Index: skia/gl/SkGLDevice.cpp |
=================================================================== |
--- skia/gl/SkGLDevice.cpp (revision 16859) |
+++ skia/gl/SkGLDevice.cpp (working copy) |
@@ -1,761 +0,0 @@ |
-#include "SkGLDevice.h" |
-#include "SkGL.h" |
-#include "SkDrawProcs.h" |
-#include "SkRegion.h" |
-#include "SkThread.h" |
- |
-static void TRACE_DRAW(const char func[], SkGLDevice* device, |
- const SkDraw& draw) { |
- // SkDebugf("--- <%s> %p %p\n", func, canvas, draw.fDevice); |
-} |
- |
-struct SkGLDrawProcs : public SkDrawProcs { |
-public: |
- void init(const SkRegion* clip, int height) { |
- fCurrQuad = 0; |
- fCurrTexture = 0; |
- fClip = clip; |
- fViewportHeight = height; |
- |
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
- glTexCoordPointer(2, SK_TextGLType, 0, fTexs); |
- glDisableClientState(GL_COLOR_ARRAY); |
- glVertexPointer(2, SK_TextGLType, 0, fVerts); |
- } |
- |
- GLenum texture() const { return fCurrTexture; } |
- |
- void flush() { |
- if (fCurrQuad && fCurrTexture) { |
- this->drawQuads(); |
- } |
- fCurrQuad = 0; |
- } |
- |
- void addQuad(GLuint texture, int x, int y, const SkGlyph& glyph, |
- SkFixed left, SkFixed right, SkFixed bottom) { |
- SkASSERT((size_t)fCurrQuad <= SK_ARRAY_COUNT(fVerts)); |
- |
- if (fCurrTexture != texture || fCurrQuad == SK_ARRAY_COUNT(fVerts)) { |
- if (fCurrQuad && fCurrTexture) { |
- this->drawQuads(); |
- } |
- fCurrQuad = 0; |
- fCurrTexture = texture; |
- } |
- |
- fVerts[fCurrQuad].setIRectFan(x, y, |
- x + glyph.fWidth, y + glyph.fHeight); |
- fTexs[fCurrQuad].setXRectFan(left, 0, right, bottom); |
- fCurrQuad += 4; |
- } |
- |
- void drawQuads(); |
- |
-private: |
- enum { |
- MAX_QUADS = 32 |
- }; |
- |
- SkGLTextVertex fVerts[MAX_QUADS * 4]; |
- SkGLTextVertex fTexs[MAX_QUADS * 4]; |
- |
- // these are initialized in setupForText |
- GLuint fCurrTexture; |
- int fCurrQuad; |
- int fViewportHeight; |
- const SkRegion* fClip; |
-}; |
- |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-SkGLDevice::SkGLDevice(const SkBitmap& bitmap, bool offscreen) |
- : SkDevice(bitmap), fClipIter(bitmap.height()) { |
- fDrawProcs = NULL; |
-} |
- |
-SkGLDevice::~SkGLDevice() { |
- if (fDrawProcs) { |
- SkDELETE(fDrawProcs); |
- } |
-} |
- |
-void SkGLDevice::setMatrixClip(const SkMatrix& matrix, const SkRegion& clip) { |
- this->INHERITED::setMatrixClip(matrix, clip); |
- |
- fGLMatrix.set(matrix); |
- fMatrix = matrix; |
- fClip = clip; |
- fDirty = true; |
-} |
- |
-SkGLDevice::TexOrientation SkGLDevice::bindDeviceAsTexture() { |
- return kNo_TexOrientation; |
-} |
- |
-void SkGLDevice::gainFocus(SkCanvas* canvas) { |
- this->INHERITED::gainFocus(canvas); |
- |
- const int w = this->width(); |
- const int h = this->height(); |
- glViewport(0, 0, w, h); |
- glMatrixMode(GL_PROJECTION); |
- glLoadIdentity(); |
- SkGL::Ortho(0, w, h, 0, -1, 1); |
- glMatrixMode(GL_MODELVIEW); |
- fDirty = true; |
-} |
- |
-SkGLClipIter* SkGLDevice::updateMatrixClip() { |
