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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 <utils/Errors.h>
#include <utils/KeyedVector.h>
#include <utils/Log.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkXfermode.h>
#include "OpenGLRenderer.h"
#include "Matrix.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define SOLID_WHITE { 1.0f, 1.0f, 1.0f, 1.0f }
#define P(x, y) { x, y }
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
const Vertex gDrawColorVertices[] = {
{ P(0.0f, 0.0f), SOLID_WHITE },
{ P(1.0f, 0.0f), SOLID_WHITE },
{ P(0.0f, 1.0f), SOLID_WHITE },
{ P(1.0f, 1.0f), SOLID_WHITE }
};
///////////////////////////////////////////////////////////////////////////////
// Shaders
///////////////////////////////////////////////////////////////////////////////
#define SHADER_SOURCE(name, source) const char* name = #source
#include "shaders/drawColor.vert"
#include "shaders/drawColor.frag"
Program::Program(const char* vertex, const char* fragment) {
vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
id = glCreateProgram();
glAttachShader(id, vertexShader);
glAttachShader(id, fragmentShader);
glLinkProgram(id);
GLint status;
glGetProgramiv(id, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLint infoLen = 0;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
char* log = (char*) malloc(sizeof(char) * infoLen);
glGetProgramInfoLog(id, infoLen, 0, log);
LOGE("Error while linking shaders: %s", log);
delete log;
}
glDeleteProgram(id);
}
}
Program::~Program() {
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(id);
}
void Program::use() {
glUseProgram(id);
}
int Program::addAttrib(const char* name) {
int slot = glGetAttribLocation(id, name);
attributes.add(name, slot);
return slot;
}
int Program::getAttrib(const char* name) {
return attributes.valueFor(name);
}
int Program::addUniform(const char* name) {
int slot = glGetUniformLocation(id, name);
uniforms.add(name, slot);
return slot;
}
int Program::getUniform(const char* name) {
return uniforms.valueFor(name);
}
GLuint Program::buildShader(const char* source, GLenum type) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
// Some drivers return wrong values for GL_INFO_LOG_LENGTH
// use a fixed size instead
GLchar log[512];
glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
LOGE("Error while compiling shader: %s", log);
glDeleteShader(shader);
}
return shader;
}
DrawColorProgram::DrawColorProgram():
Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
position = addAttrib("position");
color = addAttrib("color");
projection = addUniform("projection");
modelView = addUniform("modelView");
}
///////////////////////////////////////////////////////////////////////////////
// Support
///////////////////////////////////////////////////////////////////////////////
const Rect& Snapshot::getMappedClip() {
if (flags & kFlagDirtyTransform) {
flags &= ~kFlagDirtyTransform;
mappedClip.set(clipRect);
transform.mapRect(mappedClip);
}
return mappedClip;
}
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
OpenGLRenderer::OpenGLRenderer() {
LOGD("Create OpenGLRenderer");
mDrawColorShader = new DrawColorProgram;
}
OpenGLRenderer::~OpenGLRenderer() {
LOGD("Destroy OpenGLRenderer");
}
///////////////////////////////////////////////////////////////////////////////
// Setup
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setViewport(int width, int height) {
glViewport(0, 0, width, height);
mat4 ortho;
ortho.loadOrtho(0, width, height, 0, 0, 1);
ortho.copyTo(mOrthoMatrix);
mWidth = width;
mHeight = height;
}
void OpenGLRenderer::prepare() {
mSnapshot = &mFirstSnapshot;
mSaveCount = 0;
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
mSnapshot->clipRect.set(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 == 0) return;
if (restoreSnapshot()) {
setScissorFromClip();
}
}
void OpenGLRenderer::restoreToCount(int saveCount) {
if (saveCount <= 0 || saveCount > mSaveCount) return;
bool restoreClip = false;
while (mSaveCount != saveCount - 1) {
restoreClip |= restoreSnapshot();
}
if (restoreClip) {
setScissorFromClip();
}
}
int OpenGLRenderer::saveSnapshot() {
mSnapshot = new Snapshot(mSnapshot);
return ++mSaveCount;
}
bool OpenGLRenderer::restoreSnapshot() {
bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet;
mSaveCount--;
// Do not merge these two lines!
sp<Snapshot> previous = mSnapshot->previous;
mSnapshot = previous;
return restoreClip;
}
///////////////////////////////////////////////////////////////////////////////
// Transforms
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::translate(float dx, float dy) {
mSnapshot->transform.translate(dx, dy, 0.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::rotate(float degrees) {
mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::scale(float sx, float sy) {
mSnapshot->transform.scale(sx, sy, 1.0f);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::setMatrix(SkMatrix* matrix) {
mSnapshot->transform.load(*matrix);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
void OpenGLRenderer::getMatrix(SkMatrix* matrix) {
mSnapshot->transform.copyTo(*matrix);
}
void OpenGLRenderer::concatMatrix(SkMatrix* matrix) {
mat4 m(*matrix);
mSnapshot->transform.multiply(m);
mSnapshot->flags |= Snapshot::kFlagDirtyTransform;
}
///////////////////////////////////////////////////////////////////////////////
// Clipping
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::setScissorFromClip() {
const Rect& clip = mSnapshot->getMappedClip();
glScissor(clip.left, clip.top, clip.getWidth(), clip.getHeight());
}
const Rect& OpenGLRenderer::getClipBounds() {
return mSnapshot->clipRect;
}
bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) {
bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom);
if (clipped) {
mSnapshot->flags |= Snapshot::kFlagClipSet;
setScissorFromClip();
}
return clipped;
}
///////////////////////////////////////////////////////////////////////////////
// Drawing
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
GLfloat a = ((color >> 24) & 0xFF) / 255.0f;
GLfloat r = ((color >> 16) & 0xFF) / 255.0f;
GLfloat g = ((color >> 8) & 0xFF) / 255.0f;
GLfloat b = ((color ) & 0xFF) / 255.0f;
// TODO Optimize this section
const Rect& clip = mSnapshot->getMappedClip();
mat4 modelView;
modelView.loadScale(clip.getWidth(), clip.getHeight(), 1.0f);
modelView.translate(clip.left, clip.top, 0.0f);
float matrix[16];
modelView.copyTo(matrix);
// TODO Optimize this section
mDrawColorShader->use();
glUniformMatrix4fv(mDrawColorShader->projection, 1, GL_FALSE, &mOrthoMatrix[0]);
glUniformMatrix4fv(mDrawColorShader->modelView, 1, GL_FALSE, &matrix[0]);
glEnableVertexAttribArray(mDrawColorShader->position);
GLsizei stride = sizeof(Vertex);
const GLvoid* p = &gDrawColorVertices[0].position[0];
glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE, stride, p);
glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
GLsizei vertexCount = sizeof(gDrawColorVertices) / sizeof(Vertex);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexCount);
glDisableVertexAttribArray(mDrawColorShader->position);
glDisableVertexAttribArray(mDrawColorShader->color);
}
}; // namespace uirenderer
}; // namespace android
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