OpenGLRenderer.h revision 29d8997bd43b7c4ad37fc3d6f91eaafa74913c88
1/* 2 * Copyright (C) 2010 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 17#ifndef ANDROID_UI_OPENGL_RENDERER_H 18#define ANDROID_UI_OPENGL_RENDERER_H 19 20#include <GLES2/gl2.h> 21#include <GLES2/gl2ext.h> 22 23#include <SkBitmap.h> 24#include <SkMatrix.h> 25#include <SkPaint.h> 26#include <SkRegion.h> 27#include <SkShader.h> 28#include <SkXfermode.h> 29 30#include <utils/RefBase.h> 31#include <utils/ResourceTypes.h> 32#include <utils/Vector.h> 33 34#include "Extensions.h" 35#include "Matrix.h" 36#include "Program.h" 37#include "Rect.h" 38#include "Snapshot.h" 39#include "Vertex.h" 40#include "SkiaShader.h" 41#include "SkiaColorFilter.h" 42#include "Caches.h" 43 44namespace android { 45namespace uirenderer { 46 47/////////////////////////////////////////////////////////////////////////////// 48// Defines 49/////////////////////////////////////////////////////////////////////////////// 50 51// Debug 52#define DEBUG_OPENGL 1 53 54/////////////////////////////////////////////////////////////////////////////// 55// Renderer 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * OpenGL renderer used to draw accelerated 2D graphics. The API is a 60 * simplified version of Skia's Canvas API. 61 */ 62class OpenGLRenderer { 63public: 64 OpenGLRenderer(); 65 ~OpenGLRenderer(); 66 67 void setViewport(int width, int height); 68 void prepare(); 69 void finish(); 70 void acquireContext(); 71 void releaseContext(); 72 73 int getSaveCount() const; 74 int save(int flags); 75 void restore(); 76 void restoreToCount(int saveCount); 77 78 int saveLayer(float left, float top, float right, float bottom, const SkPaint* p, int flags); 79 int saveLayerAlpha(float left, float top, float right, float bottom, int alpha, int flags); 80 81 void translate(float dx, float dy); 82 void rotate(float degrees); 83 void scale(float sx, float sy); 84 85 void setMatrix(SkMatrix* matrix); 86 void getMatrix(SkMatrix* matrix); 87 void concatMatrix(SkMatrix* matrix); 88 89 const Rect& getClipBounds(); 90 bool quickReject(float left, float top, float right, float bottom); 91 bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 92 93 void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint); 94 void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); 95 void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, float srcRight, float srcBottom, 96 float dstLeft, float dstTop, float dstRight, float dstBottom, const SkPaint* paint); 97 void drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, float left, float top, 98 float right, float bottom, const SkPaint* paint); 99 void drawColor(int color, SkXfermode::Mode mode); 100 void drawRect(float left, float top, float right, float bottom, const SkPaint* paint); 101 void drawPath(SkPath* path, SkPaint* paint); 102 void drawLines(float* points, int count, const SkPaint* paint); 103 104 void resetShader(); 105 void setupShader(SkiaShader* shader); 106 107 void resetColorFilter(); 108 void setupColorFilter(SkiaColorFilter* filter); 109 110 void resetShadow(); 111 void setupShadow(float radius, float dx, float dy, int color); 112 113 void drawText(const char* text, int bytesCount, int count, float x, float y, SkPaint* paint); 114 115private: 116 /** 117 * Saves the current state of the renderer as a new snapshot. 118 * The new snapshot is saved in mSnapshot and the previous snapshot 119 * is linked from mSnapshot->previous. 120 * 121 * @param flags The save flags; see SkCanvas for more information 122 * 123 * @return The new save count. This value can be passed to #restoreToCount() 124 */ 125 int saveSnapshot(int flags); 126 127 /** 128 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 129 * 130 * @return True if the clip was modified. 131 */ 132 bool restoreSnapshot(); 133 134 /** 135 * Sets the clipping rectangle using glScissor. The clip is defined by 136 * the current snapshot's clipRect member. 137 */ 138 void setScissorFromClip(); 139 140 /** 141 * Compose the layer defined in the current snapshot with the layer 142 * defined by the previous snapshot. 143 * 144 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 145 * 146 * @param curent The current snapshot containing the layer to compose 147 * @param previous The previous snapshot to compose the current layer with 148 */ 149 void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 150 151 /** 152 * Creates a new layer stored in the specified snapshot. 153 * 154 * @param snapshot The snapshot associated with the new layer 155 * @param left The left coordinate of the layer 156 * @param top The top coordinate of the layer 157 * @param right The right coordinate of the layer 158 * @param bottom The bottom coordinate of the layer 159 * @param alpha The translucency of the layer 160 * @param mode The blending mode of the layer 161 * @param flags The layer save flags 162 * 163 * @return True if the layer was successfully created, false otherwise 164 */ 165 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 166 int alpha, SkXfermode::Mode mode, int flags); 167 168 /** 169 * Clears all the regions corresponding to the current list of layers. 