/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.android.gallery3d.ui; import android.graphics.RectF; import android.opengl.GLU; import android.opengl.Matrix; import com.android.gallery3d.common.Utils; import com.android.gallery3d.util.IntArray; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.ArrayList; import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; import javax.microedition.khronos.opengles.GL11Ext; import javax.microedition.khronos.opengles.GL11ExtensionPack; public class GLCanvasImpl implements GLCanvas { @SuppressWarnings("unused") private static final String TAG = "GLCanvasImp"; private static final float OPAQUE_ALPHA = 0.95f; private static final int OFFSET_FILL_RECT = 0; private static final int OFFSET_DRAW_LINE = 4; private static final int OFFSET_DRAW_RECT = 6; private static final float[] BOX_COORDINATES = { 0, 0, 1, 0, 0, 1, 1, 1, // used for filling a rectangle 0, 0, 1, 1, // used for drawing a line 0, 0, 0, 1, 1, 1, 1, 0}; // used for drawing the outline of a rectangle private final GL11 mGL; private final float mMatrixValues[] = new float[16]; private final float mTextureMatrixValues[] = new float[16]; // The results of mapPoints are stored in this buffer, and the order is // x1, y1, x2, y2. private final float mMapPointsBuffer[] = new float[4]; private final float mTextureColor[] = new float[4]; private int mBoxCoords; private final GLState mGLState; private final ArrayList mTargetStack = new ArrayList(); private float mAlpha; private final ArrayList mRestoreStack = new ArrayList(); private ConfigState mRecycledRestoreAction; private final RectF mDrawTextureSourceRect = new RectF(); private final RectF mDrawTextureTargetRect = new RectF(); private final float[] mTempMatrix = new float[32]; private final IntArray mUnboundTextures = new IntArray(); private final IntArray mDeleteBuffers = new IntArray(); private int mScreenWidth; private int mScreenHeight; private boolean mBlendEnabled = true; private int mFrameBuffer[] = new int[1]; private RawTexture mTargetTexture; // Drawing statistics int mCountDrawLine; int mCountFillRect; int mCountDrawMesh; int mCountTextureRect; int mCountTextureOES; GLCanvasImpl(GL11 gl) { mGL = gl; mGLState = new GLState(gl); initialize(); } @Override public void setSize(int width, int height) { Utils.assertTrue(width >= 0 && height >= 0); if (mTargetTexture == null) { mScreenWidth = width; mScreenHeight = height; } mAlpha = 1.0f; GL11 gl = mGL; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL11.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0, width, 0, height); gl.glMatrixMode(GL11.GL_MODELVIEW); gl.glLoadIdentity(); float matrix[] = mMatrixValues; Matrix.setIdentityM(matrix, 0); // to match the graphic coordinate system in android, we flip it vertically. if (mTargetTexture == null) { Matrix.translateM(matrix, 0, 0, height, 0); Matrix.scaleM(matrix, 0, 1, -1, 1); } } @Override public void setAlpha(float alpha) { Utils.assertTrue(alpha >= 0 && alpha <= 1); mAlpha = alpha; } @Override public float getAlpha() { return mAlpha; } @Override public void multiplyAlpha(float alpha) { Utils.assertTrue(alpha >= 0 && alpha <= 1); mAlpha *= alpha; } private static ByteBuffer allocateDirectNativeOrderBuffer(int size) { return ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder()); } private void initialize() { GL11 gl = mGL; // First create an nio buffer, then create a VBO from it. int size = BOX_COORDINATES.length * Float.SIZE / Byte.SIZE; FloatBuffer xyBuffer = allocateDirectNativeOrderBuffer(size).asFloatBuffer(); xyBuffer.put(BOX_COORDINATES, 0, BOX_COORDINATES.length).position(0); int[] name = new int[1]; GLId.glGenBuffers(1, name, 0); mBoxCoords = name[0]; gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); gl.glBufferData(GL11.GL_ARRAY_BUFFER, xyBuffer.capacity() * (Float.SIZE / Byte.SIZE), xyBuffer, GL11.GL_STATIC_DRAW); gl.