- bool useIter = false; |
- |
- // first handle the clip |
- if (fDirty || !fClip.isRect()) { |
- fClipIter.reset(fClip); |
- useIter = true; |
- } else if (fDirty) { |
- // no iter means caller is not respecting complex clips :( |
- SkGL::Scissor(fClip.getBounds(), this->height()); |
- } |
- // else we're just a rect, and we've already call scissor |
- |
- // now handle the matrix |
- if (fDirty) { |
- MAKE_GL(glLoadMatrix)(fGLMatrix.fMat); |
-#if 0 |
- SkDebugf("--- gldevice update matrix %p %p\n", this, fFBO); |
- for (int y = 0; y < 4; y++) { |
- SkDebugf(" [ "); |
- for (int x = 0; x < 4; x++) { |
- SkDebugf("%g ", fGLMatrix.fMat[y*4 + x]); |
- } |
- SkDebugf("]\n"); |
- } |
-#endif |
- fDirty = false; |
- } |
- |
- return useIter ? &fClipIter : NULL; |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-// must be in the same order as SkXfermode::Coeff in SkXfermode.h |
-SkGLDevice::AutoPaintShader::AutoPaintShader(SkGLDevice* device, |
- const SkPaint& paint) { |
- fDevice = device; |
- fTexCache = device->setupGLPaintShader(paint); |
-} |
- |
-SkGLDevice::AutoPaintShader::~AutoPaintShader() { |
- if (fTexCache) { |
- SkGLDevice::UnlockTexCache(fTexCache); |
- } |
-} |
- |
-SkGLDevice::TexCache* SkGLDevice::setupGLPaintShader(const SkPaint& paint) { |
- SkGL::SetPaint(paint); |
- |
- SkShader* shader = paint.getShader(); |
- if (NULL == shader) { |
- return NULL; |
- } |
- |
- if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) { |
- return NULL; |
- } |
- |
- SkBitmap bitmap; |
- SkMatrix matrix; |
- SkShader::TileMode tileModes[2]; |
- if (!shader->asABitmap(&bitmap, &matrix, tileModes)) { |
- return NULL; |
- } |
- |
- bitmap.lockPixels(); |
- if (!bitmap.readyToDraw()) { |
- return NULL; |
- } |
- |
- // see if we've already cached the bitmap from the shader |
- SkPoint max; |
- GLuint name; |
- TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max); |
- // the lock has already called glBindTexture for us |
- SkGL::SetTexParams(paint.isFilterBitmap(), tileModes[0], tileModes[1]); |
- |
- // since our texture coords will be in local space, we wack the texture |
- // matrix to map them back into 0...1 before we load it |
- SkMatrix localM; |
- if (shader->getLocalMatrix(&localM)) { |
- SkMatrix inverse; |
- if (localM.invert(&inverse)) { |
- matrix.preConcat(inverse); |
- } |
- } |
- |
- matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); |
- glMatrixMode(GL_TEXTURE); |
- SkGL::LoadMatrix(matrix); |
- glMatrixMode(GL_MODELVIEW); |
- |
- // since we're going to use a shader/texture, we don't want the color, |
- // just its alpha |
- SkGL::SetAlpha(paint.getAlpha()); |
- // report that we have setup the texture |
- return cache; |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////// |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-void SkGLDevice::drawPaint(const SkDraw& draw, const SkPaint& paint) { |
- TRACE_DRAW("coreDrawPaint", this, draw); |
- |
- AutoPaintShader shader(this, paint); |
