OpenGLRenderer.h revision 746b7401ceb86b5f2805f8c0d3b39ac739152015
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 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 const float* getMatrix() const; 91 void getMatrix(SkMatrix* matrix); 92 virtual void setMatrix(SkMatrix* matrix); 93 virtual void concatMatrix(SkMatrix* matrix); 94 95 const Rect& getClipBounds(); 96 bool quickReject(float left, float top, float right, float bottom); 97 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 98 99 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); 100 virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); 101 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 102 float srcRight, float srcBottom, float dstLeft, float dstTop, 103 float dstRight, float dstBottom, SkPaint* paint); 104 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 105 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 106 float left, float top, float right, float bottom, SkPaint* paint); 107 virtual void drawColor(int color, SkXfermode::Mode mode); 108 virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); 109 virtual void drawPath(SkPath* path, SkPaint* paint); 110 virtual void drawLines(float* points, int count, SkPaint* paint); 111 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 112 SkPaint* paint); 113 114 virtual void resetShader(); 115 virtual void setupShader(SkiaShader* shader); 116 117 virtual void resetColorFilter(); 118 virtual void setupColorFilter(SkiaColorFilter* filter); 119 120 virtual void resetShadow(); 121 virtual void setupShadow(float radius, float dx, float dy, int color); 122 123protected: 124 /** 125 * Compose the layer defined in the current snapshot with the layer 126 * defined by the previous snapshot. 127 * 128 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 129 * 130 * @param curent The current snapshot containing the layer to compose 131 * @param previous The previous snapshot to compose the current layer with 132 */ 133 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 134 135private: 136 /** 137 * Saves the current state of the renderer as a new snapshot. 138 * The new snapshot is saved in mSnapshot and the previous snapshot 139 * is linked from mSnapshot->previous. 140 * 141 * @param flags The save flags; see SkCanvas for more information 142 * 143 * @return The new save count. This value can be passed to #restoreToCount() 144 */ 145 int saveSnapshot(int flags); 146 147 /** 148 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 149 * 150 * @return True if the clip was modified. 151 */ 152 bool restoreSnapshot(); 153 154 /** 155 * Sets the clipping rectangle using glScissor. The clip is defined by 156 * the current snapshot's clipRect member. 157 */ 158 void setScissorFromClip(); 159 160 /** 161 * Creates a new layer stored in the specified snapshot. 162 * 163 * @param snapshot The snapshot associated with the new layer 164 * @param left The left coordinate of the layer 165 * @param top The top coordinate of the layer 166 * @param right The right coordinate of the layer 167 * @param bottom The bottom coordinate of the layer 168 * @param alpha The translucency of the layer 169 * @param mode The blending mode of the layer 170 * @param flags The layer save flags 171 * @param previousFbo The name of the current framebuffer 172 * 173 * @return True if the layer was successfully created, false otherwise 174 */ 175 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 176 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 177 178 /** 179 * Clears all the regions corresponding to the current list of layers. 180 * This method MUST be invoked before any drawing operation. 181 */ 182 void clearLayerRegions(); 183 184 /** 185 * Draws a colored rectangle with the specified color. The specified coordinates 186 * are transformed by the current snapshot's transform matrix. 187 * 188 * @param left The left coordinate of the rectangle 189 * @param top The top coordinate of the rectangle 190 * @param right The right coordinate of the rectangle 191 * @param bottom The bottom coordinate of the rectangle 192 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 193 * @param mode The Skia xfermode to use 194 * @param ignoreTransform True if the current transform should be ignored 195 * @paran ignoreBlending True if the blending is set by the caller 196 */ 197 void drawColorRect(float left, float top, float right, float bottom, 198 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 199 200 /** 201 * Setups shaders to draw a colored rect. 202 */ 203 void setupColorRect(float left, float top, float right, float bottom, 204 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform); 205 206 /** 207 * Draws a textured rectangle with the specified texture. The specified coordinates 208 * are transformed by the current snapshot's transform matrix. 