OpenGLRenderer.h revision 4bb942083a0d4db746adf95349108dd8ef842e32
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/Vector.h> 32 33#include "Extensions.h" 34#include "Matrix.h" 35#include "Program.h" 36#include "Rect.h" 37#include "Snapshot.h" 38#include "Vertex.h" 39#include "SkiaShader.h" 40#include "SkiaColorFilter.h" 41#include "Caches.h" 42 43namespace android { 44namespace uirenderer { 45 46/////////////////////////////////////////////////////////////////////////////// 47// Defines 48/////////////////////////////////////////////////////////////////////////////// 49 50// Debug 51#define DEBUG_OPENGL 1 52 53/////////////////////////////////////////////////////////////////////////////// 54// Renderer 55/////////////////////////////////////////////////////////////////////////////// 56 57class DisplayListRenderer; 58 59/** 60 * OpenGL renderer used to draw accelerated 2D graphics. The API is a 61 * simplified version of Skia's Canvas API. 62 */ 63class OpenGLRenderer { 64public: 65 OpenGLRenderer(); 66 virtual ~OpenGLRenderer(); 67 68 virtual void setViewport(int width, int height); 69 70 virtual void prepare(bool opaque); 71 virtual void finish(); 72 73 virtual void acquireContext(); 74 virtual void releaseContext(); 75 76 int getSaveCount() const; 77 virtual int save(int flags); 78 virtual void restore(); 79 virtual void restoreToCount(int saveCount); 80 81 virtual int saveLayer(float left, float top, float right, float bottom, 82 const SkPaint* p, int flags); 83 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 84 int alpha, int flags); 85 86 virtual void translate(float dx, float dy); 87 virtual void rotate(float degrees); 88 virtual void scale(float sx, float sy); 89 90 void getMatrix(SkMatrix* matrix); 91 virtual void setMatrix(SkMatrix* matrix); 92 virtual void concatMatrix(SkMatrix* matrix); 93 94 const Rect& getClipBounds(); 95 bool quickReject(float left, float top, float right, float bottom); 96 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 97 98 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint); 99 virtual void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); 100 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 101 float srcRight, float srcBottom, float dstLeft, float dstTop, 102 float dstRight, float dstBottom, const SkPaint* paint); 103 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 104 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 105 float left, float top, float right, float bottom, const SkPaint* paint); 106 virtual void drawColor(int color, SkXfermode::Mode mode); 107 virtual void drawRect(float left, float top, float right, float bottom, const SkPaint* paint); 108 virtual void drawPath(SkPath* path, SkPaint* paint); 109 virtual void drawLines(float* points, int count, const SkPaint* paint); 110 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 111 SkPaint* paint); 112 113 virtual void resetShader(); 114 virtual void setupShader(SkiaShader* shader); 115 116 virtual void resetColorFilter(); 117 virtual void setupColorFilter(SkiaColorFilter* filter); 118 119 virtual void resetShadow(); 120 virtual void setupShadow(float radius, float dx, float dy, int color); 121 122protected: 123 /** 124 * Compose the layer defined in the current snapshot with the layer 125 * defined by the previous snapshot. 126 * 127 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 128 * 129 * @param curent The current snapshot containing the layer to compose 130 * @param previous The previous snapshot to compose the current layer with 131 */ 132 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 133 134private: 135 /** 136 * Saves the current state of the renderer as a new snapshot. 137 * The new snapshot is saved in mSnapshot and the previous snapshot 138 * is linked from mSnapshot->previous. 139 * 140 * @param flags The save flags; see SkCanvas for more information 141 * 142 * @return The new save count. This value can be passed to #restoreToCount() 143 */ 144 int saveSnapshot(int flags); 145 146 /** 147 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 148 * 149 * @return True if the clip was modified. 150 */ 151 bool restoreSnapshot(); 152 153 /** 154 * Sets the clipping rectangle using glScissor. The clip is defined by 155 * the current snapshot's clipRect member. 156 */ 157 void setScissorFromClip(); 158 159 /** 160 * Creates a new layer stored in the specified snapshot. 161 * 162 * @param snapshot The snapshot associated with the new layer 163 * @param left The left coordinate of the layer 164 * @param top The top coordinate of the layer 165 * @param right The right coordinate of the layer 166 * @param bottom The bottom coordinate of the layer 167 * @param alpha The translucency of the layer 168 * @param mode The blending mode of the layer 169 * @param flags The layer save flags 170 * @param previousFbo The name of the current framebuffer 171 * 172 * @return True if the layer was successfully created, false otherwise 173 */ 174 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 175 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 176 177 /** 178 * Clears all the regions corresponding to the current list of layers. 