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); // Enable the texture coordinate array for Texture 1 gl.glClientActiveTexture(GL11.GL_TEXTURE1); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); gl.glClientActiveTexture(GL11.GL_TEXTURE0); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // mMatrixValues and mAlpha will be initialized in setSize() } @Override public void drawRect(float x, float y, float width, float height, GLPaint paint) { GL11 gl = mGL; mGLState.setColorMode(paint.getColor(), mAlpha); mGLState.setLineWidth(paint.getLineWidth()); saveTransform(); translate(x, y); scale(width, height, 1); gl.glLoadMatrixf(mMatrixValues, 0); gl.glDrawArrays(GL11.GL_LINE_LOOP, OFFSET_DRAW_RECT, 4); restoreTransform(); mCountDrawLine++; } @Override public void drawLine(float x1, float y1, float x2, float y2, GLPaint paint) { GL11 gl = mGL; mGLState.setColorMode(paint.getColor(), mAlpha); mGLState.setLineWidth(paint.getLineWidth()); saveTransform(); translate(x1, y1); scale(x2 - x1, y2 - y1, 1); gl.glLoadMatrixf(mMatrixValues, 0); gl.glDrawArrays(GL11.GL_LINE_STRIP, OFFSET_DRAW_LINE, 2); restoreTransform(); mCountDrawLine++; } @Override public void fillRect(float x, float y, float width, float height, int color) { mGLState.setColorMode(color, mAlpha); GL11 gl = mGL; saveTransform(); translate(x, y); scale(width, height, 1); gl.glLoadMatrixf(mMatrixValues, 0); gl.glDrawArrays(GL11.GL_TRIANGLE_STRIP, OFFSET_FILL_RECT, 4); restoreTransform(); mCountFillRect++; } @Override public void translate(float x, float y, float z) { Matrix.translateM(mMatrixValues, 0, x, y, z); } // This is a faster version of translate(x, y, z) because // (1) we knows z = 0, (2) we inline the Matrix.translateM call, // (3) we unroll the loop @Override public void translate(float x, float y) { float[] m = mMatrixValues; m[12] += m[0] * x + m[4] * y; m[13] += m[1] * x + m[5] * y; m[14] += m[2] * x + m[6] * y; m[15] += m[3] * x + m[7] * y; } @Override public void scale(float sx, float sy, float sz) { Matrix.scaleM(mMatrixValues, 0, sx, sy, sz); } @Override public void rotate(float angle, float x, float y, float z) { if (angle == 0) return; float[] temp = mTempMatrix; Matrix.setRotateM(temp, 0, angle, x, y, z); Matrix.multiplyMM(temp, 16, mMatrixValues, 0, temp, 0); System.arraycopy(temp, 16, mMatrixValues, 0, 16); } @Override public void multiplyMatrix(float matrix[], int offset) { float[] temp = mTempMatrix; Matrix.multiplyMM(temp, 0, mMatrixValues, 0, matrix, offset); System.arraycopy(temp, 0, mMatrixValues, 0, 16); } private void textureRect(float x, float y, float width, float height) { GL11 gl = mGL; saveTransform(); translate(x, y); scale(width, height, 1); gl.glLoadMatrixf(mMatrixValues, 0); gl.glDrawArrays(GL11.GL_TRIANGLE_STRIP, OFFSET_FILL_RECT, 4); restoreTransform(); mCountTextureRect++; } @Override public void drawMesh(BasicTexture tex, int x, int y, int xyBuffer, int uvBuffer, int indexBuffer, int indexCount) { float alpha = mAlpha; if (!bindTexture(tex)) return; mGLState.setBlendEnabled(mBlendEnabled && (!tex.isOpaque() || alpha < OPAQUE_ALPHA)); mGLState.setTextureAlpha(alpha); // Reset the texture matrix. We will set our own texture coordinates // below. setTextureCoords(0, 0, 1, 1); saveTransform(); translate(x, y); mGL.glLoadMatrixf(mMatrixValues, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, xyBuffer); mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, uvBuffer); mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); mGL.glDrawElements(GL11.GL_TRIANGLE_STRIP, indexCount, GL11.GL_UNSIGNED_BYTE, 0); mGL.glBindBuffer(GL11.GL_ARRAY_BUFFER, mBoxCoords); mGL.glVertexPointer(2, GL11.GL_FLOAT, 0, 0); mGL.