GlopBuilder.h revision 5462b79d9fd787ab189bcd29b591ca72f900220f
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
17#pragma once
18
19#include "Glop.h"
20#include "Program.h"
21#include "renderstate/Blend.h"
22#include "utils/Macros.h"
23
24class SkPaint;
25class SkShader;
26
27namespace android {
28namespace uirenderer {
29
30class Caches;
31class GlLayer;
32class Matrix4;
33class Patch;
34class RenderState;
35class Texture;
36class UvMapper;
37class VertexBuffer;
38struct PathTexture;
39struct ShadowTexture;
40
41namespace TextureFillFlags {
42    enum {
43        None = 0,
44        IsAlphaMaskTexture = 1 << 0,
45        ForceFilter = 1 << 1,
46    };
47}
48
49class GlopBuilder {
50    PREVENT_COPY_AND_ASSIGN(GlopBuilder);
51public:
52    GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
53
54    GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount);
55    GlopBuilder& setMeshUnitQuad();
56    GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
57    GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
58    GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
59    GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
60    GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
61    GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
62    GlopBuilder& setMeshPatchQuads(const Patch& patch);
63
64    GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
65    GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
66            const SkPaint* paint, float alphaScale);
67    GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
68            const SkPaint& paint, float alphaScale);
69    GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
70            const SkPaint& paint, float alphaScale);
71    GlopBuilder& setFillBlack();
72    GlopBuilder& setFillClear();
73    GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
74            float alpha, SkBlendMode mode, Blend::ModeOrderSwap modeUsage);
75    GlopBuilder& setFillTextureLayer(GlLayer& layer, float alpha);
76    // TODO: setFillLayer normally forces its own wrap & filter mode,
77    // which isn't always correct.
78    GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform,
79            bool requiresFilter);
80
81    GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags);
82
83    GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
84    GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
85    GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
86        if (snap) {
87            return setModelViewMapUnitToRectSnap(destination);
88        } else {
89            return setModelViewMapUnitToRect(destination);
90        }
91    }
92    GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
93    GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
94    GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
95            float offsetX, float offsetY, const Rect& source) {
96        if (snap) {
97            return setModelViewOffsetRectSnap(offsetX, offsetY, source);
98        } else {
99            return setModelViewOffsetRect(offsetX, offsetY, source);
100        }
101    }
102    GlopBuilder& setModelViewIdentityEmptyBounds() {
103        // pass empty rect since not needed for damage / snap
104        return setModelViewOffsetRect(0, 0, Rect());
105    }
106
107    GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
108
109    GlopBuilder& setGammaCorrection(bool enabled);
110
111    void build();
112
113    static void dump(const Glop& glop);
114private:
115    void setFill(int color, float alphaScale,
116            SkBlendMode mode, Blend::ModeOrderSwap modeUsage,
117            const SkShader* shader, const SkColorFilter* colorFilter);
118
119    enum StageFlags {
120        kInitialStage = 0,
121        kMeshStage = 1 << 0,
122        kTransformStage = 1 << 1,
123        kModelViewStage = 1 << 2,
124        kFillStage = 1 << 3,
125        kRoundRectClipStage = 1 << 4,
126        kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
127    } mStageFlags;
128
129    ProgramDescription mDescription;
130    RenderState& mRenderState;
131    Caches& mCaches;
132    const SkShader* mShader;
133    Glop* mOutGlop;
134};
135
136} /* namespace uirenderer */
137} /* namespace android */
138