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|
/*
* 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <stdlib.h>
#include <stdint.h>
#include <sys/types.h>
#include <SkCanvas.h>
#include <SkTypeface.h>
#include <cutils/properties.h>
#include <utils/Log.h>
#include "OpenGLRenderer.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define DEFAULT_TEXTURE_CACHE_SIZE 20.0f
#define DEFAULT_LAYER_CACHE_SIZE 6.0f
#define DEFAULT_PATH_CACHE_SIZE 6.0f
#define DEFAULT_PATCH_CACHE_SIZE 100
#define DEFAULT_GRADIENT_CACHE_SIZE 0.5f
#define DEFAULT_DROP_SHADOW_CACHE_SIZE 1.0f
#define REQUIRED_TEXTURE_UNITS_COUNT 3
// Converts a number of mega-bytes into bytes
#define MB(s) s * 1024 * 1024
// Generates simple and textured vertices
#define FV(x, y, u, v) { { x, y }, { u, v } }
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
// This array is never used directly but used as a memcpy source in the
// OpenGLRenderer constructor
static const TextureVertex gMeshVertices[] = {
FV(0.0f, 0.0f, 0.0f, 0.0f),
FV(1.0f, 0.0f, 1.0f, 0.0f),
FV(0.0f, 1.0f, 0.0f, 1.0f),
FV(1.0f, 1.0f, 1.0f, 1.0f)
};
static const GLsizei gMeshStride = sizeof(TextureVertex);
static const GLsizei gMeshCount = 4;
/**
* Structure mapping Skia xfermodes to OpenGL blending factors.
*/
struct Blender {
SkXfermode::Mode mode;
GLenum src;
GLenum dst;
}; // struct Blender
// In this array, the index of each Blender equals the value of the first
// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode]
static const Blender gBlends[] = {
{ SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO },
{ SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO },
{ SkXfermode::kDst_Mode, GL_ZERO, GL_ONE },
{ SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE },
{ SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA },
{ SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO },
{ SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA },
{ SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA },
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
static const GLenum gTextureUnits[] = {
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer():
mBlend(false), mLastSrcMode(GL_ZERO), mLastDstMode(GL_ZERO),
mTextureCache(MB(DEFAULT_TEXTURE_CACHE_SIZE)),
mLayerCache(MB(DEFAULT_LAYER_CACHE_SIZE)),
mGradientCache(MB(DEFAULT_GRADIENT_CACHE_SIZE)),
mPathCache(MB(DEFAULT_PATH_CACHE_SIZE)),
mPatchCache(DEFAULT_PATCH_CACHE_SIZE),
mDropShadowCache(MB(DEFAULT_DROP_SHADOW_CACHE_SIZE)) {
LOGD("Create OpenGLRenderer");
char property[PROPERTY_VALUE_MAX];
if (property_get(PROPERTY_TEXTURE_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting texture cache size to %sMB", property);
mTextureCache.setMaxSize(MB(atof(property)));
} else {
LOGD(" Using default texture cache size of %.2fMB", DEFAULT_TEXTURE_CACHE_SIZE);
}
if (property_get(PROPERTY_LAYER_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting layer cache size to %sMB", property);
mLayerCache.setMaxSize(MB(atof(property)));
} else {
LOGD(" Using default layer cache size of %.2fMB", DEFAULT_LAYER_CACHE_SIZE);
}
if (property_get(PROPERTY_GRADIENT_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting gradient cache size to %sMB", property);
mGradientCache.setMaxSize(MB(atof(property)));
} else {
LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE);
}
if (property_get(PROPERTY_PATH_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting path cache size to %sMB", property);
mPathCache.setMaxSize(MB(atof(property)));
} else {
LOGD(" Using default path cache size of %.2fMB", DEFAULT_PATH_CACHE_SIZE);
}
if (property_get(PROPERTY_DROP_SHADOW_CACHE_SIZE, property, NULL) > 0) {
LOGD(" Setting drop shadow cache size to %sMB", property);
mDropShadowCache.setMaxSize(MB(atof(property)));
} else {
LOGD(" Using default drop shadow cache size of %.2fMB", DEFAULT_DROP_SHADOW_CACHE_SIZE);
}
mDropShadowCache.setFontRenderer(mFontRenderer);
mCurrentProgram = NULL;
mShader = NULL;
mColorFilter = NULL;
mHasShadow = false;
memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
mFirstSnapshot = new Snapshot;
GLint maxTextureUnits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) {
LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT);
}
}
OpenGLRenderer::~OpenGLRenderer() {
LOGD("Destroy OpenGLRenderer");
mTextureCache.clear();
mLayerCache.clear();
mGradientCache.clear();
mPathCache.clear();
mPatchCache.clear();
mProgramCache.clear();
mDropShadowCache.clear();
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1);
mWidth = width;
mHeight = height;
mFirstSnapshot->height = height;
mFirstSnapshot->viewport.set(0, 0, width, height);
}
void OpenGLRenderer::prepare() {
mSnapshot = new Snapshot(mFirstSnapshot);
mSaveCount = 1;
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, mWidth, mHeight);
mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight);
}
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::getSaveCount() const {
return mSaveCount;
}
int OpenGLRenderer::save(int flags) {
return saveSnapshot();
}
void OpenGLRenderer::restore() {
if (mSaveCount > 1 && restoreSnapshot()) {
setScissorFromClip();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount < 1) saveCount = 1;
bool restoreClip = false;
while (mSaveCount > saveCount) {
restoreClip |= restoreSnapshot();
}
if (restoreClip) {
setScissorFromClip();
}
}
int OpenGLRenderer::saveSnapshot() {
mSnapshot = new Snapshot(mSnapshot);
return mSaveCount++;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer;
bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho;
sp<Snapshot> current = mSnapshot;
sp<Snapshot> previous = mSnapshot->previous;
if (restoreOrtho) {
Rect& r = previous->viewport;
glViewport(r.left, r.top, r.right, r.bottom);
mOrthoMatrix.load(current->orthoMatrix);
}
if (restoreLayer) {
composeLayer(current, previous);
}
bool skip = mSnapshot->skip;
if (!skip) {
mSaveCount--;
}
mSnapshot = previous;
if (!skip) {
return restoreClip;
} else {
bool restorePreviousClip = restoreSnapshot();
return restoreClip || restorePreviousClip;
}
}
///////////////////////////////////////////////////////////////////////////////
// Layers
///////////////////////////////////////////////////////////////////////////////
int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom,
const SkPaint* p, int flags) {
int count = saveSnapshot();
int alpha = 255;
SkXfermode::Mode mode;
if (p) {
alpha = p->getAlpha();
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
} else {
mode = SkXfermode::kSrcOver_Mode;
}
createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags);
return count;
}
int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom,
int alpha, int flags) {
int count = saveSnapshot();
createLayer(mSnapshot, left, top, right, bottom, alpha, SkXfermode::kSrcOver_Mode, flags);
return count;
}
bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top,
float right, float bottom, int alpha, SkXfermode::Mode mode,int flags) {
LAYER_LOGD("Requesting layer %fx%f", right - left, bottom - top);
LAYER_LOGD("Layer cache size = %d", mLayerCache.getSize());
GLuint previousFbo = snapshot->previous.get() ? snapshot->previous->fbo : 0;
LayerSize size(right - left, bottom - top);
Layer* layer = mLayerCache.get(size, previousFbo);
if (!layer) {
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
// Clear the FBO
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
layer->mode = mode;
layer->alpha = alpha / 255.0f;
layer->layer.set(left, top, right, bottom);
// Save the layer in the snapshot
snapshot->flags |= Snapshot::kFlagIsLayer;
snapshot->layer = layer;
snapshot->fbo = layer->fbo;
// Creates a new snapshot to draw into the FBO
saveSnapshot();
mSaveCount--;
mSnapshot->skip = true;
mSnapshot->transform.loadTranslate(-left, -top, 0.0f);
mSnapshot->setClip(0.0f, 0.0f, right - left, bottom - top);
mSnapshot->viewport.set(0.0f, 0.0f, right - left, bottom - top);
mSnapshot->height = bottom - top;
setScissorFromClip();
mSnapshot->flags = Snapshot::kFlagDirtyOrtho | Snapshot::kFlagClipSet;
mSnapshot->orthoMatrix.load(mOrthoMatrix);
// Change the ortho projection
glViewport(0, 0, right - left, bottom - top);
// Don't flip the FBO, it will get flipped when drawing back to the framebuffer
mOrthoMatrix.loadOrtho(0.0f, right - left, 0.0f, bottom - top, -1.0f, 1.0f);
return true;
}
void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
if (!current->layer) {
LOGE("Attempting to compose a layer that does not exist");
return;
}
// Unbind current FBO and restore previous one
// Most of the time, previous->fbo will be 0 to bind the default buffer
glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo);
// Restore the clip from the previous snapshot
const Rect& clip = previous->clipRect;
glScissor(clip.left, mHeight - clip.bottom, clip.getWidth(), clip.getHeight());
Layer* layer = current->layer;
const Rect& rect = layer->layer;
drawTextureRect(rect.left, rect.top, rect.right, rect.bottom,
layer->texture, layer->alpha, layer->mode, layer->blend);
LayerSize size(rect.getWidth(), rect.getHeight());
// Failing to add the layer to the cache should happen only if the
// layer is too large
if (!mLayerCache.put(size, layer)) {
LAYER_LOGD("Deleting layer");
glDeleteFramebuffers(1, &layer->fbo);
glDeleteTextures(1, &layer->texture);
delete layer;
}
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform.translate(dx, dy, 0.0f);
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform.scale(sx, sy, 1.0f);
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform.load(*matrix);
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform.copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform.multiply(m);
