Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
1 /* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 package org.mozilla.gecko.gfx;
8 import android.graphics.RectF;
9 import android.opengl.GLES20;
11 import java.nio.FloatBuffer;
13 /**
14 * Encapsulates the logic needed to draw a nine-patch bitmap using OpenGL ES.
15 *
16 * For more information on nine-patch bitmaps, see the following document:
17 * http://developer.android.com/guide/topics/graphics/2d-graphics.html#nine-patch
18 */
19 public class NinePatchTileLayer extends TileLayer {
20 private static final int PATCH_SIZE = 16;
21 private static final int TEXTURE_SIZE = 64;
23 public NinePatchTileLayer(CairoImage image) {
24 super(image, TileLayer.PaintMode.NORMAL);
25 }
27 @Override
28 public void draw(RenderContext context) {
29 if (!initialized())
30 return;
32 GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
33 GLES20.glEnable(GLES20.GL_BLEND);
35 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
36 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
37 drawPatches(context);
38 }
40 private void drawPatches(RenderContext context) {
41 /*
42 * We divide the nine-patch bitmap up as follows:
43 *
44 * +---+---+---+
45 * | 0 | 1 | 2 |
46 * +---+---+---+
47 * | 3 | | 4 |
48 * +---+---+---+
49 * | 5 | 6 | 7 |
50 * +---+---+---+
51 */
53 // page is the rect of the "missing" center spot in the picture above
54 RectF page = context.pageRect;
56 drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */
57 page.left - PATCH_SIZE, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
58 drawPatch(context, PATCH_SIZE, PATCH_SIZE * 3, /* 1 */
59 page.left, page.top - PATCH_SIZE, page.width(), PATCH_SIZE);
60 drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 3, /* 2 */
61 page.right, page.top - PATCH_SIZE, PATCH_SIZE, PATCH_SIZE);
62 drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */
63 page.left - PATCH_SIZE, page.top, PATCH_SIZE, page.height());
64 drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */
65 page.right, page.top, PATCH_SIZE, page.height());
66 drawPatch(context, 0, PATCH_SIZE, /* 5 */
67 page.left - PATCH_SIZE, page.bottom, PATCH_SIZE, PATCH_SIZE);
68 drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */
69 page.left, page.bottom, page.width(), PATCH_SIZE);
70 drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */
71 page.right, page.bottom, PATCH_SIZE, PATCH_SIZE);
72 }
74 private void drawPatch(RenderContext context, int textureX, int textureY,
75 float tileX, float tileY, float tileWidth, float tileHeight) {
76 RectF viewport = context.viewport;
77 float viewportHeight = viewport.height();
78 float drawX = tileX - viewport.left - context.offset.x;
79 float drawY = viewportHeight - (tileY + tileHeight - viewport.top) - context.offset.y;
81 float[] coords = {
82 //x, y, z, texture_x, texture_y
83 drawX/viewport.width(), drawY/viewport.height(), 0,
84 textureX/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
86 drawX/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
87 textureX/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE,
89 (drawX+tileWidth)/viewport.width(), drawY/viewport.height(), 0,
90 (textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, textureY/(float)TEXTURE_SIZE,
92 (drawX+tileWidth)/viewport.width(), (drawY+tileHeight)/viewport.height(), 0,
93 (textureX+PATCH_SIZE)/(float)TEXTURE_SIZE, (textureY+PATCH_SIZE)/(float)TEXTURE_SIZE
95 };
97 // Get the buffer and handles from the context
98 FloatBuffer coordBuffer = context.coordBuffer;
99 int positionHandle = context.positionHandle;
100 int textureHandle = context.textureHandle;
102 // Make sure we are at position zero in the buffer in case other draw methods did not clean
103 // up after themselves
104 coordBuffer.position(0);
105 coordBuffer.put(coords);
107 // Unbind any the current array buffer so we can use client side buffers
108 GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
110 // Vertex coordinates are x,y,z starting at position 0 into the buffer.
111 coordBuffer.position(0);
112 GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20, coordBuffer);
114 // Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
115 coordBuffer.position(3);
116 GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20, coordBuffer);
118 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
119 GLES20.GL_CLAMP_TO_EDGE);
120 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
121 GLES20.GL_CLAMP_TO_EDGE);
123 // Use bilinear filtering for both magnification and minimization of the texture. This
124 // applies only to the shadow layer so we do not incur a high overhead.
125 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER,
126 GLES20.GL_LINEAR);
127 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
128 GLES20.GL_LINEAR);
130 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
131 }
132 }