OpenGLRenderer.h revision e2d345ea67e2960b37bfdc0fc8626d1bfa747404
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 virtual ~OpenGLRenderer(); 66 67 void setViewport(int width, int height); 68 69 virtual void prepare(); 70 virtual void finish(); 71 72 void acquireContext(); 73 void releaseContext(); 74 75 int getSaveCount() const; 76 int save(int flags); 77 void restore(); 78 void restoreToCount(int saveCount); 79 80 virtual int saveLayer(float left, float top, float right, float bottom, 81 const SkPaint* p, int flags); 82 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 83 int alpha, int flags); 84 85 void translate(float dx, float dy); 86 void rotate(float degrees); 87 void scale(float sx, float sy); 88 89 void setMatrix(SkMatrix* matrix); 90 void getMatrix(SkMatrix* matrix); 91 void concatMatrix(SkMatrix* matrix); 92 93 const Rect& getClipBounds(); 94 bool quickReject(float left, float top, float right, float bottom); 95 bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 96 97 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, const SkPaint* paint); 98 virtual void drawBitmap(SkBitmap* bitmap, const SkMatrix* matrix, const SkPaint* paint); 99 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 100 float srcRight, float srcBottom, float dstLeft, float dstTop, 101 float dstRight, float dstBottom, const SkPaint* paint); 102 virtual void drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, float left, float top, 103 float right, float bottom, const SkPaint* paint); 104 virtual void drawColor(int color, SkXfermode::Mode mode); 105 virtual void drawRect(float left, float top, float right, float bottom, const SkPaint* paint); 106 virtual void drawPath(SkPath* path, SkPaint* paint); 107 virtual void drawLines(float* points, int count, const SkPaint* paint); 108 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 109 SkPaint* paint); 110 111 void resetShader(); 112 void setupShader(SkiaShader* shader); 113 114 void resetColorFilter(); 115 void setupColorFilter(SkiaColorFilter* filter); 116 117 void resetShadow(); 118 void setupShadow(float radius, float dx, float dy, int color); 119 120protected: 121 /** 122 * Compose the layer defined in the current snapshot with the layer 123 * defined by the previous snapshot. 124 * 125 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 126 * 127 * @param curent The current snapshot containing the layer to compose 128 * @param previous The previous snapshot to compose the current layer with 129 */ 130 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 131 132private: 133 /** 134 * Saves the current state of the renderer as a new snapshot. 135 * The new snapshot is saved in mSnapshot and the previous snapshot 136 * is linked from mSnapshot->previous. 137 * 138 * @param flags The save flags; see SkCanvas for more information 139 * 140 * @return The new save count. This value can be passed to #restoreToCount() 141 */ 142 int saveSnapshot(int flags); 143 144 /** 145 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 146 * 147 * @return True if the clip was modified. 148 */ 149 bool restoreSnapshot(); 150 151 /** 152 * Sets the clipping rectangle using glScissor. The clip is defined by 153 * the current snapshot's clipRect member. 154 */ 155 void setScissorFromClip(); 156 157 /** 158 * Creates a new layer stored in the specified snapshot. 159 * 160 * @param snapshot The snapshot associated with the new layer 161 * @param left The left coordinate of the layer 162 * @param top The top coordinate of the layer 163 * @param right The right coordinate of the layer 164 * @param bottom The bottom coordinate of the layer 165 * @param alpha The translucency of the layer 166 * @param mode The blending mode of the layer 167 * @param flags The layer save flags 168 * 169 * @return True if the layer was successfully created, false otherwise 170 */ 171 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 172 int alpha, SkXfermode::Mode mode, int flags); 173 174 /** 175 * Clears all the regions corresponding to the current list of layers. 176 * This method MUST be invoked before any drawing operation. 177 */ 178 void clearLayerRegions(); 179 180 /** 181 * Draws a colored rectangle with the specified color. The specified coordinates 182 * are transformed by the current snapshot's transform matrix. 183 * 184 * @param left The left coordinate of the rectangle 185 * @param top The top coordinate of the rectangle 186 * @param right The right coordinate of the rectangle 187 * @param bottom The bottom coordinate of the rectangle 188 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 189 * @param mode The Skia xfermode to use 190 * @param ignoreTransform True if the current transform should be ignored 191 * @paran ignoreBlending True if the blending is set by the caller 192 */ 193 void drawColorRect(float left, float top, float right, float bottom, 194 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 195 196 /** 197 * Setups shaders to draw a colored rect. 198 */ 199 void setupColorRect(float left, float top, float right, float bottom, 200 float r, float g, float b, float a, SkXfermode::Mode mode, bool ignoreTransform); 201 202 /** 203 * Draws a textured rectangle with the specified texture. The specified coordinates 204 * are transformed by the current snapshot's transform matrix. 205 * 206 * @param left The left coordinate of the rectangle 207 * @param top The top coordinate of the rectangle 208 * @param right The right coordinate of the rectangle 209 * @param bottom The bottom coordinate of the rectangle 210 * @param texture The texture name to map onto the rectangle 211 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 212 * @param mode The blending mode 213 * @param blend True if the texture contains an alpha channel 214 */ 215 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 216 float alpha, SkXfermode::Mode mode, bool blend); 217 218 /** 219 * Draws a textured rectangle with the specified texture. The specified coordinates 220 * are transformed by the current snapshot's transform matrix. 221 * 222 * @param left The left coordinate of the rectangle 223 * @param top The top coordinate of the rectangle 224 * @param right The right coordinate of the rectangle 225 * @param bottom The bottom coordinate of the rectangle 226 * @param texture The texture to use 227 * @param paint The paint containing the alpha, blending mode, etc. 228 */ 229 void drawTextureRect(float left, float top, float right, float bottom, 230 const Texture* texture, const SkPaint* paint); 231 232 /** 233 * Draws a textured mesh with the specified texture. If the indices are omitted, the 234 * mesh is drawn as a simple quad. 235 * 236 * @param left The left coordinate of the rectangle 237 * @param top The top coordinate of the rectangle 238 * @param right The right coordinate of the rectangle 239 * @param bottom The bottom coordinate of the rectangle 240 * @param texture The texture name to map onto the rectangle 241 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 242 * @param mode The blending mode 243 * @param blend True if the texture contains an alpha channel 244 * @param vertices The vertices that define the mesh 245 * @param texCoords The texture coordinates of each vertex 246 * @param indices The indices of the vertices, can be NULL 247 * @param elementsCount The number of elements in the mesh, required by indices 248 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 249 * @param ignoreTransform True if the current transform should be ignored 250 */ 251 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 252 float alpha, SkXfermode::Mode mode, bool blend, 253 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 254 bool swapSrcDst = false, bool ignoreTransform = false); 255 256 /** 257 * Prepares the renderer to draw the specified shadow. 258 * 259 * @param texture The shadow texture 260 * @param x The x coordinate of the shadow 261 * @param y The y coordinate of the shadow 262 * @param mode The blending mode 263 * @param alpha The alpha value 264 */ 265 void setupShadow(const ShadowTexture* texture, float x, float y, SkXfermode::Mode mode, 266 float alpha); 267 268 /** 269 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 270 * 271 * @param texture The texture to render with 272 * @param textureUnit The texture unit to use, may be modified 273 * @param x The x coordinate of the rectangle to draw 274 * @param y The y coordinate of the rectangle to draw 275 * @param r The red component of the color 276 * @param g The green component of the color 277 * @param b The blue component of the color 278 * @param a The alpha component of the color 279 * @param mode The blending mode 280 * @param transforms True if the matrix passed to the shader should be multiplied 281 * by the model-view matrix 282 * @param applyFilters Whether or not to take color filters and 283 * shaders into account 284 */ 285 void setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, float x, float y, 286 float r, float g, float b, float a, SkXfermode::Mode mode, bool transforms, 287 bool applyFilters); 288 289 /** 290 * Prepares the renderer to draw the specified Alpha8 texture as a rectangle. 