moz-skia/obsolete/SkGL.h

308 строки
8.7 KiB
C
Исходник Обычный вид История

#ifndef SkGL_DEFINED
#define SkGL_DEFINED
#if defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_SDL)
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <AGL/agl.h>
// use FBOs for devices
#define SK_GL_DEVICE_FBO
#elif defined(ANDROID)
#include <GLES/gl.h>
#include <EGL/egl.h>
#include <GLES/glext.h>
#endif
#include "SkColor.h"
#include "SkMatrix.h"
#include "SkShader.h"
class SkPaint;
class SkPath;
class SkGLClipIter;
//#define TRACE_TEXTURE_CREATE
static void SkGL_unimpl(const char str[]) {
SkDebugf("SkGL unimplemented: %s\n", str);
}
///////////////////////////////////////////////////////////////////////////////
#if GL_OES_compressed_paletted_texture
#define SK_GL_SUPPORT_COMPRESSEDTEXIMAGE2D
#endif
#if GL_OES_fixed_point && defined(SK_SCALAR_IS_FIXED)
#define SK_GLType GL_FIXED
#else
#define SK_GLType GL_FLOAT
#endif
#if SK_GLType == GL_FIXED
typedef SkFixed SkGLScalar;
#define SkIntToGL(n) SkIntToFixed(n)
#define SkScalarToGL(x) SkScalarToFixed(x)
#define SK_GLScalar1 SK_Fixed1
#define SkGLScalarMul(a, b) SkFixedMul(a, b)
#define MAKE_GL(name) name ## x
#ifdef SK_SCALAR_IS_FIXED
#define GLSCALAR_IS_SCALAR 1
#define SkPerspToGL(x) SkFractToFixed(x)
#else
#define GLSCALAR_IS_SCALAR 0
#define SkPerspToGL(x) SkFractToFloat(x)
#endif
#else
typedef float SkGLScalar;
#define SkIntToGL(n) (n)
#define SkScalarToGL(x) SkScalarToFloat(x)
#define SK_GLScalar1 (1.f)
#define SkGLScalarMul(a, b) ((a) * (b))
#define MAKE_GL(name) name ## f
#ifdef SK_SCALAR_IS_FLOAT
#define GLSCALAR_IS_SCALAR 1
#define SkPerspToGL(x) (x)
#else
#define GLSCALAR_IS_SCALAR 0
#define SkPerspToGL(x) SkFractToFloat(x)
#endif
#endif
#if GL_OES_fixed_point
typedef SkFixed SkGLTextScalar;
#define SK_TextGLType GL_FIXED
#define SkIntToTextGL(n) SkIntToFixed(n)
#define SkFixedToTextGL(x) (x)
#define SK_glTexParameteri(target, pname, param) \
glTexParameterx(target, pname, param)
#else
typedef float SkGLTextScalar;
#define SK_TextGLType SK_GLType
#define SK_GL_HAS_COLOR4UB
#define SkIntToTextGL(n) SkIntToGL(n)
#define SkFixedToTextGL(x) SkFixedToFloat(x)
#define SK_glTexParameteri(target, pname, param) \
glTexParameteri(target, pname, param)
#endif
///////////////////////////////////////////////////////////////////////////////
// text has its own vertex class, since it may want to be in fixed point (given)
// that it starts with all integers) even when the default vertices are floats
struct SkGLTextVertex {
SkGLTextScalar fX;
SkGLTextScalar fY;
void setI(int x, int y) {
fX = SkIntToTextGL(x);
fY = SkIntToTextGL(y);
}
void setX(SkFixed x, SkFixed y) {
fX = SkFixedToTextGL(x);
fY = SkFixedToTextGL(y);
}
// counter-clockwise fan
void setIRectFan(int l, int t, int r, int b) {
SkGLTextVertex* SK_RESTRICT v = this;
v[0].setI(l, t);
v[1].setI(l, b);
v[2].setI(r, b);
v[3].setI(r, t);
}
// counter-clockwise fan
void setXRectFan(SkFixed l, SkFixed t, SkFixed r, SkFixed b) {
SkGLTextVertex* SK_RESTRICT v = this;
v[0].setX(l, t);
v[1].setX(l, b);
v[2].setX(r, b);
v[3].setX(r, t);
}
};
struct SkGLVertex {
SkGLScalar fX;
SkGLScalar fY;
void setGL(SkGLScalar x, SkGLScalar y) {
fX = x;
fY = y;
}
void setScalars(SkScalar x, SkScalar y) {
fX = SkScalarToGL(x);
fY = SkScalarToGL(y);
}
void setPoint(const SkPoint& pt) {
fX = SkScalarToGL(pt.fX);
fY = SkScalarToGL(pt.fY);
}
void setPoints(const SkPoint* SK_RESTRICT pts, int count) {
const SkScalar* SK_RESTRICT src = (const SkScalar*)pts;
SkGLScalar* SK_RESTRICT dst = (SkGLScalar*)this;
for (int i = 0; i < count; i++) {
*dst++ = SkScalarToGL(*src++);
*dst++ = SkScalarToGL(*src++);
}
}
// counter-clockwise fan
void setRectFan(SkScalar l, SkScalar t, SkScalar r, SkScalar b) {