- SkGLVertex vertex[4]; |
- const SkGLVertex* texs = shader.useTex() ? vertex : NULL; |
- |
- // set vert to be big enough to fill the space, but not super-huge, to we |
- // don't overflow fixed-point implementations |
- { |
- SkRect r; |
- r.set(this->clip().getBounds()); |
- SkMatrix inverse; |
- if (draw.fMatrix->invert(&inverse)) { |
- inverse.mapRect(&r); |
- } |
- vertex->setRectFan(r); |
- } |
- |
- SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, |
- this->updateMatrixClip()); |
-} |
- |
-static const GLenum gPointMode2GL[] = { |
- GL_POINTS, |
- GL_LINES, |
- GL_LINE_STRIP |
-}; |
- |
-void SkGLDevice::drawPoints(const SkDraw& draw, SkCanvas::PointMode mode, |
- size_t count, const SkPoint pts[], const SkPaint& paint) { |
- TRACE_DRAW("coreDrawPoints", this, draw); |
- |
- SkScalar width = paint.getStrokeWidth(); |
- if (width < 0) { |
- return; |
- } |
- |
- /* We should really only use drawverts for hairlines, since gl and skia |
- treat the thickness differently... |
- */ |
- |
- AutoPaintShader shader(this, paint); |
- |
- if (width <= 0) { |
- width = SK_Scalar1; |
- } |
- |
- if (SkCanvas::kPoints_PointMode == mode) { |
- glPointSize(SkScalarToFloat(width)); |
- } else { |
- glLineWidth(SkScalarToFloat(width)); |
- } |
- |
- const SkGLVertex* verts; |
- |
-#if GLSCALAR_IS_SCALAR |
- verts = (const SkGLVertex*)pts; |
-#else |
- SkAutoSTMalloc<32, SkGLVertex> storage(count); |
- SkGLVertex* v = storage.get(); |
- |
- v->setPoints(pts, count); |
- verts = v; |
-#endif |
- |
- const SkGLVertex* texs = shader.useTex() ? verts : NULL; |
- |
- SkGL::DrawVertices(count, gPointMode2GL[mode], verts, texs, NULL, NULL, |
- this->updateMatrixClip()); |
-} |
- |
-void SkGLDevice::drawRect(const SkDraw& draw, const SkRect& rect, |
- const SkPaint& paint) { |
- TRACE_DRAW("coreDrawRect", this, draw); |
- |
- if (paint.getStyle() == SkPaint::kStroke_Style) { |
- return; |
- } |
- |
- if (paint.getStrokeJoin() != SkPaint::kMiter_Join) { |
- SkPath path; |
- path.addRect(rect); |
- this->drawPath(draw, path, paint); |
- return; |
- } |
- |
- AutoPaintShader shader(this, paint); |
- |
- SkGLVertex vertex[4]; |
- vertex->setRectFan(rect); |
- const SkGLVertex* texs = shader.useTex() ? vertex : NULL; |
- |
- SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, |
- this->updateMatrixClip()); |
-} |
- |
-void SkGLDevice::drawPath(const SkDraw& draw, const SkPath& path, |
- const SkPaint& paint) { |
- TRACE_DRAW("coreDrawPath", this, draw); |
- if (paint.getStyle() == SkPaint::kStroke_Style) { |
- return; |
- } |
- |
- AutoPaintShader shader(this, paint); |
- |
- SkGL::FillPath(path, paint, shader.useTex(), this->updateMatrixClip()); |
-} |
- |
-void SkGLDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap, |
- const SkMatrix& m, const SkPaint& paint) { |
- TRACE_DRAW("coreDrawBitmap", this, draw); |
- |
- SkAutoLockPixels alp(bitmap); |
- if (!bitmap.readyToDraw()) { |
- return; |
- } |
- |
- SkGLClipIter* iter = this->updateMatrixClip(); |
