mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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143 lines
5.8 KiB
Java
143 lines
5.8 KiB
Java
/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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package org.mozilla.gecko.gfx;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.graphics.Region;
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import android.graphics.RegionIterator;
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import android.opengl.GLES20;
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import java.nio.FloatBuffer;
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/**
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* Encapsulates the logic needed to draw a single textured tile.
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*
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* TODO: Repeating textures really should be their own type of layer.
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*/
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public class SingleTileLayer extends TileLayer {
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private static final String LOGTAG = "GeckoSingleTileLayer";
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private Rect mMask;
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public SingleTileLayer(CairoImage image) { this(false, image); }
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public SingleTileLayer(boolean repeat, CairoImage image) {
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super(image, repeat ? TileLayer.PaintMode.REPEAT : TileLayer.PaintMode.NORMAL);
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}
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public SingleTileLayer(CairoImage image, TileLayer.PaintMode paintMode) {
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super(image, paintMode);
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}
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/**
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* Set an area to mask out when rendering.
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*/
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public void setMask(Rect aMaskRect) {
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mMask = aMaskRect;
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}
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@Override
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public void draw(RenderContext context) {
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// mTextureIDs may be null here during startup if Layer.java's draw method
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// failed to acquire the transaction lock and call performUpdates.
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if (!initialized())
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return;
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RectF bounds;
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RectF textureBounds;
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RectF viewport = context.viewport;
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if (repeats()) {
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// If we're repeating, we want to adjust the texture bounds so that
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// the texture repeats the correct number of times when drawn at
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// the size of the viewport.
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bounds = getBounds(context);
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textureBounds = new RectF(0.0f, 0.0f, bounds.width(), bounds.height());
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bounds = new RectF(0.0f, 0.0f, viewport.width(), viewport.height());
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} else if (stretches()) {
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// If we're stretching, we just want the bounds and texture bounds
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// to fit to the page.
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bounds = new RectF(context.pageRect);
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textureBounds = bounds;
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} else {
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bounds = getBounds(context);
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textureBounds = bounds;
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}
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Rect intBounds = new Rect();
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bounds.roundOut(intBounds);
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Region maskedBounds = new Region(intBounds);
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if (mMask != null) {
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maskedBounds.op(mMask, Region.Op.DIFFERENCE);
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if (maskedBounds.isEmpty())
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return;
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}
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// XXX Possible optimisation here, form this array so we can draw it in
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// a single call.
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RegionIterator i = new RegionIterator(maskedBounds);
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for (Rect subRect = new Rect(); i.next(subRect);) {
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// Compensate for rounding errors at the edge of the tile caused by
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// the roundOut above
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RectF subRectF = new RectF(Math.max(bounds.left, (float)subRect.left),
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Math.max(bounds.top, (float)subRect.top),
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Math.min(bounds.right, (float)subRect.right),
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Math.min(bounds.bottom, (float)subRect.bottom));
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// This is the left/top/right/bottom of the rect, relative to the
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// bottom-left of the layer, to use for texture coordinates.
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int[] cropRect = new int[] { Math.round(subRectF.left - bounds.left),
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Math.round(bounds.bottom - subRectF.top),
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Math.round(subRectF.right - bounds.left),
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Math.round(bounds.bottom - subRectF.bottom) };
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float left = subRectF.left - viewport.left;
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float top = viewport.bottom - subRectF.bottom;
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float right = left + subRectF.width();
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float bottom = top + subRectF.height();
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float[] coords = {
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//x, y, z, texture_x, texture_y
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left/viewport.width(), bottom/viewport.height(), 0,
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cropRect[0]/textureBounds.width(), cropRect[1]/textureBounds.height(),
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left/viewport.width(), top/viewport.height(), 0,
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cropRect[0]/textureBounds.width(), cropRect[3]/textureBounds.height(),
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right/viewport.width(), bottom/viewport.height(), 0,
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cropRect[2]/textureBounds.width(), cropRect[1]/textureBounds.height(),
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right/viewport.width(), top/viewport.height(), 0,
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cropRect[2]/textureBounds.width(), cropRect[3]/textureBounds.height()
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};
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FloatBuffer coordBuffer = context.coordBuffer;
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int positionHandle = context.positionHandle;
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int textureHandle = context.textureHandle;
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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// Make sure we are at position zero in the buffer
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coordBuffer.position(0);
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coordBuffer.put(coords);
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// Unbind any the current array buffer so we can use client side buffers
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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}
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