/* * 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 #include #include #include #include #include #include #include #include #include #include "Extensions.h" #include "Matrix.h" #include "Program.h" #include "Rect.h" #include "Snapshot.h" #include "TextureCache.h" #include "LayerCache.h" #include "GradientCache.h" #include "PatchCache.h" #include "Vertex.h" #include "FontRenderer.h" #include "ProgramCache.h" #include "SkiaShader.h" #include "SkiaColorFilter.h" #include "PathCache.h" #include "TextDropShadowCache.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // 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, SkRegion::Op op); void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint); void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint); void drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, float left, float top, float right, float bottom, const SkPaint* paint); void drawColor(int color, SkXfermode::Mode mode); void drawRect(float left, float top, float right, float bottom, const SkPaint* paint); void drawPath(SkPath* path, SkPaint* paint); void resetShader(); void setupShader(SkiaShader* shader); void resetColorFilter(); void setupColorFilter(SkiaColorFilter* filter); void resetShadow(); void setupShadow(float radius, float dx, float dy, int color); void drawText(const char* text, int bytesCount, int count, float x, float y, 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 was modified. */ 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 current, sp 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, 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 * @param ignoreTransform True if the current transform should be ignored */ void drawColorRect(float left, float top, float right, float bottom, int color, SkXfermode::Mode mode, bool ignoreTransform = false); /** * 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 */ void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, GLvoid* vertices, GLvoid* texCoords, GLvoid* indices, GLsizei elementsCount = 0); /** * 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); /** * 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, bool isPremultiplied = true); /** * 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 mFirstSnapshot; // Current state sp mSnapshot; // Shaders Program* mCurrentProgram; SkiaShader* mShader; // Color filters SkiaColorFilter* mColorFilter; // Used to draw textured quads TextureVertex mMeshVertices[4]; // Last known blend state bool mBlend; GLenum mLastSrcMode; GLenum mLastDstMode; // GL extensions Extensions mExtensions; // Font renderer FontRenderer mFontRenderer; // Drop shadow bool mHasShadow; float mShadowRadius; float mShadowDx; float mShadowDy; int mShadowColor; // Various caches TextureCache mTextureCache; LayerCache mLayerCache; GradientCache mGradientCache; ProgramCache mProgramCache; PathCache mPathCache; PatchCache mPatchCache; TextDropShadowCache mDropShadowCache; }; // class OpenGLRenderer }; // namespace uirenderer }; // namespace android #endif // ANDROID_UI_OPENGL_RENDERER_H