/* -*- 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.RectF; import android.opengl.GLES20; import java.nio.FloatBuffer; /** * 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, 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.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); } }