/* -*- 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); } } }