179 * This method MUST be invoked before any drawing operation. 180 */ 181 void clearLayerRegions(); 182 183 /** 184 * Draws a colored rectangle with the specified color. The specified coordinates 185 * are transformed by the current snapshot's transform matrix. 186 * 187 * @param left The left coordinate of the rectangle 188 * @param top The top coordinate of the rectangle 189 * @param right The right coordinate of the rectangle 190 * @param bottom The bottom coordinate of the rectangle 191 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 192 * @param mode The Skia xfermode to use 193 * @param ignoreTransform True if the current transform should be ignored 194 * @paran ignoreBlending True if the blending is set by the caller 195 */ 196 void drawColorRect(float left, float top, float right, float bottom, 197 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 198 199 /** 200 * Setups shaders to draw a colored rect. 201 */ 202 void setupColorRect(float left, float top, float right, float bottom, 203 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform); 204 205 /** 206 * Draws a textured rectangle with the specified texture. The specified coordinates 207 * are transformed by the current snapshot's transform matrix. 208 * 209 * @param left The left coordinate of the rectangle 210 * @param top The top coordinate of the rectangle 211 * @param right The right coordinate of the rectangle 212 * @param bottom The bottom coordinate of the rectangle 213 * @param texture The texture name to map onto the rectangle 214 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 215 * @param mode The blending mode 216 * @param blend True if the texture contains an alpha channel 217 */ 218 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 219 float alpha, SkXfermode::Mode mode, bool blend); 220 221 /** 222 * Draws a textured rectangle with the specified texture. The specified coordinates 223 * are transformed by the current snapshot's transform matrix. 224 * 225 * @param left The left coordinate of the rectangle 226 * @param top The top coordinate of the rectangle 227 * @param right The right coordinate of the rectangle 228 * @param bottom The bottom coordinate of the rectangle 229 * @param texture The texture to use 230 * @param paint The paint containing the alpha, blending mode, etc. 231 */ 232 void drawTextureRect(float left, float top, float right, float bottom, 233 const Texture* texture, const SkPaint* paint); 234 235 /** 236 * Draws a textured mesh with the specified texture. If the indices are omitted, the 237 * mesh is drawn as a simple quad. 238 * 239 * @param left The left coordinate of the rectangle 240 * @param top The top coordinate of the rectangle 241 * @param right The right coordinate of the rectangle 242 * @param bottom The bottom coordinate of the rectangle 243 * @param texture The texture name to map onto the rectangle 244 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 245 * @param mode The blending mode 246 * @param blend True if the texture contains an alpha channel 247 * @param vertices The vertices that define the mesh 248 * @param texCoords The texture coordinates of each vertex 249 * @param indices The indices of the vertices, can be NULL 250 * @param elementsCount The number of elements in the mesh, required by indices 251 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 252 * @param ignoreTransform True if the current transform should be ignored 253 */ 254 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 255 float alpha, SkXfermode::Mode mode, bool blend, 256 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 257 bool swapSrcDst = false, bool ignoreTransform = false); 258 259 /** 260 * Prepares the renderer to draw the specified shadow. 261 * 262 * @param texture The shadow texture 263 * @param x The x coordinate of the shadow 264 * @param y The y coordinate of the shadow 265 * @param mode The blending mode 266 * @param alpha The alpha value 267 */ 268 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 269 float alpha); 270 271 /** 272 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 273 * 274 * @param texture The texture to render with 275 * @param textureUnit The texture unit to use, may be modified 276 * @param x The x coordinate of the rectangle to draw 277 * @param y The y coordinate of the rectangle to draw 278 * @param r The red component of the color 279 * @param g The green component of the color 280 * @param b The blue component of the color 281 * @param a The alpha component of the color 282 * @param mode The blending mode 283 * @param transforms True if the matrix passed to the shader should be multiplied 284 * by the model-view matrix 285 * @param applyFilters Whether or not to take color filters and 286 * shaders into account 287 */ 288 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 