- |
- SkPoint max; |
- GLenum name; |
- SkAutoLockTexCache(bitmap, &name, &max); |
- // the lock has already called glBindTexture for us |
- SkGL::SetTexParamsClamp(paint.isFilterBitmap()); |
- |
- glMatrixMode(GL_TEXTURE); |
- glLoadIdentity(); |
- glMatrixMode(GL_MODELVIEW); |
- glPushMatrix(); |
- SkGL::MultMatrix(m); |
- |
- SkGLVertex pts[4], tex[4]; |
- |
- pts->setIRectFan(0, 0, bitmap.width(), bitmap.height()); |
- tex->setRectFan(0, 0, max.fX, max.fY); |
- |
- // now draw the mesh |
- SkGL::SetPaintAlpha(paint); |
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
- |
- SkGL::DrawVertices(4, GL_TRIANGLE_FAN, pts, tex, NULL, NULL, iter); |
- |
- glPopMatrix(); |
-} |
- |
-// move this guy into SkGL, so we can call it from SkGLDevice |
-static void gl_drawSprite(int x, int y, int w, int h, const SkPoint& max, |
- const SkPaint& paint, SkGLClipIter* iter) { |
- SkGL::SetTexParamsClamp(false); |
- |
- glMatrixMode(GL_TEXTURE); |
- glLoadIdentity(); |
- glMatrixMode(GL_MODELVIEW); |
- glPushMatrix(); |
- glLoadIdentity(); |
- |
- SkGLVertex pts[4], tex[4]; |
- |
- // if h < 0, then the texture is bottom-to-top, but since our projection |
- // matrix always inverts Y, we have to re-invert our texture coord here |
- if (h < 0) { |
- h = -h; |
- tex->setRectFan(0, max.fY, max.fX, 0); |
- } else { |
- tex->setRectFan(0, 0, max.fX, max.fY); |
- } |
- pts->setIRectFan(x, y, x + w, y + h); |
- |
- SkGL::SetPaintAlpha(paint); |
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
- |
- // should look to use glDrawTexi() has we do for text... |
- SkGL::DrawVertices(4, GL_TRIANGLE_FAN, pts, tex, NULL, NULL, iter); |
- |
- glPopMatrix(); |
-} |
- |
-void SkGLDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap, |
- int left, int top, const SkPaint& paint) { |
- TRACE_DRAW("coreDrawSprite", this, draw); |
- |
- SkAutoLockPixels alp(bitmap); |
- if (!bitmap.readyToDraw()) { |
- return; |
- } |
- |
- SkGLClipIter* iter = this->updateMatrixClip(); |
- |
- SkPoint max; |
- GLuint name; |
- SkAutoLockTexCache(bitmap, &name, &max); |
- |
- gl_drawSprite(left, top, bitmap.width(), bitmap.height(), max, paint, iter); |
-} |
- |
-void SkGLDevice::drawDevice(const SkDraw& draw, SkDevice* dev, |
- int x, int y, const SkPaint& paint) { |
- TRACE_DRAW("coreDrawDevice", this, draw); |
- |
- SkGLDevice::TexOrientation to = ((SkGLDevice*)dev)->bindDeviceAsTexture(); |
- if (SkGLDevice::kNo_TexOrientation != to) { |
- SkGLClipIter* iter = this->updateMatrixClip(); |
- |
- const SkBitmap& bm = dev->accessBitmap(false); |
- int w = bm.width(); |
- int h = bm.height(); |
- SkPoint max; |
- |
- max.set(SkFixedToScalar(w << (16 - SkNextLog2(bm.rowBytesAsPixels()))), |
- SkFixedToScalar(h << (16 - SkNextLog2(h)))); |
- |
- if (SkGLDevice::kBottomToTop_TexOrientation == to) { |
- h = -h; |
- } |
- gl_drawSprite(x, y, w, h, max, paint, iter); |
- } |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-static const GLenum gVertexModeToGL[] = { |
