gecko/mobile/android/base/gfx/SingleTileLayer.java
Chris Lord e7376feda5 Bug 732013 - Fix overdraw in LayerRenderer. r=kats
Add an optional rectangular mask to SingleTileLayer so that we can reduce the
amount of overdraw when drawing the background and checkerboard layers.
2012-03-01 19:43:14 +00:00

161 lines
6.5 KiB
Java

/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
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* the License. You may obtain a copy of the License at
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*
* 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.
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* the Initial Developer. All Rights Reserved.
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* Contributor(s):
* Patrick Walton <pcwalton@mozilla.com>
* Arkady Blyakher <rkadyb@mit.edu>
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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(repeat, image);
}
/**
* 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;
int[] cropRect;
Rect position = getPosition();
RectF viewport = context.viewport;
if (repeats()) {
bounds = new RectF(0.0f, 0.0f, viewport.width(), viewport.height());
int width = Math.round(viewport.width());
int height = Math.round(viewport.height());
cropRect = new int[] { 0, 0, width, height };
} else {
bounds = getBounds(context);
cropRect = new int[] { 0, 0, position.width(), position.height() };
}
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));
float height = subRectF.height();
float left = subRectF.left - viewport.left;
float top = viewport.height() - (subRectF.top + height - viewport.top);
float[] coords = {
//x, y, z, texture_x, texture_y
left/viewport.width(), top/viewport.height(), 0,
cropRect[0]/(float)position.width(), cropRect[1]/(float)position.height(),
left/viewport.width(), (top+height)/viewport.height(), 0,
cropRect[0]/(float)position.width(), cropRect[3]/(float)position.height(),
(left+subRectF.width())/viewport.width(), top/viewport.height(), 0,
cropRect[2]/(float)position.width(), cropRect[1]/(float)position.height(),
(left+subRectF.width())/viewport.width(), (top+height)/viewport.height(), 0,
cropRect[2]/(float)position.width(), cropRect[3]/(float)position.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);
// 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);
}
}
}