289 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 290 bool applyFilters); 291 292 /** 293 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 294 * 295 * @param texture The texture to render with 296 * @param width The width of the texture 297 * @param height The height of the texture 298 * @param textureUnit The texture unit to use, may be modified 299 * @param x The x coordinate of the rectangle to draw 300 * @param y The y coordinate of the rectangle to draw 301 * @param r The red component of the color 302 * @param g The green component of the color 303 * @param b The blue component of the color 304 * @param a The alpha component of the color 305 * @param mode The blending mode 306 * @param transforms True if the matrix passed to the shader should be multiplied 307 * by the model-view matrix 308 * @param applyFilters Whether or not to take color filters and 309 * shaders into account 310 */ 311 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 312 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 313 SkXfermode::Mode mode, bool transforms, bool applyFilters); 314 315 /** 316 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 317 * and texCoords pointers. 318 */ 319 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 320 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 321 SkXfermode::Mode mode, bool transforms, bool applyFilters, 322 GLvoid* vertices, GLvoid* texCoords); 323 324 /** 325 * Draws text underline and strike-through if needed. 326 * 327 * @param text The text to decor 328 * @param bytesCount The number of bytes in the text 329 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 330 * @param x The x coordinate where the text will be drawn 331 * @param y The y coordinate where the text will be drawn 332 * @param paint The paint to draw the text with 333 */ 334 void drawTextDecorations(const char* text, int bytesCount, float length, 335 float x, float y, SkPaint* paint); 336 337 /** 338 * Resets the texture coordinates stored in mMeshVertices. Setting the values 339 * back to default is achieved by calling: 340 * 341 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 342 * 343 * @param u1 The left coordinate of the texture 344 * @param v1 The bottom coordinate of the texture 345 * @param u2 The right coordinate of the texture 346 * @param v2 The top coordinate of the texture 347 */ 348 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 349 350 /** 351 * Gets the alpha and xfermode out of a paint object. If the paint is null 352 * alpha will be 255 and the xfermode will be SRC_OVER. 353 * 354 * @param paint The paint to extract values from 355 * @param alpha Where to store the resulting alpha 356 * @param mode Where to store the resulting xfermode 357 */ 358 inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 359 360 /** 361 * Binds the specified texture with the specified wrap modes. 362 */ 363 inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit = 0); 364 365 /** 366 * Enable or disable blending as necessary. This function sets the appropriate 367 * blend function based on the specified xfermode. 368 */ 369 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 370 bool swapSrcDst = false); 371 372 /** 373 * Safely retrieves the mode from the specified xfermode. If the specified 374 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 375 */ 376 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 377 378 /** 379 * Use the specified program with the current GL context. If the program is already 380 * in use, it will not be bound again. If it is not in use, the current program is 381 * marked unused and the specified program becomes used and becomes the new 382 * current program. 383 * 384 * @param program The program to use 385 * 386 * @return true If the specified program was already in use, false otherwise. 387 */ 388 inline bool useProgram(Program* program); 389 390 // Dimensions of the drawing surface 391 int mWidth, mHeight; 392 393 // Matrix used for ortho projection in shaders 394 mat4 mOrthoMatrix; 395 396 // Model-view matrix used to position/size objects 397 mat4 mModelView; 398 399 // Number of saved states 400 int mSaveCount; 401 // Base state 402 sp<Snapshot> mFirstSnapshot; 403 // Current state 404 sp<Snapshot> mSnapshot; 405 406 // Shaders 407 SkiaShader* mShader; 408 409 // Color filters 410 SkiaColorFilter* mColorFilter; 411 412 // Used to draw textured quads 413 TextureVertex mMeshVertices[4]; 414 415 // GL extensions 416 Extensions mExtensions; 417 418 // Drop shadow 419 bool mHasShadow; 420 float mShadowRadius; 421 float mShadowDx; 422 float mShadowDy; 423 int mShadowColor; 424 425 // Various caches 426 Caches& mCaches; 427 428 // List of rectangles to clear due to calls to saveLayer() 429 Vector<Rect*> mLayers; 430 431 // Misc 432 GLint mMaxTextureSize; 433 434 friend class DisplayListRenderer; 435 436}; // class OpenGLRenderer 437 438}; // namespace uirenderer 439}; // namespace android 440 441#endif // ANDROID_UI_OPENGL_RENDERER_H 442