170 * This method MUST be invoked before any drawing operation. 171 */ 172 void clearLayerRegions(); 173 174 /** 175 * Draws a colored rectangle with the specified color. The specified coordinates 176 * are transformed by the current snapshot's transform matrix. 177 * 178 * @param left The left coordinate of the rectangle 179 * @param top The top coordinate of the rectangle 180 * @param right The right coordinate of the rectangle 181 * @param bottom The bottom coordinate of the rectangle 182 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 183 * @param mode The Skia xfermode to use 184 * @param ignoreTransform True if the current transform should be ignored 185 * @paran ignoreBlending True if the blending is set by the caller 186 */ 187 void drawColorRect(float left, float top, float right, float bottom, 188 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 189 190 /** 191 * Setups shaders to draw a colored rect. 192 */ 193 void setupColorRect(float left, float top, float right, float bottom, 194 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform); 195 196 /** 197 * Draws a textured rectangle with the specified texture. The specified coordinates 198 * are transformed by the current snapshot's transform matrix. 199 * 200 * @param left The left coordinate of the rectangle 201 * @param top The top coordinate of the rectangle 202 * @param right The right coordinate of the rectangle 203 * @param bottom The bottom coordinate of the rectangle 204 * @param texture The texture name to map onto the rectangle 205 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 206 * @param mode The blending mode 207 * @param blend True if the texture contains an alpha channel 208 */ 209 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 210 float alpha, SkXfermode::Mode mode, bool blend); 211 212 /** 213 * Draws a textured rectangle with the specified texture. The specified coordinates 214 * are transformed by the current snapshot's transform matrix. 215 * 216 * @param left The left coordinate of the rectangle 217 * @param top The top coordinate of the rectangle 218 * @param right The right coordinate of the rectangle 219 * @param bottom The bottom coordinate of the rectangle 220 * @param texture The texture to use 221 * @param paint The paint containing the alpha, blending mode, etc. 222 */ 223 void drawTextureRect(float left, float top, float right, float bottom, 224 const Texture* texture, const SkPaint* paint); 225 226 /** 227 * Draws a textured mesh with the specified texture. If the indices are omitted, the 228 * mesh is drawn as a simple quad. 229 * 230 * @param left The left coordinate of the rectangle 231 * @param top The top coordinate of the rectangle 232 * @param right The right coordinate of the rectangle 233 * @param bottom The bottom coordinate of the rectangle 234 * @param texture The texture name to map onto the rectangle 235 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 236 * @param mode The blending mode 237 * @param blend True if the texture contains an alpha channel 238 * @param vertices The vertices that define the mesh 239 * @param texCoords The texture coordinates of each vertex 240 * @param indices The indices of the vertices, can be NULL 241 * @param elementsCount The number of elements in the mesh, required by indices 242 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 243 * @param ignoreTransform True if the current transform should be ignored 244 */ 245 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 246 float alpha, SkXfermode::Mode mode, bool blend, 247 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 248 bool swapSrcDst = false, bool ignoreTransform = false); 249 250 /** 251 * Prepares the renderer to draw the specified shadow. 252 * 253 * @param texture The shadow texture 254 * @param x The x coordinate of the shadow 255 * @param y The y coordinate of the shadow 256 * @param mode The blending mode 257 * @param alpha The alpha value 258 */ 259 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 260 float alpha); 261 262 /** 263 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 264 * 265 * @param texture The texture to render with 266 * @param textureUnit The texture unit to use, may be modified 267 * @param x The x coordinate of the rectangle to draw 268 * @param y The y coordinate of the rectangle to draw 269 * @param r The red component of the color 270 * @param g The green component of the color 271 * @param b The blue component of the color 272 * @param a The alpha component of the color 273 * @param mode The blending mode 274 * @param transforms True if the matrix passed to the shader should be multiplied 275 * by the model-view matrix 276 * @param applyFilters Whether or not to take color filters and 277 * shaders into account 278 */ 279 