/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ package org.mozilla.gecko.gfx; import org.mozilla.gecko.gfx.CairoImage; import org.mozilla.gecko.gfx.CairoUtils; import org.mozilla.gecko.gfx.IntSize; import org.mozilla.gecko.gfx.LayerController; import org.mozilla.gecko.gfx.TileLayer; import android.graphics.Rect; import android.graphics.RectF; import android.graphics.Region; import android.graphics.RegionIterator; import android.opengl.GLES20; import android.util.Log; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; /** * Encapsulates the logic needed to draw a single textured tile. * * TODO: Repeating textures really should be their own type of layer. */ public class SingleTileLayer extends TileLayer { private static final String LOGTAG = "GeckoSingleTileLayer"; private Rect mMask; public SingleTileLayer(CairoImage image) { this(false, image); } public SingleTileLayer(boolean repeat, CairoImage image) { super(image, repeat ? TileLayer.PaintMode.REPEAT : TileLayer.PaintMode.NORMAL); } public SingleTileLayer(CairoImage image, TileLayer.PaintMode paintMode) { super(image, paintMode); } /** * Set an area to mask out when rendering. */ public void setMask(Rect aMaskRect) { mMask = aMaskRect; } @Override public void draw(RenderContext context) { // mTextureIDs may be null here during startup if Layer.java's draw method // failed to acquire the transaction lock and call performUpdates. if (!initialized()) return; RectF bounds; RectF textureBounds; RectF viewport = context.viewport; if (repeats()) { // If we're repeating, we want to adjust the texture bounds so that // the texture repeats the correct number of times when drawn at // the size of the viewport. bounds = getBounds(context); textureBounds = new RectF(0.0f, 0.0f, bounds.width(), bounds.height()); bounds = new RectF(0.0f, 0.0f, viewport.width(), viewport.height()); } else if (stretches()) { // If we're stretching, we just want the bounds and texture bounds // to fit to the page. bounds = new RectF(context.pageRect); textureBounds = bounds; } else { bounds = getBounds(context); textureBounds = bounds; } Rect intBounds = new Rect(); bounds.roundOut(intBounds); Region maskedBounds = new Region(intBounds); if (mMask != null) { maskedBounds.op(mMask, Region.Op.DIFFERENCE); if (maskedBounds.isEmpty()) return; } // XXX Possible optimisation here, form this array so we can draw it in // a single call. RegionIterator i = new RegionIterator(maskedBounds); for (Rect subRect = new Rect(); i.next(subRect);) { // Compensate for rounding errors at the edge of the tile caused by // the roundOut above RectF subRectF = new RectF(Math.max(bounds.left, (float)subRect.left), Math.max(bounds.top, (float)subRect.top), Math.min(bounds.right, (float)subRect.right), Math.min(bounds.bottom, (float)subRect.bottom)); // This is the left/top/right/bottom of the rect, relative to the // bottom-left of the layer, to use for texture coordinates. int[] cropRect = new int[] { Math.round(subRectF.left - bounds.left), Math.round(bounds.bottom - subRectF.top), Math.round(subRectF.right - bounds.left), Math.round(bounds.bottom - subRectF.bottom) }; float left = subRectF.left - viewport.left; float top = viewport.bottom - subRectF.bottom; float right = left + subRectF.width(); float bottom = top + subRectF.height(); float[] coords = { //x, y, z, texture_x, texture_y left/viewport.width(), bottom/viewport.height(), 0, cropRect[0]/textureBounds.width(), cropRect[1]/textureBounds.height(), left/viewport.width(), top/viewport.height(), 0, cropRect[0]/textureBounds.width(), cropRect[3]/textureBounds.height(), right/viewport.width(), bottom/viewport.height(), 0, cropRect[2]/textureBounds.width(), cropRect[1]/textureBounds.height(), right/viewport.width(), top/viewport.height(), 0, cropRect[2]/textureBounds.width(), cropRect[3]/textureBounds.height() }; FloatBuffer coordBuffer = context.coordBuffer; int positionHandle = context.positionHandle; int textureHandle = context.textureHandle; GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID()); // Make sure we are at position zero in the buffer coordBuffer.position(0); coordBuffer.put(coords); // Unbind any the current array buffer so we can use client side buffers GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); // Vertex coordinates are x,y,z starting at position 0 into the buffer. coordBuffer.position(0); GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer); // Texture coordinates are texture_x, texture_y starting at position 3 into the buffer. coordBuffer.position(3); GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } } }