GlopBuilder.h revision b565df13a9e5c7b1d7d93bdfa4a793752d66d3cc
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 "Glop.h"
20#include "OpenGLRenderer.h"
21#include "Program.h"
22#include "renderstate/Blend.h"
23#include "utils/Macros.h"
24
25class SkPaint;
26class SkShader;
27
28namespace android {
29namespace uirenderer {
30
31class Caches;
32class Matrix4;
33class RenderState;
34class Texture;
35class VertexBuffer;
36
37namespace TextureFillFlags {
38    enum {
39        None = 0,
40        IsAlphaMaskTexture = 1 << 0,
41        ForceFilter = 1 << 1,
42    };
43}
44
45class GlopBuilder {
46    PREVENT_COPY_AND_ASSIGN(GlopBuilder);
47public:
48    GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
49
50    GlopBuilder& setMeshUnitQuad();
51    GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
52    GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
53    GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
54    GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
55    GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: use indexed quads
56    GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
57    GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
58    GlopBuilder& setMeshPatchQuads(const Patch& patch);
59
60    GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
61    GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
62            const SkPaint* paint, float alphaScale);
63    GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
64            const SkPaint& paint, float alphaScale);
65    GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
66            const SkPaint& paint, float alphaScale);
67    GlopBuilder& setFillBlack();
68    GlopBuilder& setFillClear();
69    GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
70            float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
71    GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
72
73    GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
74        return setTransform(*snapshot.transform, transformFlags);
75    }
76    GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags);
77
78    GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
79    GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
80    GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
81        if (snap) {
82            return setModelViewMapUnitToRectSnap(destination);
83        } else {
84            return setModelViewMapUnitToRect(destination);
85        }
86    }
87    GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
88    GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
89    GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
90            float offsetX, float offsetY, const Rect& source) {
91        if (snap) {
92            return setModelViewOffsetRectSnap(offsetX, offsetY, source);
93        } else {
94            return setModelViewOffsetRect(offsetX, offsetY, source);
95        }
96    }
97
98    GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
99
100    void build();
101
102    static void dump(const Glop& glop);
103private:
104    void setFill(int color, float alphaScale,
105            SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
106            const SkShader* shader, const SkColorFilter* colorFilter);
107
108    enum StageFlags {
109        kInitialStage = 0,
110        kMeshStage = 1 << 0,
111        kTransformStage = 1 << 1,
112        kModelViewStage = 1 << 2,
113        kFillStage = 1 << 3,
114        kRoundRectClipStage = 1 << 4,
115        kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
116    } mStageFlags;
117
118    ProgramDescription mDescription;
119    RenderState& mRenderState;
120    Caches& mCaches;
121    const SkShader* mShader;
122    Glop* mOutGlop;
123};
124
125} /* namespace uirenderer */
126} /* namespace android */
127
128#endif // RENDERSTATE_GLOPBUILDER_H
129