291 * 292 * @param texture The texture to render with 293 * @param width The width of the texture 294 * @param height The height of the texture 295 * @param textureUnit The texture unit to use, may be modified 296 * @param x The x coordinate of the rectangle to draw 297 * @param y The y coordinate of the rectangle to draw 298 * @param r The red component of the color 299 * @param g The green component of the color 300 * @param b The blue component of the color 301 * @param a The alpha component of the color 302 * @param mode The blending mode 303 * @param transforms True if the matrix passed to the shader should be multiplied 304 * by the model-view matrix 305 * @param applyFilters Whether or not to take color filters and 306 * shaders into account 307 */ 308 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 309 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 310 SkXfermode::Mode mode, bool transforms, bool applyFilters); 311 312 /** 313 * Same as above setupTextureAlpha8() but specifies the mesh's vertices 314 * and texCoords pointers. 315 */ 316 void setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 317 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 318 SkXfermode::Mode mode, bool transforms, bool applyFilters, 319 GLvoid* vertices, GLvoid* texCoords); 320 321 /** 322 * Draws text underline and strike-through if needed. 323 * 324 * @param text The text to decor 325 * @param bytesCount The number of bytes in the text 326 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 327 * @param x The x coordinate where the text will be drawn 328 * @param y The y coordinate where the text will be drawn 329 * @param paint The paint to draw the text with 330 */ 331 void drawTextDecorations(const char* text, int bytesCount, float length, 332 float x, float y, SkPaint* paint); 333 334 /** 335 * Resets the texture coordinates stored in mMeshVertices. Setting the values 336 * back to default is achieved by calling: 337 * 338 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 339 * 340 * @param u1 The left coordinate of the texture 341 * @param v1 The bottom coordinate of the texture 342 * @param u2 The right coordinate of the texture 343 * @param v2 The top coordinate of the texture 344 */ 345 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 346 347 /** 348 * Gets the alpha and xfermode out of a paint object. If the paint is null 349 * alpha will be 255 and the xfermode will be SRC_OVER. 350 * 351 * @param paint The paint to extract values from 352 * @param alpha Where to store the resulting alpha 353 * @param mode Where to store the resulting xfermode 354 */ 355 inline void getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 356 357 /** 358 * Binds the specified texture with the specified wrap modes. 359 */ 360 inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit = 0); 361 362 /** 363 * Enable or disable blending as necessary. This function sets the appropriate 364 * blend function based on the specified xfermode. 365 */ 366 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 367 bool swapSrcDst = false); 368 369 /** 370 * Safely retrieves the mode from the specified xfermode. If the specified 371 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 372 */ 373 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 374 375 /** 376 * Use the specified program with the current GL context. If the program is already 377 * in use, it will not be bound again. If it is not in use, the current program is 378 * marked unused and the specified program becomes used and becomes the new 379 * current program. 380 * 381 * @param program The program to use 382 * 383 * @return true If the specified program was already in use, false otherwise. 384 */ 385 inline bool useProgram(Program* program); 386 387 // Dimensions of the drawing surface 388 int mWidth, mHeight; 389 390 // Matrix used for ortho projection in shaders 391 mat4 mOrthoMatrix; 392 393 // Model-view matrix used to position/size objects 394 mat4 mModelView; 395 396 // Number of saved states 397 int mSaveCount; 398 // Base state 399 sp<Snapshot> mFirstSnapshot; 400 // Current state 401 sp<Snapshot> mSnapshot; 402 403 // Shaders 404 SkiaShader* mShader; 405 406 // Color filters 407 SkiaColorFilter* mColorFilter; 408 409 // Used to draw textured quads 410 TextureVertex mMeshVertices[4]; 411 412 // GL extensions 413 Extensions mExtensions; 414 415 // Drop shadow 416 bool mHasShadow; 417 float mShadowRadius; 418 float mShadowDx; 419 float mShadowDy; 420 int mShadowColor; 421 422 // Various caches 423 Caches& mCaches; 424 425 // List of rectangles to clear due to calls to saveLayer() 426 Vector<Rect*> mLayers; 427 428 // Misc 429 GLint mMaxTextureSize; 430 431}; // class OpenGLRenderer 432 433}; // namespace uirenderer 434}; // namespace android 435 436#endif // ANDROID_UI_OPENGL_RENDERER_H 437