209 * 210 * @param left The left coordinate of the rectangle 211 * @param top The top coordinate of the rectangle 212 * @param right The right coordinate of the rectangle 213 * @param bottom The bottom coordinate of the rectangle 214 * @param texture The texture name to map onto the rectangle 215 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 216 * @param mode The blending mode 217 * @param blend True if the texture contains an alpha channel 218 */ 219 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 220 float alpha, SkXfermode::Mode mode, bool blend); 221 222 /** 223 * Draws a textured rectangle with the specified texture. The specified coordinates 224 * are transformed by the current snapshot's transform matrix. 225 * 226 * @param left The left coordinate of the rectangle 227 * @param top The top coordinate of the rectangle 228 * @param right The right coordinate of the rectangle 229 * @param bottom The bottom coordinate of the rectangle 230 * @param texture The texture to use 231 * @param paint The paint containing the alpha, blending mode, etc. 232 */ 233 void drawTextureRect(float left, float top, float right, float bottom, 234 Texture* texture, SkPaint* paint); 235 236 /** 237 * Draws a textured mesh with the specified texture. If the indices are omitted, 238 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 239 * VBO is bound. 240 * 241 * @param left The left coordinate of the rectangle 242 * @param top The top coordinate of the rectangle 243 * @param right The right coordinate of the rectangle 244 * @param bottom The bottom coordinate of the rectangle 245 * @param texture The texture name to map onto the rectangle 246 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 247 * @param mode The blending mode 248 * @param blend True if the texture contains an alpha channel 249 * @param vertices The vertices that define the mesh 250 * @param texCoords The texture coordinates of each vertex 251 * @param elementsCount The number of elements in the mesh, required by indices 252 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 253 * @param ignoreTransform True if the current transform should be ignored 254 * @param vbo The VBO used to draw the mesh 255 */ 256 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 257 float alpha, SkXfermode::Mode mode, bool blend, 258 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 259 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0); 260 261 /** 262 * Prepares the renderer to draw the specified shadow. The active texture 263 * unit must be 0 and the other units must be unbound. 264 * 265 * @param texture The shadow texture 266 * @param x The x coordinate of the shadow 267 * @param y The y coordinate of the shadow 268 * @param mode The blending mode 269 * @param alpha The alpha value 270 */ 271 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 272 float alpha); 273 274 /** 275 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 276 * 277 * @param texture The texture to render with 278 * @param textureUnit The texture unit to use, may be modified 279 * @param x The x coordinate of the rectangle to draw 280 * @param y The y coordinate of the rectangle to draw 281 * @param r The red component of the color 282 * @param g The green component of the color 283 * @param b The blue component of the color 284 * @param a The alpha component of the color 285 * @param mode The blending mode 286 * @param transforms True if the matrix passed to the shader should be multiplied 287 * by the model-view matrix 288 * @param applyFilters Whether or not to take color filters and 289 * shaders into account 290 */ 291 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 292 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 293 bool applyFilters); 294 295 /** 296 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 297 * 298 * @param texture The texture to render with 299 * @param width The width of the texture 300 * @param height The height of the texture 301 * @param textureUnit The texture unit to use, may be modified 302 * @param x The x coordinate of the rectangle to draw 303 * @param y The y coordinate of the rectangle to draw 304 * @param r The red component of the color 305 * @param g The green component of the color 306 * @param b The blue component of the color 307 * @param a The alpha component of the color 308 * @param mode The blending mode 309 * @param transforms True if the matrix passed to the shader should be multiplied 310 * by the model-view matrix 311 * @param applyFilters Whether or not to take color filters and 312 * shaders into account 313 */ 314 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 315 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 316 SkXfermode::Mode mode, bool transforms, bool applyFilters); 317 318 /** 319 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 320 * and texCoords pointers. The pointers become offsets when a VBO is bound. 