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

136 lines
6.1 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 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.glActiveTexture(GLES20.GL_TEXTURE0);
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 |
* +---+---+---+
*/
// page is the rect of the "missing" center spot in the picture above
RectF page = context.pageRect;
drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */
page.left - PATCH_SIZE, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
drawPatch(context, PATCH_SIZE, PATCH_SIZE * 3, /* 1 */
page.left, page.top - PATCH_SIZE, page.width(), PATCH_SIZE);
drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 3, /* 2 */
page.right, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */
page.left - PATCH_SIZE, page.top, PATCH_SIZE, page.height());
drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */
page.right, page.top, PATCH_SIZE, page.height());
drawPatch(context, 0, PATCH_SIZE, /* 5 */
page.left - PATCH_SIZE, page.bottom, PATCH_SIZE, PATCH_SIZE);
drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */
page.left, page.bottom, page.width(), PATCH_SIZE);
drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */
page.right, page.bottom, 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;
float drawY = viewportHeight - (tileY + tileHeight - viewport.top);
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);
}
}