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 280 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 281 bool applyFilters); 282 283 /** 284 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 285 * 286 * @param texture The texture to render with 287 * @param width The width of the texture 288 * @param height The height of the texture 289 * @param textureUnit The texture unit to use, may be modified 290 * @param x The x coordinate of the rectangle to draw 291 * @param y The y coordinate of the rectangle to draw 292 * @param r The red component of the color 293 * @param g The green component of the color 294 * @param b The blue component of the color 295 * @param a The alpha component of the color 296 * @param mode The blending mode 297 * @param transforms True if the matrix passed to the shader should be multiplied 298 * by the model-view matrix 299 * @param applyFilters Whether or not to take color filters and 300 * shaders into account 301 */ 302 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 303 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 304 SkXfermode::Mode mode, bool transforms, bool applyFilters); 305 306 /** 307 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 308 * and texCoords pointers. 309 */ 310 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 311 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 312 SkXfermode::Mode mode, bool transforms, bool applyFilters, 313 GLvoid* vertices, GLvoid* texCoords); 314 315 /** 316 * Draws text underline and strike-through if needed. 317 * 318 * @param text The text to decor 319 * @param bytesCount The number of bytes in the text 320 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 321 * @param x The x coordinate where the text will be drawn 322 * @param y The y coordinate where the text will be drawn 323 * @param paint The paint to draw the text with 324 */ 325 void drawTextDecorations(const char* text, int bytesCount, float length, 326 float x, float y, SkPaint* paint); 327 328 /** 329 * Resets the texture coordinates stored in mMeshVertices. Setting the values 330 * back to default is achieved by calling: 331 * 332 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 333 * 334 * @param u1 The left coordinate of the texture 335 * @param v1 The bottom coordinate of the texture 336 * @param u2 The right coordinate of the texture 337 * @param v2 The top coordinate of the texture 338 */ 339 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 340 341 /** 342 * Gets the alpha and xfermode out of a paint object. If the paint is null 343 * alpha will be 255 and the xfermode will be SRC_OVER. 344 * 345 * @param paint The paint to extract values from 346 * @param alpha Where to store the resulting alpha 347 * @param mode Where to store the resulting xfermode 348 */ 349 inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 350 351 /** 352 * Binds the specified texture with the specified wrap modes. 353 */ 354 inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit = 0); 355 356 /** 357 * Enable or disable blending as necessary. This function sets the appropriate 358 * blend function based on the specified xfermode. 359 */ 360 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 361 bool swapSrcDst = false); 362 363 /** 364 * Safely retrieves the mode from the specified xfermode. If the specified 365 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 366 */ 367 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 368 369 /** 370 * Use the specified program with the current GL context. If the program is already 371 * in use, it will not be bound again. If it is not in use, the current program is 372 * marked unused and the specified program becomes used and becomes the new 373 * current program. 374 * 375 * @param program The program to use 376 * 377 * @return true If the specified program was already in use, false otherwise. 378 */ 379 inline bool useProgram(Program* program); 380 381 // Dimensions of the drawing surface 382 int mWidth, mHeight; 383 384 // Matrix used for ortho projection in shaders 385 mat4 mOrthoMatrix; 386 387 // Model-view matrix used to position/size objects 388 mat4 mModelView; 389 390 // Number of saved states 391 int mSaveCount; 392 // Base state 393 sp<Snapshot> mFirstSnapshot; 394 // Current state 395 sp<Snapshot> mSnapshot; 396 397 // Shaders 398 SkiaShader* mShader; 399 400 // Color filters 401 SkiaColorFilter* mColorFilter; 402 403 // Used to draw textured quads 404 TextureVertex mMeshVertices[4]; 405 406 // GL extensions 407 Extensions mExtensions; 408 409 // Drop shadow 410 bool mHasShadow; 411 float mShadowRadius; 412 float mShadowDx; 413 float mShadowDy; 414 int mShadowColor; 415 416 // Various caches 417 Caches& mCaches; 418 419 // List of rectangles to clear due to calls to saveLayer() 420 Vector<Rect*> mLayers; 421 422 // Misc 423 GLint mMaxTextureSize; 424 425}; // class OpenGLRenderer 426 427}; // namespace uirenderer 428}; // namespace android 429 430#endif // ANDROID_UI_OPENGL_RENDERER_H 431