gecko/mobile/android/base/gfx/SingleTileLayer.java

154 lines
5.9 KiB
Java

/* -*- 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 android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.Region;
import android.graphics.RegionIterator;
import android.opengl.GLES20;
import java.nio.FloatBuffer;
/**
* 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;
// To avoid excessive GC, declare some objects here that would otherwise
// be created and destroyed frequently during draw().
private final RectF mBounds;
private final RectF mTextureBounds;
private final RectF mViewport;
private final Rect mIntBounds;
private final Rect mSubRect;
private final RectF mSubRectF;
private final Region mMaskedBounds;
private final Rect mCropRect;
private final RectF mObjRectF;
private final float[] mCoords;
public SingleTileLayer(CairoImage image) {
this(false, image);
}
public SingleTileLayer(boolean repeat, CairoImage image) {
this(image, repeat ? TileLayer.PaintMode.REPEAT : TileLayer.PaintMode.NORMAL);
}
public SingleTileLayer(CairoImage image, TileLayer.PaintMode paintMode) {
super(image, paintMode);
mBounds = new RectF();
mTextureBounds = new RectF();
mViewport = new RectF();
mIntBounds = new Rect();
mSubRect = new Rect();
mSubRectF = new RectF();
mMaskedBounds = new Region();
mCropRect = new Rect();
mObjRectF = new RectF();
mCoords = new float[20];
}
/**
* 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;
mViewport.set(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.
mBounds.set(getBounds(context));
mTextureBounds.set(0.0f, 0.0f, mBounds.width(), mBounds.height());
mBounds.set(0.0f, 0.0f, mViewport.width(), mViewport.height());
} else if (stretches()) {
// If we're stretching, we just want the bounds and texture bounds
// to fit to the page.
mBounds.set(context.pageRect);
mTextureBounds.set(mBounds);
} else {
mBounds.set(getBounds(context));
mTextureBounds.set(mBounds);
}
mBounds.roundOut(mIntBounds);
mMaskedBounds.set(mIntBounds);
if (mMask != null) {
mMaskedBounds.op(mMask, Region.Op.DIFFERENCE);
if (mMaskedBounds.isEmpty())
return;
}
// XXX Possible optimisation here, form this array so we can draw it in
// a single call.
RegionIterator i = new RegionIterator(mMaskedBounds);
while (i.next(mSubRect)) {
// Compensate for rounding errors at the edge of the tile caused by
// the roundOut above
mSubRectF.set(Math.max(mBounds.left, (float)mSubRect.left),
Math.max(mBounds.top, (float)mSubRect.top),
Math.min(mBounds.right, (float)mSubRect.right),
Math.min(mBounds.bottom, (float)mSubRect.bottom));
// This is the left/top/right/bottom of the rect, relative to the
// bottom-left of the layer, to use for texture coordinates.
mCropRect.set(Math.round(mSubRectF.left - mBounds.left),
Math.round(mBounds.bottom - mSubRectF.top),
Math.round(mSubRectF.right - mBounds.left),
Math.round(mBounds.bottom - mSubRectF.bottom));
mObjRectF.set(mSubRectF.left - mViewport.left,
mViewport.bottom - mSubRectF.bottom,
mSubRectF.right - mViewport.left,
mViewport.bottom - mSubRectF.top);
fillRectCoordBuffer(mCoords, mObjRectF, mViewport.width(), mViewport.height(),
mCropRect, mTextureBounds.width(), mTextureBounds.height());
FloatBuffer coordBuffer = context.coordBuffer;
int positionHandle = context.positionHandle;
int textureHandle = context.textureHandle;
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
// Make sure we are at position zero in the buffer
coordBuffer.position(0);
coordBuffer.put(mCoords);
// 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);
}
}
}