SkGLVertex* v = this;
v[0].setScalars(l, t);
v[1].setScalars(l, b);
v[2].setScalars(r, b);
v[3].setScalars(r, t);
}
// counter-clockwise fan
void setIRectFan(int l, int t, int r, int b) {
SkGLVertex* v = this;
v[0].setGL(SkIntToGL(l), SkIntToGL(t));
v[1].setGL(SkIntToGL(l), SkIntToGL(b));
v[2].setGL(SkIntToGL(r), SkIntToGL(b));
v[3].setGL(SkIntToGL(r), SkIntToGL(t));
}
// counter-clockwise fan
void setRectFan(const SkRect& r) {
this->setRectFan(r.fLeft, r.fTop, r.fRight, r.fBottom);
}
// counter-clockwise fan
void setIRectFan(const SkIRect& r) {
this->setIRectFan(r.fLeft, r.fTop, r.fRight, r.fBottom);
}
};
struct SkGLMatrix {
SkGLScalar fMat[16];
void reset() {
sk_bzero(fMat, sizeof(fMat));
fMat[0] = fMat[5] = fMat[10] = fMat[15] = SK_GLScalar1;
}
void set(const SkMatrix& m) {
sk_bzero(fMat, sizeof(fMat));
fMat[0] = SkScalarToGL(m[SkMatrix::kMScaleX]);
fMat[4] = SkScalarToGL(m[SkMatrix::kMSkewX]);
fMat[12] = SkScalarToGL(m[SkMatrix::kMTransX]);
fMat[1] = SkScalarToGL(m[SkMatrix::kMSkewY]);
fMat[5] = SkScalarToGL(m[SkMatrix::kMScaleY]);
fMat[13] = SkScalarToGL(m[SkMatrix::kMTransY]);
fMat[3] = SkPerspToGL(m[SkMatrix::kMPersp0]);
fMat[7] = SkPerspToGL(m[SkMatrix::kMPersp1]);
fMat[15] = SkPerspToGL(m[SkMatrix::kMPersp2]);
fMat[10] = SK_GLScalar1; // z-scale
}
};
class SkGL {
public:
static void SetColor(SkColor c);
static void SetAlpha(U8CPU alpha);
static void SetPaint(const SkPaint&, bool isPremul = true,
bool justAlpha = false);
static void SetPaintAlpha(const SkPaint& paint, bool isPremul = true) {
SetPaint(paint, isPremul, true);
}
static void SetRGBA(uint8_t rgba[], const SkColor src[], int count);
static void DumpError(const char caller[]);
static void Ortho(float left, float right, float bottom, float top,
float near, float far);
static inline void Translate(SkScalar dx, SkScalar dy) {
MAKE_GL(glTranslate)(SkScalarToGL(dx), SkScalarToGL(dy), 0);
}
static inline void Scale(SkScalar sx, SkScalar sy) {
MAKE_GL(glScale)(SkScalarToGL(sx), SkScalarToGL(sy), SK_GLScalar1);
}
static inline void Rotate(SkScalar angle) {
MAKE_GL(glRotate)(SkScalarToGL(angle), 0, 0, SK_GLScalar1);
}
static inline void MultMatrix(const SkMatrix& m) {
SkGLMatrix glm;
glm.set(m);
MAKE_GL(glMultMatrix)(glm.fMat);
}
static inline void LoadMatrix(const SkMatrix& m) {
SkGLMatrix glm;
glm.set(m);
MAKE_GL(glLoadMatrix)(glm.fMat);
}
static void Scissor(const SkIRect&, int viewportHeight);
// return the byte size for the associated texture memory. This doesn't
// always == bitmap.getSize(), since on a given port we may have to change
// the format when the bitmap's pixels are copied over to GL
static size_t ComputeTextureMemorySize(const SkBitmap&);
// return 0 on failure
static GLuint BindNewTexture(const SkBitmap&, SkPoint* dimension);
static void SetTexParams(bool filter,
SkShader::TileMode tx, SkShader::TileMode ty);
static void SetTexParamsClamp(bool filter);
static void DrawVertices(int count, GLenum mode,
const SkGLVertex* SK_RESTRICT vertex,
const SkGLVertex* SK_RESTRICT texCoords,
const uint8_t* SK_RESTRICT colorArray,
const uint16_t* SK_RESTRICT indexArray,
SkGLClipIter*);
static void PrepareForFillPath(SkPaint* paint);
static void FillPath(const SkPath& path, const SkPaint& paint, bool useTex,
SkGLClipIter*);
static void DrawPath(const SkPath& path, bool useTex, SkGLClipIter*);
};
#include "SkRegion.h"
class SkGLClipIter : public SkRegion::Iterator {
public:
SkGLClipIter(int viewportHeight) : fViewportHeight(viewportHeight) {}
// call rewind only if this is non-null
void safeRewind() {
if (this) {
this->rewind();
}
}
void scissor() {
SkASSERT(!this->done());
SkGL::Scissor(this->rect(), fViewportHeight);
}
private:
const int fViewportHeight;
};
#endif