/* * 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_HWUI_LAYER_H #define ANDROID_HWUI_LAYER_H #include #include #include #include #include "Rect.h" #include "SkiaColorFilter.h" #include "Vertex.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Layers /////////////////////////////////////////////////////////////////////////////// /** * A layer has dimensions and is backed by an OpenGL texture or FBO. */ struct Layer { Layer(const uint32_t layerWidth, const uint32_t layerHeight): width(layerWidth), height(layerHeight) { mesh = NULL; meshIndices = NULL; meshElementCount = 0; isCacheable = true; isTextureLayer = false; renderTarget = GL_TEXTURE_2D; } ~Layer() { if (mesh) delete mesh; if (meshIndices) delete meshIndices; } /** * Sets this layer's region to a rectangle. Computes the appropriate * texture coordinates. */ void setRegionAsRect() { const android::Rect& bounds = region.getBounds(); regionRect.set(bounds.leftTop().x, bounds.leftTop().y, bounds.rightBottom().x, bounds.rightBottom().y); const float texX = 1.0f / float(width); const float texY = 1.0f / float(height); const float height = layer.getHeight(); texCoords.set( regionRect.left * texX, (height - regionRect.top) * texY, regionRect.right * texX, (height - regionRect.bottom) * texY); } /** * Bounds of the layer. */ Rect layer; /** * Texture coordinates of the layer. */ Rect texCoords; /** * Name of the FBO used to render the layer. If the name is 0 * this layer is not backed by an FBO, but a simple texture. */ GLuint fbo; /** * Opacity of the layer. */ int alpha; /** * Blending mode of the layer. */ SkXfermode::Mode mode; /** * Indicates whether this layer should be blended. */ bool blend; /** * Indicates whether this layer has been used already. */ bool empty; /** * Name of the texture used to render the layer. */ GLuint texture; /** * Width of the layer texture. */ uint32_t width; /** * Height of the layer texture. */ uint32_t height; /** * Dirty region indicating what parts of the layer * have been drawn. */ Region region; /** * If the region is a rectangle, coordinates of the * region are stored here. */ Rect regionRect; /** * Color filter used to draw this layer. Optional. */ SkiaColorFilter* colorFilter; /** * If the layer can be rendered as a mesh, this is non-null. */ TextureVertex* mesh; uint16_t* meshIndices; GLsizei meshElementCount; /** * If set to true (by default), the layer can be reused. */ bool isCacheable; /** * When set to true, this layer must be treated as a texture * layer. */ bool isTextureLayer; /** * Optional texture coordinates transform. */ mat4 texTransform; /** * Indicates the render target. */ GLenum renderTarget; }; // struct Layer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_LAYER_H