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author Romain Guy <romainguy@google.com> 2011-04-28 18:40:04 -0700
committer Romain Guy <romainguy@google.com> 2011-04-28 18:46:19 -0700
commitaa6c24c21c727a196451332448d4e3b11a80be69 (patch)
tree27114ab3852d31723d885f3846ee874a07247126 /libs/hwui/OpenGLRenderer.cpp
parent9fc27819d75e24ad63d7b383d80f5cb66a577a0d (diff)
New widget: TextureView
Bug #4343984 TextureView can be used to render media content (video, OpenGL, RenderScript) inside a View. The key difference with SurfaceView is that TextureView does not create a new Surface. This gives the ability to seamlessly transform, animate, fade, etc. a TextureView, which was hard if not impossible to do with a SurfaceView. A TextureView also interacts perfectly with ScrollView, ListView, etc. It allows application to embed media content in a much more flexible way than before. For instance, to render the camera preview at 50% opacity, all you need to do is the following: mTextureView.setAlpha(0.5f); Camera c = Camera.open(); c.setPreviewTexture(mTextureView.getSurfaceTexture()); c.startPreview(); TextureView uses a SurfaceTexture to get the job done. More APIs are required to make it easy to create OpenGL contexts for a TextureView. It can currently be done with a bit of JNI code. Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp57
1 files changed, 51 insertions, 6 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index e926d9915bad..4dde34279cba 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -633,15 +633,43 @@ void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
}
}
+void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) {
+ float alpha = layer->alpha / 255.0f;
+
+ setupDraw();
+ setupDrawWithExternalTexture();
+ setupDrawColor(alpha, alpha, alpha, alpha);
+ setupDrawColorFilter();
+ setupDrawBlending(layer->blend, layer->mode);
+ setupDrawProgram();
+ setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom);
+ setupDrawPureColorUniforms();
+ setupDrawColorFilterUniforms();
+ setupDrawExternalTexture(layer->texture);
+ setupDrawTextureTransform(layer->texTransform);
+ setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
+
+ finishDrawTexture();
+}
+
void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) {
- const Rect& texCoords = layer->texCoords;
- resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom);
+ if (!layer->isTextureLayer) {
+ const Rect& texCoords = layer->texCoords;
+ resetDrawTextureTexCoords(texCoords.left, texCoords.top,
+ texCoords.right, texCoords.bottom);
- drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
- layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
- &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
+ drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture,
+ layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0],
+ &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap);
- resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
+ resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
+ } else {
+ resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f);
+ drawTextureLayer(layer, rect);
+ resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f);
+ }
}
void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) {
@@ -882,6 +910,10 @@ void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) {
mDescription.hasAlpha8Texture = isAlpha8;
}
+void OpenGLRenderer::setupDrawWithExternalTexture() {
+ mDescription.hasExternalTexture = true;
+}
+
void OpenGLRenderer::setupDrawAALine() {
mDescription.hasWidth = true;
}
@@ -1055,6 +1087,19 @@ void OpenGLRenderer::setupDrawTexture(GLuint texture) {
glEnableVertexAttribArray(mTexCoordsSlot);
}
+void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) {
+ bindExternalTexture(texture);
+ glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++);
+
+ mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords");
+ glEnableVertexAttribArray(mTexCoordsSlot);
+}
+
+void OpenGLRenderer::setupDrawTextureTransform(mat4& transform) {
+ glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1,
+ GL_FALSE, &transform.data[0]);
+}
+
void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
if (!vertices) {
mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);