/* * 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_OPENGL_RENDERER_H #define ANDROID_HWUI_OPENGL_RENDERER_H #include #include #include #include #include #include #include #include #include #include #include "Debug.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 /////////////////////////////////////////////////////////////////////////////// // If turned on, layers drawn inside FBOs are optimized with regions #define RENDER_LAYERS_AS_REGIONS 0 /////////////////////////////////////////////////////////////////////////////// // Renderer /////////////////////////////////////////////////////////////////////////////// class DisplayList; /** * 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, 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); const float* getMatrix() const; 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 drawDisplayList(DisplayList* displayList); virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, float dstLeft, float dstTop, float dstRight, float dstBottom, SkPaint* paint); virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, float left, float top, float right, float bottom, SkPaint* paint); virtual void drawColor(int color, SkXfermode::Mode mode); virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); virtual void drawPath(SkPath* path, SkPaint* paint); virtual void drawLines(float* points, int count, 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 current, sp 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, float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); /** * Creates a new layer stored in the specified snapshot as an FBO. * * @param layer The layer to store as an FBO * @param snapshot The snapshot associated with the new layer * @param bounds The bounds of the layer * @param previousFbo The name of the current framebuffer */ bool createFboLayer(Layer* layer, Rect& bounds, sp snapshot, GLuint previousFbo); /** * Compose the specified layer as a region. * * @param layer The layer to compose * @param rect The layer's bounds */ void composeLayerRegion(Layer* layer, const Rect& rect); /** * Compose the specified layer as a simple rectangle. * * @param layer The layer to compose * @param rect The layer's bounds * @param swap If true, the source and destination are swapped */ void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false); /** * 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 * @param 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, bool ignoreMatrix = 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, Texture* texture, SkPaint* paint); /** * Draws a textured mesh with the specified texture. If the indices are omitted, * the mesh is drawn as a simple quad. The mesh pointers become offsets when a * VBO is bound. * * @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 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 * @param vbo The VBO used to draw the mesh * @param ignoreScale True if the model view matrix should not be scaled * @param dirty True if calling this method should dirty the current layer */ 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, GLuint vbo = 0, bool ignoreScale = false, bool dirty = true); /** * Prepares the renderer to draw the specified shadow. The active texture * unit must be 0 and the other units must be unbound. * * @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. The pointers become offsets when a VBO is bound. */ 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, GLuint vbo = 0); /** * 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(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); /** * Binds the specified texture. The texture unit must have been selected * prior to calling this method. */ inline void bindTexture(GLuint texture) { glBindTexture(GL_TEXTURE_2D, texture); } /** * Sets the wrap modes for the specified texture. The wrap modes are modified * only when needed. */ inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); /** * 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); /** * Invoked before any drawing operation. This sets required state. */ void setupDraw(); /** * Should be invoked every time the glScissor is modified. */ inline void dirtyClip() { mDirtyClip = true; } /** * Mark the layer as dirty at the specified coordinates. The coordinates * are transformed with the supplied matrix. */ void dirtyLayer(const float left, const float top, const float right, const float bottom, const mat4 transform); /** * Mark the layer as dirty at the specified coordinates. */ void dirtyLayer(const float left, const float top, const float right, const float bottom); // 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 SkiaShader* mShader; // Color filters SkiaColorFilter* mColorFilter; // Used to draw textured quads TextureVertex mMeshVertices[4]; // 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 mLayers; // Indentity matrix const mat4 mIdentity; // Indicates whether the clip must be restored bool mDirtyClip; friend class DisplayListRenderer; }; // class OpenGLRenderer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_OPENGL_RENDERER_H