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 #ifndef RENDERSTATE_GLOPBUILDER_H 17 #define RENDERSTATE_GLOPBUILDER_H 18 19 #include "Glop.h" 20 #include "OpenGLRenderer.h" 21 #include "Program.h" 22 #include "renderstate/Blend.h" 23 #include "utils/Macros.h" 24 25 class SkPaint; 26 class SkShader; 27 28 namespace android { 29 namespace uirenderer { 30 31 class Caches; 32 class Matrix4; 33 class RenderState; 34 class Texture; 35 class VertexBuffer; 36 37 namespace TextureFillFlags { 38 enum { 39 None = 0, 40 IsAlphaMaskTexture = 1 << 0, 41 ForceFilter = 1 << 1, 42 }; 43 } 44 45 class GlopBuilder { 46 PREVENT_COPY_AND_ASSIGN(GlopBuilder); 47 public: 48 GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop); 49 50 GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount); 51 GlopBuilder& setMeshUnitQuad(); 52 GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper); 53 GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs); 54 GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer); 55 GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount); 56 GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete 57 GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads 58 GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount 59 GlopBuilder& setMeshPatchQuads(const Patch& patch); 60 61 GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default 62 GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags, 63 const SkPaint* paint, float alphaScale); 64 GlopBuilder& setFillPathTexturePaint(PathTexture& texture, 65 const SkPaint& paint, float alphaScale); 66 GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor, 67 const SkPaint& paint, float alphaScale); 68 GlopBuilder& setFillBlack(); 69 GlopBuilder& setFillClear(); 70 GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter, 71 float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage); 72 GlopBuilder& setFillTextureLayer(Layer& layer, float alpha); 73 // TODO: Texture should probably know and own its target. 74 // setFillLayer() forces it to GL_TEXTURE which isn't always correct. 75 // Similarly setFillLayer normally forces its own wrap & filter mode 76 GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform); 77 setTransform(const Snapshot & snapshot,const int transformFlags)78 GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) { 79 return setTransform(*snapshot.transform, transformFlags); 80 } 81 GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags); 82 83 GlopBuilder& setModelViewMapUnitToRect(const Rect destination); 84 GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination); setModelViewMapUnitToRectOptionalSnap(bool snap,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); setModelViewOffsetRectOptionalSnap(bool snap,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 } setModelViewIdentityEmptyBounds()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 void build(); 110 111 static void dump(const Glop& glop); 112 private: 113 void setFill(int color, float alphaScale, 114 SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage, 115 const SkShader* shader, const SkColorFilter* colorFilter); 116 117 enum StageFlags { 118 kInitialStage = 0, 119 kMeshStage = 1 << 0, 120 kTransformStage = 1 << 1, 121 kModelViewStage = 1 << 2, 122 kFillStage = 1 << 3, 123 kRoundRectClipStage = 1 << 4, 124 kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage, 125 } mStageFlags; 126 127 ProgramDescription mDescription; 128 RenderState& mRenderState; 129 Caches& mCaches; 130 const SkShader* mShader; 131 Glop* mOutGlop; 132 }; 133 134 } /* namespace uirenderer */ 135 } /* namespace android */ 136 137 #endif // RENDERSTATE_GLOPBUILDER_H 138