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = mSnapshot->clipRect;
glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->getLocalClip();
}
bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) {
Rect r(left, top, right, bottom);
mSnapshot->transform.mapRect(r);
return !mSnapshot->clipRect.intersects(r);
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) {
bool clipped = mSnapshot->clip(left, top, right, bottom, op);
if (clipped) {
setScissorFromClip();
}
return !mSnapshot->clipRect.isEmpty();
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint) {
const float right = left + bitmap->width();
const float bottom = top + bitmap->height();
if (quickReject(left, top, right, bottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mTextureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
drawTextureRect(left, top, right, bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint) {
Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height());
const mat4 transform(*matrix);
transform.mapRect(r);
if (quickReject(r.left, r.top, r.right, r.bottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mTextureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
drawTextureRect(r.left, r.top, r.right, r.bottom, texture, paint);
}
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
const SkPaint* paint) {
if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mTextureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
const float width = texture->width;
const float height = texture->height;
const float u1 = srcLeft / width;
const float v1 = srcTop / height;
const float u2 = srcRight / width;
const float v2 = srcBottom / height;
resetDrawTextureTexCoords(u1, v1, u2, v2);
drawTextureRect(dstLeft, dstTop, dstRight, dstBottom, texture, paint);
resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
}
void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
float left, float top, float right, float bottom, const SkPaint* paint) {
if (quickReject(left, top, right, bottom)) {
return;
}
glActiveTexture(GL_TEXTURE0);
const Texture* texture = mTextureCache.get(bitmap);
if (!texture) return;
const AutoTexture autoCleanup(texture);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
Patch* mesh = mPatchCache.get(patch);
mesh->updateVertices(bitmap, left, top, right, bottom,
&patch->xDivs[0], &patch->yDivs[0], patch->numXDivs, patch->numYDivs);
// Specify right and bottom as +1.0f from left/top to prevent scaling since the
// patch mesh already defines the final size
drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f,
mode, texture->blend, &mesh->vertices[0].position[0],
&mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount);
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
const Rect& clip = mSnapshot->clipRect;
drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true);
}
void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, const SkPaint* p) {
if (quickReject(left, top, right, bottom)) {
return;
}
SkXfermode::Mode mode;
const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode);
if (!isMode) {
// Assume SRC_OVER
mode = SkXfermode::kSrcOver_Mode;
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = p->getColor();
if (((color >> 24) & 0xff) == 255) {
color |= p->getAlpha() << 24;
}
drawColorRect(left, top, right, bottom, color, mode);
}
void OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
float x, float y, SkPaint* paint) {
if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) {
return;
}
float length = -1.0f;
switch (paint->getTextAlign()) {
case SkPaint::kCenter_Align:
length = paint->measureText(text, bytesCount);
x -= length / 2.0f;
break;
case SkPaint::kRight_Align:
length = paint->measureText(text, bytesCount);
x -= length;
break;
default:
break;
}
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize());
if (mHasShadow) {
glActiveTexture(gTextureUnits[0]);
const ShadowTexture* shadow = mDropShadowCache.get(paint, text, bytesCount,
count, mShadowRadius);
const AutoTexture autoCleanup(shadow);
setupShadow(shadow, x, y, mode);
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords"));
}
uint32_t color = paint->getColor();
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
GLuint textureUnit = 0;
glActiveTexture(gTextureUnits[textureUnit]);
setupTextureAlpha8(mFontRenderer.getTexture(), 0, 0, textureUnit, x, y, r, g, b, a,
mode, false, true);
const Rect& clip = mSnapshot->getLocalClip();
mFontRenderer.renderText(paint, &clip, text, 0, bytesCount, count, x, y);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords"));
drawTextDecorations(text, bytesCount, length, x, y, paint);
}
void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) {
GLuint textureUnit = 0;
glActiveTexture(gTextureUnits[textureUnit]);
