mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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135 lines
6.0 KiB
Java
135 lines
6.0 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 org.mozilla.gecko.gfx.FloatSize;
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import android.graphics.PointF;
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import android.graphics.RectF;
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import android.util.Log;
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import javax.microedition.khronos.opengles.GL10;
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import java.nio.FloatBuffer;
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import android.opengl.GLES20;
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/**
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* Encapsulates the logic needed to draw a nine-patch bitmap using OpenGL ES.
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*
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* For more information on nine-patch bitmaps, see the following document:
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* http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch
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*/
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public class NinePatchTileLayer extends TileLayer {
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private static final int PATCH_SIZE = 16;
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private static final int TEXTURE_SIZE = 64;
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public NinePatchTileLayer(CairoImage image) {
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super(image, TileLayer.PaintMode.NORMAL);
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}
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@Override
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public void draw(RenderContext context) {
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if (!initialized())
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return;
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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drawPatches(context);
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}
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private void drawPatches(RenderContext context) {
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/*
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* We divide the nine-patch bitmap up as follows:
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*
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* +---+---+---+
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* | 0 | 1 | 2 |
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* +---+---+---+
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* | 3 | | 4 |
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* +---+---+---+
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* | 5 | 6 | 7 |
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* +---+---+---+
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*/
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// page is the rect of the "missing" center spot in the picture above
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RectF page = context.pageRect;
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drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */
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page.left - PATCH_SIZE, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
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drawPatch(context, PATCH_SIZE, PATCH_SIZE * 3, /* 1 */
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page.left, page.top - PATCH_SIZE, page.width(), PATCH_SIZE);
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drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 3, /* 2 */
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page.right, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
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drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */
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page.left - PATCH_SIZE, page.top, PATCH_SIZE, page.height());
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drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */
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page.right, page.top, PATCH_SIZE, page.height());
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drawPatch(context, 0, PATCH_SIZE, /* 5 */
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page.left - PATCH_SIZE, page.bottom, PATCH_SIZE, PATCH_SIZE);
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drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */
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page.left, page.bottom, page.width(), PATCH_SIZE);
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drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */
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page.right, page.bottom, PATCH_SIZE, PATCH_SIZE);
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}
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private void drawPatch(RenderContext context, int textureX, int textureY,
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float tileX, float tileY, float tileWidth, float tileHeight) {
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RectF viewport = context.viewport;
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float viewportHeight = viewport.height();
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float drawX = tileX - viewport.left;
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float drawY = viewportHeight - (tileY + tileHeight - viewport.top);
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float[] coords = {
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//x, y, z, texture_x, texture_y
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drawX/viewport.width(), drawY/viewport.height(), 0,
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textureX/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
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drawX/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
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textureX/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE,
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(drawX+tileWidth)/viewport.width(), drawY/viewport.height(), 0,
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(textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
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(drawX+tileWidth)/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
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(textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE
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};
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// Get the buffer and handles from the context
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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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// Make sure we are at position zero in the buffer in case other draw methods did not clean
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// up after themselves
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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.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
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GLES20.GL_CLAMP_TO_EDGE);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
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GLES20.GL_CLAMP_TO_EDGE);
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// Use bilinear filtering for both magnification and minimization of the texture. This
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// applies only to the shadow layer so we do not incur a high overhead.
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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