/*
* Copyright (C) 2015 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 RENDERSTATE_GLOPBUILDER_H
#define RENDERSTATE_GLOPBUILDER_H
#include "Glop.h"
#include "OpenGLRenderer.h"
#include "Program.h"
#include "renderstate/Blend.h"
#include "utils/Macros.h"
class SkPaint;
class SkShader;
namespace android {
namespace uirenderer {
class Caches;
class Matrix4;
class RenderState;
class Texture;
class VertexBuffer;
namespace TextureFillFlags {
enum {
None = 0,
IsAlphaMaskTexture = 1 << 0,
ForceFilter = 1 << 1,
};
}
class GlopBuilder {
PREVENT_COPY_AND_ASSIGN(GlopBuilder);
public:
GlopBuilder(RenderState& renderState, Caches& caches, Glop* outGlop);
GlopBuilder& setMeshTexturedIndexedVbo(GLuint vbo, GLsizei elementCount);
GlopBuilder& setMeshUnitQuad();
GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete
GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
GlopBuilder& setMeshPatchQuads(const Patch& patch);
GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
const SkPaint* paint, float alphaScale);
GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
const SkPaint& paint, float alphaScale);
GlopBuilder& setFillShadowTexturePaint(ShadowTexture& texture, int shadowColor,
const SkPaint& paint, float alphaScale);
GlopBuilder& setFillBlack();
GlopBuilder& setFillClear();
GlopBuilder& setFillLayer(Texture& texture, const SkColorFilter* colorFilter,
float alpha, SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage);
GlopBuilder& setFillTextureLayer(Layer& layer, float alpha);
// TODO: Texture should probably know and own its target.
// setFillLayer() forces it to GL_TEXTURE which isn't always correct.
// Similarly setFillLayer normally forces its own wrap & filter mode
GlopBuilder& setFillExternalTexture(Texture& texture, Matrix4& textureTransform);
GlopBuilder& setTransform(const Snapshot& snapshot, const int transformFlags) {
return setTransform(*snapshot.transform, transformFlags);
}
GlopBuilder& setTransform(const Matrix4& canvas, const int transformFlags);
GlopBuilder& setModelViewMapUnitToRect(const Rect destination);
GlopBuilder& setModelViewMapUnitToRectSnap(const Rect destination);
GlopBuilder& setModelViewMapUnitToRectOptionalSnap(bool snap, const Rect& destination) {
if (snap) {
return setModelViewMapUnitToRectSnap(destination);
} else {
return setModelViewMapUnitToRect(destination);
}
}
GlopBuilder& setModelViewOffsetRect(float offsetX, float offsetY, const Rect source);
GlopBuilder& setModelViewOffsetRectSnap(float offsetX, float offsetY, const Rect source);
GlopBuilder& setModelViewOffsetRectOptionalSnap(bool snap,
float offsetX, float offsetY, const Rect& source) {
if (snap) {
return setModelViewOffsetRectSnap(offsetX, offsetY, source);
} else {
return setModelViewOffsetRect(offsetX, offsetY, source);
}
}
GlopBuilder& setModelViewIdentityEmptyBounds() {
// pass empty rect since not needed for damage / snap
return setModelViewOffsetRect(0, 0, Rect());
}
GlopBuilder& setRoundRectClipState(const RoundRectClipState* roundRectClipState);
void build();
static void dump(const Glop& glop);
private:
void setFill(int color, float alphaScale,
SkXfermode::Mode mode, Blend::ModeOrderSwap modeUsage,
const SkShader* shader, const SkColorFilter* colorFilter);
enum StageFlags {
kInitialStage = 0,
kMeshStage = 1 << 0,
kTransformStage = 1 << 1,
kModelViewStage = 1 << 2,
kFillStage = 1 << 3,
kRoundRectClipStage = 1 << 4,
kAllStages = kMeshStage | kFillStage | kTransformStage | kModelViewStage | kRoundRectClipStage,
} mStageFlags;
ProgramDescription mDescription;
RenderState& mRenderState;
Caches& mCaches;
const SkShader* mShader;
Glop* mOutGlop;
};
} /* namespace uirenderer */
} /* namespace android */
#endif // RENDERSTATE_GLOPBUILDER_H