const PathTexture* texture = mPathCache.get(path, paint);
if (!texture) return;
const AutoTexture autoCleanup(texture);
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
uint32_t color = paint->getColor();
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
const float x = texture->left - texture->offset;
const float y = texture->top - texture->offset;
setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true);
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
glDisableVertexAttribArray(mCurrentProgram->getAttrib("texCoords"));
}
///////////////////////////////////////////////////////////////////////////////
// Shaders
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShader() {
mShader = NULL;
}
void OpenGLRenderer::setupShader(SkiaShader* shader) {
mShader = shader;
if (mShader) {
mShader->set(&mTextureCache, &mGradientCache);
}
}
///////////////////////////////////////////////////////////////////////////////
// Color filters
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetColorFilter() {
mColorFilter = NULL;
}
void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) {
mColorFilter = filter;
}
///////////////////////////////////////////////////////////////////////////////
// Drop shadow
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShadow() {
mHasShadow = false;
}
void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) {
mHasShadow = true;
mShadowRadius = radius;
mShadowDx = dx;
mShadowDy = dy;
mShadowColor = color;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing implementation
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y,
SkXfermode::Mode mode) {
const float sx = x - texture->left + mShadowDx;
const float sy = y - texture->top + mShadowDy;
const GLfloat a = ((mShadowColor >> 24) & 0xFF) / 255.0f;
const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f;
GLuint textureUnit = 0;
setupTextureAlpha8(texture, textureUnit, sx, sy, r, g, b, a, mode, true, false);
}
void OpenGLRenderer::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) {
setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit,
x, y, r, g, b, a, mode, transforms, applyFilters);
}
void OpenGLRenderer::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) {
// Describe the required shaders
ProgramDescription description;
description.hasTexture = true;
description.hasAlpha8Texture = true;
if (applyFilters) {
if (mShader) {
mShader->describe(description, mExtensions);
}
if (mColorFilter) {
mColorFilter->describe(description, mExtensions);
}
}
// Build and use the appropriate shader
useProgram(mProgramCache.get(description));
// Setup the blending mode
chooseBlending(true, mode);
bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit);
int texCoordsSlot = mCurrentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(texCoordsSlot);
// Setup attributes
glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, &mMeshVertices[0].position[0]);
glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE,
gMeshStride, &mMeshVertices[0].texture[0]);
// Setup uniforms
if (transforms) {
mModelView.loadTranslate(x, y, 0.0f);
mModelView.scale(width, height, 1.0f);
} else {
mModelView.loadIdentity();
}
mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
glUniform4f(mCurrentProgram->color, r, g, b, a);
textureUnit++;
if (applyFilters) {
// Setup attributes and uniforms required by the shaders
if (mShader) {
mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit);
}
if (mColorFilter) {
mColorFilter->setupProgram(mCurrentProgram);
}
}
}
#define kStdStrikeThru_Offset (-6.0f / 21.0f)
#define kStdUnderline_Offset (1.0f / 9.0f)
#define kStdUnderline_Thickness (1.0f / 18.0f)
void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length,
float x, float y, SkPaint* paint) {
// Handle underline and strike-through
uint32_t flags = paint->getFlags();
if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) {
float underlineWidth = length;
// If length is > 0.0f, we already measured the text for the text alignment
if (length <= 0.0f) {
underlineWidth = paint->measureText(text, bytesCount);
}
float offsetX = 0;
switch (paint->getTextAlign()) {
case SkPaint::kCenter_Align:
offsetX = underlineWidth * 0.5f;
break;
case SkPaint::kRight_Align:
offsetX = underlineWidth;
break;
default:
break;
}
if (underlineWidth > 0.0f) {
float textSize = paint->getTextSize();
float height = textSize * kStdUnderline_Thickness;
float left = x - offsetX;
float top = 0.0f;
float right = left + underlineWidth;
float bottom = 0.0f;
if (flags & SkPaint::kUnderlineText_Flag) {
top = y + textSize * kStdUnderline_Offset;
bottom = top + height;
drawRect(left, top, right, bottom, paint);
}
if (flags & SkPaint::kStrikeThruText_Flag) {
top = y + textSize * kStdStrikeThru_Offset;
bottom = top + height;
drawRect(left, top, right, bottom, paint);
}
}
}
}
