/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (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.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Android code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2009-2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Patrick Walton * Arkady Blyakher * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ package org.mozilla.gecko.gfx; import org.mozilla.gecko.gfx.FloatSize; import android.graphics.PointF; import android.graphics.RectF; import android.util.Log; import javax.microedition.khronos.opengles.GL10; import java.nio.FloatBuffer; import android.opengl.GLES20; /** * Encapsulates the logic needed to draw a nine-patch bitmap using OpenGL ES. * * For more information on nine-patch bitmaps, see the following document: * http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch */ public class NinePatchTileLayer extends TileLayer { private static final int PATCH_SIZE = 16; private static final int TEXTURE_SIZE = 64; public NinePatchTileLayer(CairoImage image) { super(image, TileLayer.PaintMode.NORMAL); } @Override public void draw(RenderContext context) { if (!initialized()) return; GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID()); drawPatches(context); } private void drawPatches(RenderContext context) { /* * We divide the nine-patch bitmap up as follows: * * +---+---+---+ * | 0 | 1 | 2 | * +---+---+---+ * | 3 | | 4 | * +---+---+---+ * | 5 | 6 | 7 | * +---+---+---+ */ FloatSize size = context.pageSize; float width = size.width, height = size.height; drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */ 0.0f, 0.0f, PATCH_SIZE, PATCH_SIZE); drawPatch(context, PATCH_SIZE, PATCH_SIZE*3, /* 1 */ PATCH_SIZE, 0.0f, width, PATCH_SIZE); drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE*3, /* 2 */ PATCH_SIZE + width, 0.0f, PATCH_SIZE, PATCH_SIZE); drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */ 0.0f, PATCH_SIZE, PATCH_SIZE, height); drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */ PATCH_SIZE + width, PATCH_SIZE, PATCH_SIZE, height); drawPatch(context, 0, PATCH_SIZE, /* 5 */ 0.0f, PATCH_SIZE + height, PATCH_SIZE, PATCH_SIZE); drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */ PATCH_SIZE, PATCH_SIZE + height, width, PATCH_SIZE); drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */ PATCH_SIZE + width, PATCH_SIZE + height, PATCH_SIZE, PATCH_SIZE); } private void drawPatch(RenderContext context, int textureX, int textureY, float tileX, float tileY, float tileWidth, float tileHeight) { RectF viewport = context.viewport; float viewportHeight = viewport.height(); float drawX = tileX - viewport.left - PATCH_SIZE; float drawY = viewportHeight - (tileY + tileHeight - viewport.top - PATCH_SIZE); float[] coords = { //x, y, z, texture_x, texture_y drawX/viewport.width(), drawY/viewport.height(), 0, textureX/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE, drawX/viewport.width(), (drawY+tileHeight)/viewport.height(), 0, textureX/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE, (drawX+tileWidth)/viewport.width(), drawY/viewport.height(), 0, (textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE, (drawX+tileWidth)/viewport.width(), (drawY+tileHeight)/viewport.height(), 0, (textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE }; // Get the buffer and handles from the context FloatBuffer coordBuffer = context.coordBuffer; int positionHandle = context.positionHandle; int textureHandle = context.textureHandle; // Make sure we are at position zero in the buffer in case other draw methods did not clean // up after themselves 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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); // Use bilinear filtering for both magnification and minimization of the texture. This // applies only to the shadow layer so we do not incur a high overhead. GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); } }