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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 16:51:28 +0000 |
commit | 940b4d1848e8c70ab7642901a68594e8016caffc (patch) | |
tree | eb72f344ee6c3d9b80a7ecc079ea79e9fba8676d /android/source/src/java/org/mozilla/gecko/gfx/SingleTileLayer.java | |
parent | Initial commit. (diff) | |
download | libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.tar.xz libreoffice-940b4d1848e8c70ab7642901a68594e8016caffc.zip |
Adding upstream version 1:7.0.4.upstream/1%7.0.4upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'android/source/src/java/org/mozilla/gecko/gfx/SingleTileLayer.java')
-rw-r--r-- | android/source/src/java/org/mozilla/gecko/gfx/SingleTileLayer.java | 154 |
1 files changed, 154 insertions, 0 deletions
diff --git a/android/source/src/java/org/mozilla/gecko/gfx/SingleTileLayer.java b/android/source/src/java/org/mozilla/gecko/gfx/SingleTileLayer.java new file mode 100644 index 000000000..0bc271678 --- /dev/null +++ b/android/source/src/java/org/mozilla/gecko/gfx/SingleTileLayer.java @@ -0,0 +1,154 @@ +/* -*- 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 android.graphics.Rect; +import android.graphics.RectF; +import android.graphics.Region; +import android.graphics.RegionIterator; +import android.opengl.GLES20; + +import java.nio.FloatBuffer; + +/** + * 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; + + // To avoid excessive GC, declare some objects here that would otherwise + // be created and destroyed frequently during draw(). + private final RectF mBounds; + private final RectF mTextureBounds; + private final RectF mViewport; + private final Rect mIntBounds; + private final Rect mSubRect; + private final RectF mSubRectF; + private final Region mMaskedBounds; + private final Rect mCropRect; + private final RectF mObjRectF; + private final float[] mCoords; + + public SingleTileLayer(CairoImage image) { + this(false, image); + } + + public SingleTileLayer(boolean repeat, CairoImage image) { + this(image, repeat ? TileLayer.PaintMode.REPEAT : TileLayer.PaintMode.NORMAL); + } + + public SingleTileLayer(CairoImage image, TileLayer.PaintMode paintMode) { + super(image, paintMode); + + mBounds = new RectF(); + mTextureBounds = new RectF(); + mViewport = new RectF(); + mIntBounds = new Rect(); + mSubRect = new Rect(); + mSubRectF = new RectF(); + mMaskedBounds = new Region(); + mCropRect = new Rect(); + mObjRectF = new RectF(); + mCoords = new float[20]; + } + + /** + * 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; + + mViewport.set(context.viewport); + + if (repeats()) { + // If we're repeating, we want to adjust the texture bounds so that + // the texture repeats the correct number of times when drawn at + // the size of the viewport. + mBounds.set(getBounds(context)); + mTextureBounds.set(0.0f, 0.0f, mBounds.width(), mBounds.height()); + mBounds.set(0.0f, 0.0f, mViewport.width(), mViewport.height()); + } else if (stretches()) { + // If we're stretching, we just want the bounds and texture bounds + // to fit to the page. + mBounds.set(context.pageRect); + mTextureBounds.set(mBounds); + } else { + mBounds.set(getBounds(context)); + mTextureBounds.set(mBounds); + } + + mBounds.roundOut(mIntBounds); + mMaskedBounds.set(mIntBounds); + if (mMask != null) { + mMaskedBounds.op(mMask, Region.Op.DIFFERENCE); + if (mMaskedBounds.isEmpty()) + return; + } + + // XXX Possible optimisation here, form this array so we can draw it in + // a single call. + RegionIterator i = new RegionIterator(mMaskedBounds); + while (i.next(mSubRect)) { + // Compensate for rounding errors at the edge of the tile caused by + // the roundOut above + mSubRectF.set(Math.max(mBounds.left, (float)mSubRect.left), + Math.max(mBounds.top, (float)mSubRect.top), + Math.min(mBounds.right, (float)mSubRect.right), + Math.min(mBounds.bottom, (float)mSubRect.bottom)); + + // This is the left/top/right/bottom of the rect, relative to the + // bottom-left of the layer, to use for texture coordinates. + mCropRect.set(Math.round(mSubRectF.left - mBounds.left), + Math.round(mBounds.bottom - mSubRectF.top), + Math.round(mSubRectF.right - mBounds.left), + Math.round(mBounds.bottom - mSubRectF.bottom)); + + mObjRectF.set(mSubRectF.left - mViewport.left, + mViewport.bottom - mSubRectF.bottom, + mSubRectF.right - mViewport.left, + mViewport.bottom - mSubRectF.top); + + fillRectCoordBuffer(mCoords, mObjRectF, mViewport.width(), mViewport.height(), + mCropRect, mTextureBounds.width(), mTextureBounds.height()); + + FloatBuffer coordBuffer = context.coordBuffer; + int positionHandle = context.positionHandle; + int textureHandle = context.textureHandle; + + GLES20.glActiveTexture(GLES20.GL_TEXTURE0); + GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID()); + + // Make sure we are at position zero in the buffer + coordBuffer.position(0); + coordBuffer.put(mCoords); + + // 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.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); + } + } +} + |