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform) {
// If a shader is set, preserve only the alpha
if (mShader) {
color |= 0x00ffffff;
}
// Render using pre-multiplied alpha
const int alpha = (color >> 24) & 0xFF;
const GLfloat a = alpha / 255.0f;
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
GLuint textureUnit = 0;
// Setup the blending mode
chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode);
// Describe the required shaders
ProgramDescription description;
if (mShader) {
mShader->describe(description, mExtensions);
}
if (mColorFilter) {
mColorFilter->describe(description, mExtensions);
}
// Build and use the appropriate shader
useProgram(mProgramCache.get(description));
// Setup attributes
glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, &mMeshVertices[0].position[0]);
// Setup uniforms
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
if (!ignoreTransform) {
mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
} else {
mat4 identity;
mCurrentProgram->set(mOrthoMatrix, mModelView, identity);
}
glUniform4f(mCurrentProgram->color, r, g, b, a);
// Setup attributes and uniforms required by the shaders
if (mShader) {
mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit);
}
if (mColorFilter) {
mColorFilter->setupProgram(mCurrentProgram);
}
// Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
const Texture* texture, const SkPaint* paint) {
int alpha;
SkXfermode::Mode mode;
getAlphaAndMode(paint, &alpha, &mode);
drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, texture->blend,
&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL);
}
void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom,
GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) {
drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend,
&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], NULL);
}
void OpenGLRenderer::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) {
ProgramDescription description;
description.hasTexture = true;
if (mColorFilter) {
mColorFilter->describe(description, mExtensions);
}
mModelView.loadTranslate(left, top, 0.0f);
mModelView.scale(right - left, bottom - top, 1.0f);
useProgram(mProgramCache.get(description));
mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
chooseBlending(blend || alpha < 1.0f, mode);
// Texture
bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
glUniform1i(mCurrentProgram->getUniform("sampler"), 0);
// Always premultiplied
glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha);
// Mesh
int texCoordsSlot = mCurrentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(texCoordsSlot);
glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
gMeshStride, vertices);
glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords);
// Color filter
if (mColorFilter) {
mColorFilter->setupProgram(mCurrentProgram);
}
if (!indices) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
} else {
glDrawElements(GL_TRIANGLES, elementsCount, GL_UNSIGNED_SHORT, indices);
}
glDisableVertexAttribArray(texCoordsSlot);
}
void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, bool isPremultiplied) {
blend = blend || mode != SkXfermode::kSrcOver_Mode;
if (blend) {
if (!mBlend) {
glEnable(GL_BLEND);
}
GLenum sourceMode = gBlends[mode].src;
GLenum destMode = gBlends[mode].dst;
if (!isPremultiplied && sourceMode == GL_ONE) {
sourceMode = GL_SRC_ALPHA;
}
if (sourceMode != mLastSrcMode || destMode != mLastDstMode) {
glBlendFunc(sourceMode, destMode);
mLastSrcMode = sourceMode;
mLastDstMode = destMode;
}
} else if (mBlend) {
glDisable(GL_BLEND);
}
mBlend = blend;
}
bool OpenGLRenderer::useProgram(Program* program) {
if (!program->isInUse()) {
if (mCurrentProgram != NULL) mCurrentProgram->remove();
program->use();
mCurrentProgram = program;
return false;
}
return true;
}
void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) {
TextureVertex* v = &mMeshVertices[0];
TextureVertex::setUV(v++, u1, v1);
TextureVertex::setUV(v++, u2, v1);
TextureVertex::setUV(v++, u1, v2);
TextureVertex::setUV(v++, u2, v2);
}
void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) {
if (paint) {
const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode);
if (!isMode) {
// Assume SRC_OVER
*mode = SkXfermode::kSrcOver_Mode;
}
// Skia draws using the color's alpha channel if < 255
// Otherwise, it uses the paint's alpha
int color = paint->getColor();
*alpha = (color >> 24) & 0xFF;
if (*alpha == 255) {
*alpha = paint->getAlpha();
}
} else {
*mode = SkXfermode::kSrcOver_Mode;
*alpha = 255;
}
}
void OpenGLRenderer::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
glActiveTexture(gTextureUnits[textureUnit]);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
}
}; // namespace uirenderer
}; // namespace android
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