- GL_TRIANGLES, // kTriangles_VertexMode, |
- GL_TRIANGLE_STRIP, // kTriangleStrip_VertexMode, |
- GL_TRIANGLE_FAN // kTriangleFan_VertexMode |
-}; |
- |
-#include "SkShader.h" |
- |
-void SkGLDevice::drawVertices(const SkDraw& draw, SkCanvas::VertexMode vmode, |
- int vertexCount, const SkPoint vertices[], |
- const SkPoint texs[], const SkColor colors[], |
- SkXfermode* xmode, |
- const uint16_t indices[], int indexCount, |
- const SkPaint& paint) { |
- |
- if (false) { |
- SkRect bounds; |
- SkIRect ibounds; |
- |
- bounds.set(vertices, vertexCount); |
- bounds.round(&ibounds); |
- |
- SkDebugf("---- drawverts: %d pts, texs=%d colors=%d indices=%d bounds [%d %d]\n", |
- vertexCount, texs!=0, colors!=0, indexCount, ibounds.width(), ibounds.height()); |
- } |
- |
- SkGLClipIter* iter = this->updateMatrixClip(); |
- |
- SkGL::SetPaint(paint); |
- |
- const SkGLVertex* glVerts; |
- const SkGLVertex* glTexs = NULL; |
- |
-#if GLSCALAR_IS_SCALAR |
- glVerts = (const SkGLVertex*)vertices; |
-#else |
- SkAutoSTMalloc<32, SkGLVertex> storage(vertexCount); |
- storage.get()->setPoints(vertices, vertexCount); |
- glVerts = storage.get(); |
-#endif |
- |
- uint8_t* colorArray = NULL; |
- if (colors) { |
- colorArray = (uint8_t*)sk_malloc_throw(vertexCount*4); |
- SkGL::SetRGBA(colorArray, colors, vertexCount); |
- } |
- SkAutoFree afca(colorArray); |
- |
- SkGLVertex* texArray = NULL; |
- TexCache* cache = NULL; |
- |
- if (texs && paint.getShader()) { |
- SkShader* shader = paint.getShader(); |
- |
- // if (!shader->setContext(this->accessBitmap(), paint, *draw.fMatrix)) { |
- if (!shader->setContext(*draw.fBitmap, paint, *draw.fMatrix)) { |
- goto DONE; |
- } |
- |
- SkBitmap bitmap; |
- SkMatrix matrix; |
- SkShader::TileMode tileModes[2]; |
- if (shader->asABitmap(&bitmap, &matrix, tileModes)) { |
- SkPoint max; |
- GLuint name; |
- cache = SkGLDevice::LockTexCache(bitmap, &name, &max); |
- if (NULL == cache) { |
- return; |
- } |
- |
- matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); |
- glMatrixMode(GL_TEXTURE); |
- SkGL::LoadMatrix(matrix); |
- glMatrixMode(GL_MODELVIEW); |
- |
-#if GLSCALAR_IS_SCALAR |
- glTexs = (const SkGLVertex*)texs; |
-#else |
- texArray = (SkGLVertex*)sk_malloc_throw(vertexCount * sizeof(SkGLVertex)); |
- texArray->setPoints(texs, vertexCount); |
- glTexs = texArray; |
-#endif |
- |
- SkGL::SetPaintAlpha(paint); |
- SkGL::SetTexParams(paint.isFilterBitmap(), |
- tileModes[0], tileModes[1]); |
- } |
- } |
-DONE: |
- SkAutoFree aftex(texArray); |
- |
- SkGL::DrawVertices(indices ? indexCount : vertexCount, |
- gVertexModeToGL[vmode], |
- glVerts, glTexs, colorArray, indices, iter); |
- |
- if (cache) { |
- SkGLDevice::UnlockTexCache(cache); |
- } |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-#include "SkGlyphCache.h" |
-#include "SkGLTextCache.h" |
- |
-void SkGLDevice::GlyphCacheAuxProc(void* data) { |
- SkDebugf("-------------- delete text texture cache\n"); |
- SkDELETE((SkGLTextCache*)data); |