321 */ 322 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 323 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 324 SkXfermode::Mode mode, bool transforms, bool applyFilters, 325 GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0); 326 327 /** 328 * Draws text underline and strike-through if needed. 329 * 330 * @param text The text to decor 331 * @param bytesCount The number of bytes in the text 332 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 333 * @param x The x coordinate where the text will be drawn 334 * @param y The y coordinate where the text will be drawn 335 * @param paint The paint to draw the text with 336 */ 337 void drawTextDecorations(const char* text, int bytesCount, float length, 338 float x, float y, SkPaint* paint); 339 340 /** 341 * Resets the texture coordinates stored in mMeshVertices. Setting the values 342 * back to default is achieved by calling: 343 * 344 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 345 * 346 * @param u1 The left coordinate of the texture 347 * @param v1 The bottom coordinate of the texture 348 * @param u2 The right coordinate of the texture 349 * @param v2 The top coordinate of the texture 350 */ 351 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 352 353 /** 354 * Gets the alpha and xfermode out of a paint object. If the paint is null 355 * alpha will be 255 and the xfermode will be SRC_OVER. 356 * 357 * @param paint The paint to extract values from 358 * @param alpha Where to store the resulting alpha 359 * @param mode Where to store the resulting xfermode 360 */ 361 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 362 363 /** 364 * Binds the specified texture. The texture unit must have been selected 365 * prior to calling this method. 366 */ 367 inline void bindTexture(GLuint texture) { 368 glBindTexture(GL_TEXTURE_2D, texture); 369 } 370 371 /** 372 * Sets the wrap modes for the specified texture. The wrap modes are modified 373 * only when needed. 374 */ 375 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 376 377 /** 378 * Enable or disable blending as necessary. This function sets the appropriate 379 * blend function based on the specified xfermode. 380 */ 381 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 382 bool swapSrcDst = false); 383 384 /** 385 * Safely retrieves the mode from the specified xfermode. If the specified 386 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 387 */ 388 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 389 390 /** 391 * Use the specified program with the current GL context. If the program is already 392 * in use, it will not be bound again. If it is not in use, the current program is 393 * marked unused and the specified program becomes used and becomes the new 394 * current program. 395 * 396 * @param program The program to use 397 * 398 * @return true If the specified program was already in use, false otherwise. 399 */ 400 inline bool useProgram(Program* program); 401 402 /** 403 * Invoked before any drawing operation. This sets required state. 404 */ 405 void setupDraw(); 406 407 /** 408 * Should be invoked every time the glScissor is modified. 409 */ 410 inline void dirtyClip() { 411 mDirtyClip = true; 412 } 413 414 // Dimensions of the drawing surface 415 int mWidth, mHeight; 416 417 // Matrix used for ortho projection in shaders 418 mat4 mOrthoMatrix; 419 420 // Model-view matrix used to position/size objects 421 mat4 mModelView; 422 423 // Number of saved states 424 int mSaveCount; 425 // Base state 426 sp<Snapshot> mFirstSnapshot; 427 // Current state 428 sp<Snapshot> mSnapshot; 429 430 // Shaders 431 SkiaShader* mShader; 432 433 // Color filters 434 SkiaColorFilter* mColorFilter; 435 436 // Used to draw textured quads 437 TextureVertex mMeshVertices[4]; 438 439 // Drop shadow 440 bool mHasShadow; 441 float mShadowRadius; 442 float mShadowDx; 443 float mShadowDy; 444 int mShadowColor; 445 446 // Various caches 447 Caches& mCaches; 448 449 // List of rectangles to clear due to calls to saveLayer() 450 Vector<Rect*> mLayers; 451 452 // Indentity matrix 453 const mat4 mIdentity; 454 455 // Indicates whether the clip must be restored 456 bool mDirtyClip; 457 458 friend class DisplayListRenderer; 459 460}; // class OpenGLRenderer 461 462}; // namespace uirenderer 463}; // namespace android 464 465#endif // ANDROID_UI_OPENGL_RENDERER_H 466