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      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& setMeshUnitQuad();
     51     GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
     52     GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
     53     GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
     54     GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
     55     GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: use indexed quads
     56     GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
     57     GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
     58     GlopBuilder& setMeshPatchQuads(const Patch& patch);
     59 
     60     GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
     61     GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
     62             const SkPaint* paint, float alphaScale);
     63     GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
     64             const SkPaint& paint, float alphaScale);
     65     GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
     66             const SkPaint& paint, float alphaScale);
     67     GlopBuilder& setFillBlack();
     68     GlopBuilder& setFillClear();
     69     GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
     70             float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
     71     GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
     72 
     73     GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
     74         setTransform(snapshot.getOrthoMatrix(), *snapshot.transform, transformFlags);
     75         return *this;
     76     }
     77 
     78     GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
     79     GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
     80     GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
     81         if (snap) {
     82             return setModelViewMapUnitToRectSnap(destination);
     83         } else {
     84             return setModelViewMapUnitToRect(destination);
     85         }
     86     }
     87     GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
     88     GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
     89     GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
     90             float offsetX, float offsetY, const Rect& source) {
     91         if (snap) {
     92             return setModelViewOffsetRectSnap(offsetX, offsetY, source);
     93         } else {
     94             return setModelViewOffsetRect(offsetX, offsetY, source);
     95         }
     96     }
     97 
     98     GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
     99 
    100     void build();
    101 private:
    102     void setFill(int color, float alphaScale,
    103             SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
    104             const SkShader* shader, const SkColorFilter* colorFilter);
    105     void setTransform(const Matrix4& ortho, const Matrix4& canvas,
    106             const int transformFlags);
    107 
    108     enum StageFlags {
    109         kInitialStage = 0,
    110         kMeshStage = 1 << 0,
    111         kTransformStage = 1 << 1,
    112         kModelViewStage = 1 << 2,
    113         kFillStage = 1 << 3,
    114         kRoundRectClipStage = 1 << 4,
    115         kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
    116     } mStageFlags;
    117 
    118     ProgramDescription mDescription;
    119     RenderState& mRenderState;
    120     Caches& mCaches;
    121     const SkShader* mShader;
    122     Glop* mOutGlop;
    123 };
    124 
    125 } /* namespace uirenderer */
    126 } /* namespace android */
    127 
    128 #endif // RENDERSTATE_GLOPBUILDER_H
    129