/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #define LOG_TAG "OpenGLRenderer" #include #include #include #include #include #include #include #include #include #include "OpenGLRenderer.h" #include "Matrix.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define SOLID_WHITE { 1.0f, 1.0f, 1.0f, 1.0f } #define P(x, y) { x, y } /////////////////////////////////////////////////////////////////////////////// // Globals /////////////////////////////////////////////////////////////////////////////// const Vertex gDrawColorVertices[] = { { P(0.0f, 0.0f), SOLID_WHITE }, { P(1.0f, 0.0f), SOLID_WHITE }, { P(0.0f, 1.0f), SOLID_WHITE }, { P(1.0f, 1.0f), SOLID_WHITE } }; /////////////////////////////////////////////////////////////////////////////// // Shaders /////////////////////////////////////////////////////////////////////////////// #define SHADER_SOURCE(name, source) const char* name = #source #include "shaders/drawColor.vert" #include "shaders/drawColor.frag" Program::Program(const char* vertex, const char* fragment) { vertexShader = buildShader(vertex, GL_VERTEX_SHADER); fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); id = glCreateProgram(); glAttachShader(id, vertexShader); glAttachShader(id, fragmentShader); glLinkProgram(id); GLint status; glGetProgramiv(id, GL_LINK_STATUS, &status); if (status != GL_TRUE) { GLint infoLen = 0; glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char* log = (char*) malloc(sizeof(char) * infoLen); glGetProgramInfoLog(id, infoLen, 0, log); LOGE("Error while linking shaders: %s", log); delete log; } glDeleteProgram(id); } } Program::~Program() { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(id); } void Program::use() { glUseProgram(id); } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(id, name); attributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { return attributes.valueFor(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(id, name); uniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { return uniforms.valueFor(name); } GLuint Program::buildShader(const char* source, GLenum type) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, 0); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { // Some drivers return wrong values for GL_INFO_LOG_LENGTH // use a fixed size instead GLchar log[512]; glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); LOGE("Error while compiling shader: %s", log); glDeleteShader(shader); } return shader; } DrawColorProgram::DrawColorProgram(): Program(gDrawColorVertexShader, gDrawColorFragmentShader) { position = addAttrib("position"); color = addAttrib("color"); projection = addUniform("projection"); modelView = addUniform("modelView"); } /////////////////////////////////////////////////////////////////////////////// // Support /////////////////////////////////////////////////////////////////////////////// const Rect& Snapshot::getMappedClip() { if (flags & kFlagDirtyTransform) { flags &= ~kFlagDirtyTransform; mappedClip.set(clipRect); transform.mapRect(mappedClip); } return mappedClip; } /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// OpenGLRenderer::OpenGLRenderer() { LOGD("Create OpenGLRenderer"); mDrawColorShader = new DrawColorProgram; } OpenGLRenderer::~OpenGLRenderer() { LOGD("Destroy OpenGLRenderer"); } /////////////////////////////////////////////////////////////////////////////// // Setup /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::setViewport(int width, int height) { glViewport(0, 0, width, height); mat4 ortho; ortho.loadOrtho(0, width, height, 0, 0, 1); ortho.copyTo(mOrthoMatrix); mWidth = width; mHeight = height; } void OpenGLRenderer::prepare() { mSnapshot = &mFirstSnapshot; mSaveCount = 0; glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); mSnapshot->clipRect.set(0.0f, 0.0f, mWidth, mHeight); } /////////////////////////////////////////////////////////////////////////////// // State management /////////////////////////////////////////////////////////////////////////////// int OpenGLRenderer::getSaveCount() const { return mSaveCount; } int OpenGLRenderer::save(int flags) { return saveSnapshot(); } void OpenGLRenderer::restore() { if (mSaveCount == 0) return; if (restoreSnapshot()) { setScissorFromClip(); } } void OpenGLRenderer::restoreToCount(int saveCount) { if (saveCount <= 0 || saveCount > mSaveCount) return; bool restoreClip = false; while (mSaveCount != saveCount - 1) { restoreClip |= restoreSnapshot(); } if (restoreClip) { setScissorFromClip(); } } int OpenGLRenderer::saveSnapshot() { mSnapshot = new Snapshot(mSnapshot); return ++mSaveCount; } bool OpenGLRenderer::restoreSnapshot() { bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; mSaveCount--; // Do not merge these two lines! sp previous = mSnapshot->previous; mSnapshot = previous; return restoreClip; } /////////////////////////////////////////////////////////////////////////////// // Transforms /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::translate(float dx, float dy) { mSnapshot->transform.translate(dx, dy, 0.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::rotate(float degrees) { mSnapshot->transform.rotate(degrees, 0.0f, 0.0f, 1.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::scale(float sx, float sy) { mSnapshot->transform.scale(sx, sy, 1.0f); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::setMatrix(SkMatrix* matrix) { mSnapshot->transform.load(*matrix); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } void OpenGLRenderer::getMatrix(SkMatrix* matrix) { mSnapshot->transform.copyTo(*matrix); } void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { mat4 m(*matrix); mSnapshot->transform.multiply(m); mSnapshot->flags |= Snapshot::kFlagDirtyTransform; } /////////////////////////////////////////////////////////////////////////////// // Clipping /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::setScissorFromClip() { const Rect& clip = mSnapshot->getMappedClip(); glScissor(clip.left, clip.top, clip.getWidth(), clip.getHeight()); } const Rect& OpenGLRenderer::getClipBounds() { return mSnapshot->clipRect; } bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom) { bool clipped = mSnapshot->clipRect.intersect(left, top, right, bottom); if (clipped) { mSnapshot->flags |= Snapshot::kFlagClipSet; setScissorFromClip(); } return clipped; } /////////////////////////////////////////////////////////////////////////////// // Drawing /////////////////////////////////////////////////////////////////////////////// void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { GLfloat a = ((color >> 24) & 0xFF) / 255.0f; GLfloat r = ((color >> 16) & 0xFF) / 255.0f; GLfloat g = ((color >> 8) & 0xFF) / 255.0f; GLfloat b = ((color ) & 0xFF) / 255.0f; // TODO Optimize this section const Rect& clip = mSnapshot->getMappedClip(); mat4 modelView; modelView.loadScale(clip.getWidth(), clip.getHeight(), 1.0f); modelView.translate(clip.left, clip.top, 0.0f); float matrix[16]; modelView.copyTo(matrix); // TODO Optimize this section mDrawColorShader->use(); glUniformMatrix4fv(mDrawColorShader->projection, 1, GL_FALSE, &mOrthoMatrix[0]); glUniformMatrix4fv(mDrawColorShader->modelView, 1, GL_FALSE, &matrix[0]); glEnableVertexAttribArray(mDrawColorShader->position); GLsizei stride = sizeof(Vertex); const GLvoid* p = &gDrawColorVertices[0].position[0]; glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE, stride, p); glVertexAttrib4f(mDrawColorShader->color, r, g, b, a); GLsizei vertexCount = sizeof(gDrawColorVertices) / sizeof(Vertex); glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexCount); glDisableVertexAttribArray(mDrawColorShader->position); glDisableVertexAttribArray(mDrawColorShader->color); } }; // namespace uirenderer }; // namespace android