/* * 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. */ #ifndef ANDROID_HWUI_LAYER_H #define ANDROID_HWUI_LAYER_H #include <sys/types.h> #include <GLES2/gl2.h> #include <ui/Region.h> #include <SkXfermode.h> #include "Rect.h" #include "SkiaColorFilter.h" #include "Texture.h" #include "Vertex.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Layers /////////////////////////////////////////////////////////////////////////////// /** * A layer has dimensions and is backed by an OpenGL texture or FBO. */ struct Layer { Layer(const uint32_t layerWidth, const uint32_t layerHeight) { mesh = NULL; meshIndices = NULL; meshElementCount = 0; cacheable = true; textureLayer = false; renderTarget = GL_TEXTURE_2D; texture.width = layerWidth; texture.height = layerHeight; colorFilter = NULL; } ~Layer() { if (mesh) delete mesh; if (meshIndices) delete meshIndices; } /** * Sets this layer's region to a rectangle. Computes the appropriate * texture coordinates. */ void setRegionAsRect() { const android::Rect& bounds = region.getBounds(); regionRect.set(bounds.leftTop().x, bounds.leftTop().y, bounds.rightBottom().x, bounds.rightBottom().y); const float texX = 1.0f / float(texture.width); const float texY = 1.0f / float(texture.height); const float height = layer.getHeight(); texCoords.set( regionRect.left * texX, (height - regionRect.top) * texY, regionRect.right * texX, (height - regionRect.bottom) * texY); regionRect.translate(layer.left, layer.top); } inline uint32_t getWidth() { return texture.width; } inline uint32_t getHeight() { return texture.height; } void setSize(uint32_t width, uint32_t height) { texture.width = width; texture.height = height; } inline void setBlend(bool blend) { texture.blend = blend; } inline bool isBlend() { return texture.blend; } inline void setAlpha(int alpha) { this->alpha = alpha; } inline void setAlpha(int alpha, SkXfermode::Mode mode) { this->alpha = alpha; this->mode = mode; } inline int getAlpha() { return alpha; } inline SkXfermode::Mode getMode() { return mode; } inline void setEmpty(bool empty) { this->empty = empty; } inline bool isEmpty() { return empty; } inline void setFbo(GLuint fbo) { this->fbo = fbo; } inline GLuint getFbo() { return fbo; } inline GLuint* getTexturePointer() { return &texture.id; } inline GLuint getTexture() { return texture.id; } inline GLenum getRenderTarget() { return renderTarget; } inline void setRenderTarget(GLenum renderTarget) { this->renderTarget = renderTarget; } void setWrap(GLenum wrapS, GLenum wrapT, bool bindTexture = false, bool force = false) { texture.setWrap(wrapS, wrapT, bindTexture, force, renderTarget); } void setFilter(GLenum min, GLenum mag, bool bindTexture = false, bool force = false) { texture.setFilter(min, mag,bindTexture, force, renderTarget); } inline bool isCacheable() { return cacheable; } inline void setCacheable(bool cacheable) { this->cacheable = cacheable; } inline bool isTextureLayer() { return textureLayer; } inline void setTextureLayer(bool textureLayer) { this->textureLayer = textureLayer; } inline SkiaColorFilter* getColorFilter() { return colorFilter; } inline void setColorFilter(SkiaColorFilter* filter) { colorFilter = filter; } inline void bindTexture() { glBindTexture(renderTarget, texture.id); } inline void generateTexture() { glGenTextures(1, &texture.id); } inline void deleteTexture() { if (texture.id) glDeleteTextures(1, &texture.id); } inline void deleteFbo() { if (fbo) glDeleteFramebuffers(1, &fbo); } inline void allocateTexture(GLenum format, GLenum storage) { glTexImage2D(renderTarget, 0, format, getWidth(), getHeight(), 0, format, storage, NULL); } inline mat4& getTexTransform() { return texTransform; } inline mat4& getTransform() { return transform; } /** * Bounds of the layer. */ Rect layer; /** * Texture coordinates of the layer. */ Rect texCoords; /** * Dirty region indicating what parts of the layer * have been drawn. */ Region region; /** * If the region is a rectangle, coordinates of the * region are stored here. */ Rect regionRect; /** * If the layer can be rendered as a mesh, this is non-null. */ TextureVertex* mesh; uint16_t* meshIndices; GLsizei meshElementCount; private: /** * Name of the FBO used to render the layer. If the name is 0 * this layer is not backed by an FBO, but a simple texture. */ GLuint fbo; /** * Indicates whether this layer has been used already. */ bool empty; /** * The texture backing this layer. */ Texture texture; /** * If set to true (by default), the layer can be reused. */ bool cacheable; /** * When set to true, this layer must be treated as a texture * layer. */ bool textureLayer; /** * Indicates the render target. */ GLenum renderTarget; /** * Color filter used to draw this layer. Optional. */ SkiaColorFilter* colorFilter; /** * Opacity of the layer. */ int alpha; /** * Blending mode of the layer. */ SkXfermode::Mode mode; /** * Optional texture coordinates transform. */ mat4 texTransform; /** * Optional transform. */ mat4 transform; }; // struct Layer }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_LAYER_H