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0); restoreTransform(); mCountDrawMesh++; } // Transforms two points by the given matrix m. The result // {x1', y1', x2', y2'} are stored in mMapPointsBuffer and also returned. private float[] mapPoints(float m[], int x1, int y1, int x2, int y2) { float[] r = mMapPointsBuffer; // Multiply m and (x1 y1 0 1) to produce (x3 y3 z3 w3). z3 is unused. float x3 = m[0] * x1 + m[4] * y1 + m[12]; float y3 = m[1] * x1 + m[5] * y1 + m[13]; float w3 = m[3] * x1 + m[7] * y1 + m[15]; r[0] = x3 / w3; r[1] = y3 / w3; // Same for x2 y2. float x4 = m[0] * x2 + m[4] * y2 + m[12]; float y4 = m[1] * x2 + m[5] * y2 + m[13]; float w4 = m[3] * x2 + m[7] * y2 + m[15]; r[2] = x4 / w4; r[3] = y4 / w4; return r; } private void drawBoundTexture( BasicTexture texture, int x, int y, int width, int height) { // Test whether it has been rotated or flipped, if so, glDrawTexiOES // won't work if (isMatrixRotatedOrFlipped(mMatrixValues)) { if (texture.hasBorder()) { setTextureCoords( 1.0f / texture.getTextureWidth(), 1.0f / texture.getTextureHeight(), (texture.getWidth() - 1.0f) / texture.getTextureWidth(), (texture.getHeight() - 1.0f) / texture.getTextureHeight()); } else { setTextureCoords(0, 0, (float) texture.getWidth() / texture.getTextureWidth(), (float) texture.getHeight() / texture.getTextureHeight()); } textureRect(x, y, width, height); } else { // draw the rect from bottom-left to top-right float points[] = mapPoints( mMatrixValues, x, y + height, x + width, y); x = (int) (points[0] + 0.5f); y = (int) (points[1] + 0.5f); width = (int) (points[2] + 0.5f) - x; height = (int) (points[3] + 0.5f) - y; if (width > 0 && height > 0) { ((GL11Ext) mGL).glDrawTexiOES(x, y, 0, width, height); mCountTextureOES++; } } } @Override public void drawTexture( BasicTexture texture, int x, int y, int width, int height) { drawTexture(texture, x, y, width, height, mAlpha); } private void drawTexture(BasicTexture texture, int x, int y, int width, int height, float alpha) { if (width <= 0 || height <= 0) return; mGLState.setBlendEnabled(mBlendEnabled && (!texture.isOpaque() || alpha < OPAQUE_ALPHA)); if (!bindTexture(texture)) return; mGLState.setTextureAlpha(alpha); drawBoundTexture(texture, x, y, width, height); } @Override public void drawTexture(BasicTexture texture, RectF source, RectF target) { if (target.width() <= 0 || target.height() <= 0) return; // Copy the input to avoid changing it. mDrawTextureSourceRect.set(source); mDrawTextureTargetRect.set(target); source = mDrawTextureSourceRect; target = mDrawTextureTargetRect; mGLState.setBlendEnabled(mBlendEnabled && (!texture.isOpaque() || mAlpha < OPAQUE_ALPHA)); if (!bindTexture(texture)) return; convertCoordinate(source, target, texture); setTextureCoords(source); mGLState.setTextureAlpha(mAlpha); textureRect(target.left, target.top, target.width(), target.height()); } @Override public void drawTexture(BasicTexture texture, float[] mTextureTransform, int x, int y, int w, int h) { mGLState.setBlendEnabled(mBlendEnabled && (!texture.isOpaque() || mAlpha < OPAQUE_ALPHA)); if (!bindTexture(texture)) return; setTextureCoords(mTextureTransform); mGLState.setTextureAlpha(mAlpha); textureRect(x, y, w, h); } // This function changes the source coordinate to the texture coordinates. // It also clips the source and target coordinates if it is beyond the // bound of the texture. private void convertCoordinate(RectF source, RectF target, BasicTexture texture) { int width = texture.getWidth(); int height = texture.getHeight(); int texWidth = texture.getTextureWidth(); int texHeight = texture.getTextureHeight(); // Convert to texture coordinates source.left /= texWidth; source.right /= texWidth; source.top /= texHeight; source.bottom /= texHeight; // Clip if the rendering range is beyond the bound of the texture. float xBound = (float) width / texWidth; if (source.right > xBound) { target.right = target.left + target.width() * (xBound - source.left) / source.width(); source.right = xBound; } float yBound = (float) height / texHeight; if (source.bottom > yBound) { target.bottom = target.top + target.height() * (yBound - source.top) / source.height(); source.bottom = yBound; } } @Override public void drawMixed(BasicTexture from, int toColor, float ratio, int x, int y, int w, int h) { drawMixed(from, toColor, ratio, x, y, w, h, mAlpha); } private boolean bindTexture(BasicTexture texture) { if (!texture.onBind(this)) return false; int target = texture.getTarget(); mGLState.setTextureTarget(target); mGL.glBindTexture(target, texture.getId()); return true; } private void setTextureColor(float r, float g, float b, float alpha) { float[] color = mTextureColor; color[0] = r; color[1] = g; color[2] = b; color[3] = alpha; } private void drawMixed(BasicTexture from, int toColor, float ratio, int x, int y, int width, int height, float alpha) { // change from 0 to 0.01f to prevent getting divided by zero below if (ratio <= 0.01f) { drawTexture(from, x, y, width, height, alpha); return; } else if (ratio >= 1) { fillRect(x, y, width, height, toColor); return; } mGLState.setBlendEnabled(mBlendEnabled && (!from.isOpaque() || !Utils.isOpaque(toColor) || alpha < OPAQUE_ALPHA)); final GL11 gl = mGL; if (!bindTexture(from)) return; // // The formula we want: // alpha * ((1 - ratio) * from + ratio * to) // // The formula that GL supports is in the form of: // combo * from + (1 - combo) * to * scale // // So, we have combo = alpha * (1 - ratio) // and scale = alpha * ratio / (1 - combo) // float combo = alpha * (1 - ratio); float scale = alpha * ratio / (1 - combo); // Interpolate the RGB and alpha values between both textures. mGLState.setTexEnvMode(GL11.GL_COMBINE); // Specify the interpolation factor via the alpha component of // GL_TEXTURE_ENV_COLORs. // RGB component are get from toColor and will used as SRC1 float colorScale = scale * (toColor >>> 24) / (0xff * 0xff); setTextureColor(((toColor >>> 16) & 0xff) * colorScale, ((toColor >>> 8) & 0xff) * colorScale, (toColor & 0xff) * colorScale, combo); gl.glTexEnvfv(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_COLOR, mTextureColor, 0); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_COMBINE_RGB, GL11.GL_INTERPOLATE); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_COMBINE_ALPHA, GL11.GL_INTERPOLATE); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_SRC1_RGB, GL11.GL_CONSTANT); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND1_RGB, GL11.GL_SRC_COLOR); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_SRC1_ALPHA, GL11.GL_CONSTANT); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND1_ALPHA, GL11.GL_SRC_ALPHA); // Wire up the interpolation factor for RGB. gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_SRC2_RGB, GL11.GL_CONSTANT); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND2_RGB, GL11.GL_SRC_ALPHA); // Wire up the interpolation factor for alpha. gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_SRC2_ALPHA, GL11.GL_CONSTANT); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND2_ALPHA, GL11.GL_SRC_ALPHA); drawBoundTexture(from, x, y, width, height); mGLState.setTexEnvMode(GL11.GL_REPLACE); } // TODO: the code only work for 2D should get fixed for 3D or removed private static final int MSKEW_X = 4; private static final int MSKEW_Y = 1; private static final int MSCALE_X = 0; private static final int MSCALE_Y = 5; private static boolean isMatrixRotatedOrFlipped(float matrix[]) { final float eps = 1e-5f; return Math.abs(matrix[MSKEW_X]) > eps || Math.abs(matrix[MSKEW_Y]) > eps || matrix[MSCALE_X] < -eps || matrix[MSCALE_Y] > eps; } private static class GLState { private final GL11 mGL; private int mTexEnvMode = GL11.GL_REPLACE; private float mTextureAlpha = 1.0f; private int mTextureTarget = GL11.GL_TEXTURE_2D; private boolean mBlendEnabled = true; private float mLineWidth = 1.0f; private boolean mLineSmooth = false; public GLState(GL11 gl) { mGL = gl; // Disable unused state gl.glDisable(GL11.GL_LIGHTING); // Enable used features gl.glEnable(GL11.GL_DITHER); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL11.GL_TEXTURE_2D); gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE); // Set the background color gl.glClearColor(0f, 0f, 0f, 0f); gl.glClearStencil(0); gl.glEnable(GL11.GL_BLEND); gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA); // We use 565 or 8888 format, so set the alignment to 2 bytes/pixel. gl.