mobile/android/base/gfx/SingleTileLayer.java

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/mobile/android/base/gfx/SingleTileLayer.java	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,153 @@
     1.4 +/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +package org.mozilla.gecko.gfx;
    1.10 +
    1.11 +import android.graphics.Rect;
    1.12 +import android.graphics.RectF;
    1.13 +import android.graphics.Region;
    1.14 +import android.graphics.RegionIterator;
    1.15 +import android.opengl.GLES20;
    1.16 +
    1.17 +import java.nio.FloatBuffer;
    1.18 +
    1.19 +/**
    1.20 + * Encapsulates the logic needed to draw a single textured tile.
    1.21 + *
    1.22 + * TODO: Repeating textures really should be their own type of layer.
    1.23 + */
    1.24 +public class SingleTileLayer extends TileLayer {
    1.25 +    private static final String LOGTAG = "GeckoSingleTileLayer";
    1.26 +
    1.27 +    private Rect mMask;
    1.28 +
    1.29 +    // To avoid excessive GC, declare some objects here that would otherwise
    1.30 +    // be created and destroyed frequently during draw().
    1.31 +    private final RectF mBounds;
    1.32 +    private final RectF mTextureBounds;
    1.33 +    private final RectF mViewport;
    1.34 +    private final Rect mIntBounds;
    1.35 +    private final Rect mSubRect;
    1.36 +    private final RectF mSubRectF;
    1.37 +    private final Region mMaskedBounds;
    1.38 +    private final Rect mCropRect;
    1.39 +    private final RectF mObjRectF;
    1.40 +    private final float[] mCoords;
    1.41 +
    1.42 +    public SingleTileLayer(CairoImage image) {
    1.43 +        this(false, image);
    1.44 +    }
    1.45 +
    1.46 +    public SingleTileLayer(boolean repeat, CairoImage image) {
    1.47 +        this(image, repeat ? TileLayer.PaintMode.REPEAT : TileLayer.PaintMode.NORMAL);
    1.48 +    }
    1.49 +
    1.50 +    public SingleTileLayer(CairoImage image, TileLayer.PaintMode paintMode) {
    1.51 +        super(image, paintMode);
    1.52 +
    1.53 +        mBounds = new RectF();
    1.54 +        mTextureBounds = new RectF();
    1.55 +        mViewport = new RectF();
    1.56 +        mIntBounds = new Rect();
    1.57 +        mSubRect = new Rect();
    1.58 +        mSubRectF = new RectF();
    1.59 +        mMaskedBounds = new Region();
    1.60 +        mCropRect = new Rect();
    1.61 +        mObjRectF = new RectF();
    1.62 +        mCoords = new float[20];
    1.63 +    }
    1.64 +
    1.65 +    /**
    1.66 +     * Set an area to mask out when rendering.
    1.67 +     */
    1.68 +    public void setMask(Rect aMaskRect) {
    1.69 +        mMask = aMaskRect;
    1.70 +    }
    1.71 +
    1.72 +    @Override
    1.73 +    public void draw(RenderContext context) {
    1.74 +        // mTextureIDs may be null here during startup if Layer.java's draw method
    1.75 +        // failed to acquire the transaction lock and call performUpdates.
    1.76 +        if (!initialized())
    1.77 +            return;
    1.78 +
    1.79 +        mViewport.set(context.viewport);
    1.80 +
    1.81 +        if (repeats()) {
    1.82 +            // If we're repeating, we want to adjust the texture bounds so that
    1.83 +            // the texture repeats the correct number of times when drawn at
    1.84 +            // the size of the viewport.
    1.85 +            mBounds.set(getBounds(context));
    1.86 +            mTextureBounds.set(0.0f, 0.0f, mBounds.width(), mBounds.height());
    1.87 +            mBounds.set(0.0f, 0.0f, mViewport.width(), mViewport.height());
    1.88 +        } else if (stretches()) {
    1.89 +            // If we're stretching, we just want the bounds and texture bounds
    1.90 +            // to fit to the page.
    1.91 +            mBounds.set(context.pageRect);
    1.92 +            mTextureBounds.set(mBounds);
    1.93 +        } else {
    1.94 +            mBounds.set(getBounds(context));
    1.95 +            mTextureBounds.set(mBounds);
    1.96 +        }
    1.97 +
    1.98 +        mBounds.roundOut(mIntBounds);
    1.99 +        mMaskedBounds.set(mIntBounds);
   1.100 +        if (mMask != null) {
   1.101 +            mMaskedBounds.op(mMask, Region.Op.DIFFERENCE);
   1.102 +            if (mMaskedBounds.isEmpty())
   1.103 +                return;
   1.104 +        }
   1.105 +
   1.106 +        // XXX Possible optimisation here, form this array so we can draw it in
   1.107 +        //     a single call.
   1.108 +        RegionIterator i = new RegionIterator(mMaskedBounds);
   1.109 +        while (i.next(mSubRect)) {
   1.110 +            // Compensate for rounding errors at the edge of the tile caused by
   1.111 +            // the roundOut above
   1.112 +            mSubRectF.set(Math.max(mBounds.left, (float)mSubRect.left),
   1.113 +                          Math.max(mBounds.top, (float)mSubRect.top),
   1.114 +                          Math.min(mBounds.right, (float)mSubRect.right),
   1.115 +                          Math.min(mBounds.bottom, (float)mSubRect.bottom));
   1.116 +
   1.117 +            // This is the left/top/right/bottom of the rect, relative to the
   1.118 +            // bottom-left of the layer, to use for texture coordinates.
   1.119 +            mCropRect.set(Math.round(mSubRectF.left - mBounds.left),
   1.120 +                          Math.round(mBounds.bottom - mSubRectF.top),
   1.121 +                          Math.round(mSubRectF.right - mBounds.left),
   1.122 +                          Math.round(mBounds.bottom - mSubRectF.bottom));
   1.123 +
   1.124 +            mObjRectF.set(mSubRectF.left - mViewport.left,
   1.125 +                          mViewport.bottom - mSubRectF.bottom,
   1.126 +                          mSubRectF.right - mViewport.left,
   1.127 +                          mViewport.bottom - mSubRectF.top);
   1.128 +
   1.129 +            fillRectCoordBuffer(mCoords, mObjRectF, mViewport.width(), mViewport.height(),
   1.130 +                                mCropRect, mTextureBounds.width(), mTextureBounds.height());
   1.131 +
   1.132 +            FloatBuffer coordBuffer = context.coordBuffer;
   1.133 +            int positionHandle = context.positionHandle;
   1.134 +            int textureHandle = context.textureHandle;
   1.135 +
   1.136 +            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
   1.137 +            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
   1.138 +
   1.139 +            // Make sure we are at position zero in the buffer
   1.140 +            coordBuffer.position(0);
   1.141 +            coordBuffer.put(mCoords);
   1.142 +
   1.143 +            // Unbind any the current array buffer so we can use client side buffers
   1.144 +            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
   1.145 +
   1.146 +            // Vertex coordinates are x,y,z starting at position 0 into the buffer.
   1.147 +            coordBuffer.position(0);
   1.148 +            GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
   1.149 +
   1.150 +            // Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
   1.151 +            coordBuffer.position(3);
   1.152 +            GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
   1.153 +            GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
   1.154 +        }
   1.155 +    }
   1.156 +}

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