GlopBuilder.h revision 14100ac9f8efc1a2407e3f5a5c8b2532a49585db
1/*
2 * Copyright (C) 2015 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16#ifndef RENDERSTATE_GLOPBUILDER_H
17#define RENDERSTATE_GLOPBUILDER_H
18
19#include "OpenGLRenderer.h"
20#include "Program.h"
21#include "utils/Macros.h"
22
23class SkPaint;
24class SkShader;
25
26namespace android {
27namespace uirenderer {
28
29class Caches;
30class Matrix4;
31class RenderState;
32class Texture;
33class VertexBuffer;
34struct Glop;
35
36class GlopBuilder {
37    PREVENT_COPY_AND_ASSIGN(GlopBuilder);
38public:
39    GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
40
41    GlopBuilder& setMeshUnitQuad();
42    GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
43    GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
44    GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
45    GlopBuilder& setMeshIndexedQuads(void* vertexData, int quadCount);
46    GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
47
48    GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
49    GlopBuilder& setFillTexturePaint(Texture& texture, bool isAlphaMaskTexture,
50            const SkPaint* paint, float alphaScale);
51    GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
52            const SkPaint& paint, float alphaScale);
53    GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
54            const SkPaint& paint, float alphaScale);
55    GlopBuilder& setFillBlack();
56    GlopBuilder& setFillClear();
57    GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
58            float alpha, SkXfermode::Mode mode);
59
60    GlopBuilder& setTransform(const Matrix4& ortho, const Matrix4& transform, bool fudgingOffset);
61
62    GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
63    GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
64    GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
65    GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
66
67    GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
68
69    void build();
70private:
71    void setFill(int color, float alphaScale, SkXfermode::Mode mode,
72            const SkShader* shader, const SkColorFilter* colorFilter);
73
74    enum StageFlags {
75        kInitialStage = 0,
76        kMeshStage = 1 << 0,
77        kTransformStage = 1 << 1,
78        kModelViewStage = 1 << 2,
79        kFillStage = 1 << 3,
80        kRoundRectClipStage = 1 << 4,
81        kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
82    } mStageFlags;
83
84    ProgramDescription mDescription;
85    RenderState& mRenderState;
86    Caches& mCaches;
87    const SkShader* mShader;
88    Glop* mOutGlop;
89};
90
91} /* namespace uirenderer */
92} /* namespace android */
93
94#endif // RENDERSTATE_GLOPBUILDER_H
95