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 2); } public void setTexEnvMode(int mode) { if (mTexEnvMode == mode) return; mTexEnvMode = mode; mGL.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, mode); } public void setLineWidth(float width) { if (mLineWidth == width) return; mLineWidth = width; mGL.glLineWidth(width); } public void setTextureAlpha(float alpha) { if (mTextureAlpha == alpha) return; mTextureAlpha = alpha; if (alpha >= OPAQUE_ALPHA) { // The alpha is need for those texture without alpha channel mGL.glColor4f(1, 1, 1, 1); setTexEnvMode(GL11.GL_REPLACE); } else { mGL.glColor4f(alpha, alpha, alpha, alpha); setTexEnvMode(GL11.GL_MODULATE); } } public void setColorMode(int color, float alpha) { setBlendEnabled(!Utils.isOpaque(color) || alpha < OPAQUE_ALPHA); // Set mTextureAlpha to an invalid value, so that it will reset // again in setTextureAlpha(float) later. mTextureAlpha = -1.0f; setTextureTarget(0); float prealpha = (color >>> 24) * alpha * 65535f / 255f / 255f; mGL.glColor4x( Math.round(((color >> 16) & 0xFF) * prealpha), Math.round(((color >> 8) & 0xFF) * prealpha), Math.round((color & 0xFF) * prealpha), Math.round(255 * prealpha)); } // target is a value like GL_TEXTURE_2D. If target = 0, texturing is disabled. public void setTextureTarget(int target) { if (mTextureTarget == target) return; if (mTextureTarget != 0) { mGL.glDisable(mTextureTarget); } mTextureTarget = target; if (mTextureTarget != 0) { mGL.glEnable(mTextureTarget); } } public void setBlendEnabled(boolean enabled) { if (mBlendEnabled == enabled) return; mBlendEnabled = enabled; if (enabled) { mGL.glEnable(GL11.GL_BLEND); } else { mGL.glDisable(GL11.GL_BLEND); } } } @Override public GL11 getGLInstance() { return mGL; } @Override public void clearBuffer() { mGL.glClear(GL10.GL_COLOR_BUFFER_BIT); } private void setTextureCoords(RectF source) { setTextureCoords(source.left, source.top, source.right, source.bottom); } private void setTextureCoords(float left, float top, float right, float bottom) { mGL.glMatrixMode(GL11.GL_TEXTURE); mTextureMatrixValues[0] = right - left; mTextureMatrixValues[5] = bottom - top; mTextureMatrixValues[10] = 1; mTextureMatrixValues[12] = left; mTextureMatrixValues[13] = top; mTextureMatrixValues[15] = 1; mGL.glLoadMatrixf(mTextureMatrixValues, 0); mGL.glMatrixMode(GL11.GL_MODELVIEW); } private void setTextureCoords(float[] mTextureTransform) { mGL.glMatrixMode(GL11.GL_TEXTURE); mGL.glLoadMatrixf(mTextureTransform, 0); mGL.glMatrixMode(GL11.GL_MODELVIEW); } // unloadTexture and deleteBuffer can be called from the finalizer thread, // so we synchronized on the mUnboundTextures object. @Override public boolean unloadTexture(BasicTexture t) { synchronized (mUnboundTextures) { if (!t.isLoaded()) return false; mUnboundTextures.add(t.mId); return true; } } @Override public void deleteBuffer(int bufferId) { synchronized (mUnboundTextures) { mDeleteBuffers.add(bufferId); } } @Override public void deleteRecycledResources() { synchronized (mUnboundTextures) { IntArray ids = mUnboundTextures; if (ids.size() > 0) { GLId.glDeleteTextures(mGL, ids.size(), ids.getInternalArray(), 0); ids.clear(); } ids = mDeleteBuffers; if (ids.size() > 0) { GLId.glDeleteBuffers(mGL, ids.size(), ids.getInternalArray(), 0); ids.clear(); } } } @Override public void save() { save(SAVE_FLAG_ALL); } @Override public void save(int saveFlags) { ConfigState config = obtainRestoreConfig(); if ((saveFlags & SAVE_FLAG_ALPHA) != 0) { config.mAlpha = mAlpha; } else { config.mAlpha = -1; } if ((saveFlags & SAVE_FLAG_MATRIX) != 0) { System.arraycopy(mMatrixValues, 0, config.mMatrix, 0, 16); } else { config.mMatrix[0] = Float.NEGATIVE_INFINITY; } mRestoreStack.add(config); } @Override public void restore() { if (mRestoreStack.isEmpty()) throw new IllegalStateException(); ConfigState config = mRestoreStack.remove(mRestoreStack.size() - 1); config.restore(this); freeRestoreConfig(config); } private void freeRestoreConfig(ConfigState action) { action.mNextFree = mRecycledRestoreAction; mRecycledRestoreAction = action; } private ConfigState obtainRestoreConfig() { if (mRecycledRestoreAction != null) { ConfigState result = mRecycledRestoreAction; mRecycledRestoreAction = result.mNextFree; return result; } return new ConfigState(); } private static class ConfigState { float mAlpha; float mMatrix[] = new float[16]; ConfigState mNextFree; public void restore(GLCanvasImpl canvas) { if (mAlpha >= 0) canvas.setAlpha(mAlpha); if (mMatrix[0] != Float.NEGATIVE_INFINITY) { System.arraycopy(mMatrix, 0, canvas.mMatrixValues, 0, 16); } } } @Override public void dumpStatisticsAndClear() { String line = String.format( "MESH:%d, TEX_OES:%d, TEX_RECT:%d, FILL_RECT:%d, LINE:%d", mCountDrawMesh, mCountTextureRect, mCountTextureOES, mCountFillRect, mCountDrawLine); mCountDrawMesh = 0; mCountTextureRect = 0; mCountTextureOES = 0; mCountFillRect = 0; mCountDrawLine = 0; Log.d(TAG, line); } private void saveTransform() { System.arraycopy(mMatrixValues, 0, mTempMatrix, 0, 16); } private void restoreTransform() { System.arraycopy(mTempMatrix, 0, mMatrixValues, 0, 16); } private void setRenderTarget(RawTexture texture) { GL11ExtensionPack gl11ep = (GL11ExtensionPack) mGL; if (mTargetTexture == null && texture != null) { GLId.glGenBuffers(1, mFrameBuffer, 0); gl11ep.glBindFramebufferOES( GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFrameBuffer[0]); } if (mTargetTexture != null && texture == null) { gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0); gl11ep.glDeleteFramebuffersOES(1, mFrameBuffer, 0); } mTargetTexture = texture; if (texture == null) { setSize(mScreenWidth, mScreenHeight); } else { setSize(texture.getWidth(), texture.getHeight()); if (!texture.isLoaded()) texture.prepare(this); gl11ep.glFramebufferTexture2DOES( GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL11.GL_TEXTURE_2D, texture.getId(), 0); checkFramebufferStatus(gl11ep); } } @Override public void endRenderTarget() { RawTexture texture = mTargetStack.remove(mTargetStack.size() - 1); setRenderTarget(texture); restore(); // restore matrix and alpha } @Override public void beginRenderTarget(RawTexture texture) { save(); // save matrix and alpha mTargetStack.add(mTargetTexture); setRenderTarget(texture); } private static void checkFramebufferStatus(GL11ExtensionPack gl11ep) { int status = gl11ep.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES); if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES) { String msg = ""; switch (status) { case GL11ExtensionPack.GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES: msg = "FRAMEBUFFER_FORMATS"; break; case GL11ExtensionPack.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES: msg = "FRAMEBUFFER_ATTACHMENT"; break; case GL11ExtensionPack.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES: msg = "FRAMEBUFFER_MISSING_ATTACHMENT"; break; case GL11ExtensionPack.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_OES: msg = "FRAMEBUFFER_DRAW_BUFFER"; break; case GL11ExtensionPack.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_OES: msg = "FRAMEBUFFER_READ_BUFFER"; break; case GL11ExtensionPack.GL_FRAMEBUFFER_UNSUPPORTED_OES: msg = "FRAMEBUFFER_UNSUPPORTED"; break; case GL11ExtensionPack.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES: msg = "FRAMEBUFFER_INCOMPLETE_DIMENSIONS"; break; } throw new RuntimeException(msg + ":" + Integer.toHexString(status)); } } }