPE*)srcBuffer.getBuffer();
-
- for (int i = 0; i < verticesToCopy; i++) {
- TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset);
- }
- }
-
- void* getBuffer() const { return mBuffer; } // shouldn't be const, since not a const ptr?
- unsigned int getVertexCount() const { return mVertexCount; }
-
- template <class TYPE>
- void createDegenerateSeparators(int allocSize) {
- TYPE* end = (TYPE*)mBuffer + mVertexCount;
- for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
- memcpy(degen, degen - 1, sizeof(TYPE));
- memcpy(degen + 1, degen + 2, sizeof(TYPE));
- }
- }
-
-private:
- template <class TYPE>
- static void cleanup(void* buffer) {
- delete[] (TYPE*)buffer;
- }
-
- void* mBuffer;
- unsigned int mVertexCount;
-
- void* mReallocBuffer; // used for multi-allocation
-
- void (*mCleanupMethod)(void*);
-};
-
class PathTessellator {
public:
static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint);
diff --git a/libs/hwui/ShadowTessellator.cpp b/libs/hwui/ShadowTessellator.cpp
new file mode 100644
index 0000000..49a3d2c
--- /dev/null
+++ b/libs/hwui/ShadowTessellator.cpp
@@ -0,0 +1,73 @@
+/*
+ * Copyright (C) 2013 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 <math.h>
+#include <utils/Log.h>
+
+#include "AmbientShadow.h"
+#include "ShadowTessellator.h"
+
+namespace android {
+namespace uirenderer {
+
+// TODO: Support path as the input of the polygon instead of the rect's width
+// and height.
+void ShadowTessellator::tessellateAmbientShadow(float width, float height,
+ const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
+
+ Vector3 pivot(width / 2, height / 2, 0.0f);
+ casterTransform.mapPoint3d(pivot);
+
+ // TODO: The zScaleFactor need to be mapped to the screen.
+ float zScaleFactor = 0.5;
+ Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor,
+ pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor);
+
+ // Generate the caster's polygon from the rect.
+ // TODO: support arbitrary polygon, and the z value need to be computed
+ // according to the transformation for each vertex.
+ const int vertexCount = 4;
+ Vector3 polygon[vertexCount];
+ polygon[0].x = blockRect.left;
+ polygon[0].y = blockRect.top;
+ polygon[0].z = pivot.z;
+ polygon[1].x = blockRect.right;
+ polygon[1].y = blockRect.top;
+ polygon[1].z = pivot.z;
+ polygon[2].x = blockRect.right;
+ polygon[2].y = blockRect.bottom;
+ polygon[2].z = pivot.z;
+ polygon[3].x = blockRect.left;
+ polygon[3].y = blockRect.bottom;
+ polygon[3].z = pivot.z;
+
+ // A bunch of parameters to tweak the shadow.
+ // TODO: Allow some of these changable by debug settings or APIs.
+ const int rays = 120;
+ const int layers = 2;
+ const float strength = 0.5;
+ const float heightFactor = 120;
+ const float geomFactor = 60;
+
+ AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength,
+ heightFactor, geomFactor, shadowVertexBuffer);
+
+}
+
+}; // namespace uirenderer
+}; // namespace android
diff --git a/libs/hwui/ShadowTessellator.h b/libs/hwui/ShadowTessellator.h
new file mode 100644
index 0000000..05cb00c
--- /dev/null
+++ b/libs/hwui/ShadowTessellator.h
@@ -0,0 +1,37 @@
+
+/*
+ * Copyright (C) 2013 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_HWUI_SHADOW_TESSELLATOR_H
+#define ANDROID_HWUI_SHADOW_TESSELLATOR_H
+
+#include "Debug.h"
+#include "Matrix.h"
+
+namespace android {
+namespace uirenderer {
+
+class ShadowTessellator {
+public:
+ static void tessellateAmbientShadow(float width, float height,
+ const mat4& casterTransform, VertexBuffer& shadowVertexBuffer);
+
+}; // ShadowTessellator
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H
diff --git a/libs/hwui/Vector.h b/libs/hwui/Vector.h
index 497924e..5110272 100644
--- a/libs/hwui/Vector.h
+++ b/libs/hwui/Vector.h
@@ -107,6 +107,21 @@ struct Vector2 {
}
}; // class Vector2
+class Vector3 {
+public:
+ float x;
+ float y;
+ float z;
+
+ Vector3() :
+ x(0.0f), y(0.0f), z(0.0f) {
+ }
+
+ Vector3(float px, float py, float pz) :
+ x(px), y(py), z(pz) {
+ }
+};
+
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
diff --git a/libs/hwui/VertexBuffer.h b/libs/hwui/VertexBuffer.h
new file mode 100644
index 0000000..8b6872e
--- /dev/null
+++ b/libs/hwui/VertexBuffer.h
@@ -0,0 +1,102 @@
+/*
+ * Copyright (C) 2012 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_HWUI_VERTEX_BUFFER_H
+#define ANDROID_HWUI_VERTEX_BUFFER_H
+
+
+namespace android {
+namespace uirenderer {
+
+class VertexBuffer {
+public:
+ VertexBuffer():
+ mBuffer(0),
+ mVertexCount(0),
+ mCleanupMethod(NULL)
+ {}
+
+ ~VertexBuffer() {
+ if (mCleanupMethod) mCleanupMethod(mBuffer);
+ }
+
+ /**
+ This should be the only method used by the Tessellator. Subsequent calls to
+ alloc will allocate space within the first allocation (useful if you want to
+ eventually allocate multiple regions within a single VertexBuffer, such as
+ with PathTessellator::tesselateLines())
+ */
+ template <class TYPE>
+ TYPE* alloc(int vertexCount) {
+ if (mVertexCount) {
+ TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
+ // already have allocated the buffer, re-allocate space within
+ if (mReallocBuffer != mBuffer) {
+ // not first re-allocation, leave space for degenerate triangles to separate strips
+ reallocBuffer += 2;
+ }
+ mReallocBuffer = reallocBuffer + vertexCount;
+ return reallocBuffer;
+ }
+ mVertexCount = vertexCount;
+ mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
+ mCleanupMethod = &(cleanup<TYPE>);
+
+ return (TYPE*)mBuffer;
+ }
+
+ template <class TYPE>
+ void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
+ int verticesToCopy = srcBuffer.getVertexCount();
+
+ TYPE* dst = alloc<TYPE>(verticesToCopy);
+ TYPE* src = (TYPE*)srcBuffer.getBuffer();
+
+ for (int i = 0; i < verticesToCopy; i++) {
+ TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset);
+ }
+ }
+
+ const void* getBuffer() const { return mBuffer; }
+ unsigned int getVertexCount() const { return mVertexCount; }
+
+ template <class TYPE>
+ void createDegenerateSeparators(int allocSize) {
+ TYPE* end = (TYPE*)mBuffer + mVertexCount;
+ for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
+ memcpy(degen, degen - 1, sizeof(TYPE));
+ memcpy(degen + 1, degen + 2, sizeof(TYPE));
+ }
+ }
+
+private:
+ template <class TYPE>
+ static void cleanup(void* buffer) {
+ delete[] (TYPE*)buffer;
+ }
+
+ void* mBuffer;
+ unsigned int mVertexCount;
+
+ void* mReallocBuffer; // used for multi-allocation
+
+ void (*mCleanupMethod)(void*);
+};
+
+}; // namespace uirenderer
+}; // namespace android
+
+#endif // ANDROID_HWUI_VERTEX_BUFFER_H