-} |
- |
-#ifdef SK_SCALAR_IS_FIXED |
-#define SkDiv16ToScalar(numer, denom) (SkIntToFixed(numer) / (denom)) |
-#else |
-#define SkDiv16ToScalar(numer, denom) SkScalarDiv(numer, denom) |
-#endif |
- |
-// stolen from SkDraw.cpp - D1G_NoBounder_RectClip |
-static void SkGL_Draw1Glyph(const SkDraw1Glyph& state, const SkGlyph& glyph, |
- int x, int y) { |
- SkASSERT(glyph.fWidth > 0 && glyph.fHeight > 0); |
- |
- SkGLDrawProcs* procs = (SkGLDrawProcs*)state.fDraw->fProcs; |
- |
- x += glyph.fLeft; |
- y += glyph.fTop; |
- |
- // check if we're clipped out (nothing to draw) |
- SkIRect bounds; |
- bounds.set(x, y, x + glyph.fWidth, y + glyph.fHeight); |
- if (!SkIRect::Intersects(state.fClip->getBounds(), bounds)) { |
- return; |
- } |
- |
- // now dig up our texture cache |
- |
- SkGlyphCache* gcache = state.fCache; |
- void* auxData; |
- SkGLTextCache* textCache = NULL; |
- |
- if (gcache->getAuxProcData(SkGLDevice::GlyphCacheAuxProc, &auxData)) { |
- textCache = (SkGLTextCache*)auxData; |
- } |
- if (NULL == textCache) { |
- // need to create one |
- textCache = SkNEW(SkGLTextCache); |
- gcache->setAuxProc(SkGLDevice::GlyphCacheAuxProc, textCache); |
- } |
- |
- int offset; |
- SkGLTextCache::Strike* strike = textCache->findGlyph(glyph, &offset); |
- if (NULL == strike) { |
- // make sure the glyph has an image |
- uint8_t* aa = (uint8_t*)glyph.fImage; |
- if (NULL == aa) { |
- aa = (uint8_t*)gcache->findImage(glyph); |
- if (NULL == aa) { |
- return; // can't rasterize glyph |
- } |
- } |
- strike = textCache->addGlyphAndBind(glyph, aa, &offset); |
- if (NULL == strike) { |
- // too big to cache, need to draw as is... |
- return; |
- } |
- } |
- |
- const int shiftW = strike->widthShift(); |
- const int shiftH = strike->heightShift(); |
- |
- SkFixed left = offset << (16 - shiftW); |
- SkFixed right = (offset + glyph.fWidth) << (16 - shiftW); |
- SkFixed bottom = glyph.fHeight << (16 - shiftH); |
- |
- procs->addQuad(strike->texture(), x, y, glyph, left, right, bottom); |
-} |
- |
-#if 1 |
-// matches the orientation used in SkGL::setRectFan. Too bad we can't rely on |
-// QUADS in android's GL |
-static const uint8_t gQuadIndices[] = { |
- 0, 1, 2, 0, 2, 3, |
- 4, 5, 6, 4, 6, 7, |
- 8, 9, 10, 8, 10, 11, |
- 12, 13, 14, 12, 14, 15, |
- 16, 17, 18, 16, 18, 19, |
- 20, 21, 22, 20, 22, 23, |
- 24, 25, 26, 24, 26, 27, |
- 28, 29, 30, 28, 30, 31, |
- 32, 33, 34, 32, 34, 35, |
- 36, 37, 38, 36, 38, 39, |
- 40, 41, 42, 40, 42, 43, |
- 44, 45, 46, 44, 46, 47, |
- 48, 49, 50, 48, 50, 51, |
- 52, 53, 54, 52, 54, 55, |
- 56, 57, 58, 56, 58, 59, |
- 60, 61, 62, 60, 62, 63, |
- 64, 65, 66, 64, 66, 67, |
- 68, 69, 70, 68, 70, 71, |
- 72, 73, 74, 72, 74, 75, |
- 76, 77, 78, 76, 78, 79, |
- 80, 81, 82, 80, 82, 83, |
- 84, 85, 86, 84, 86, 87, |
- 88, 89, 90, 88, 90, 91, |
- 92, 93, 94, 92, 94, 95, |
- 96, 97, 98, 96, 98, 99, |
- 100, 101, 102, 100, 102, 103, |
- 104, 105, 106, 104, 106, 107, |
- 108, 109, 110, 108, 110, 111, |
- 112, 113, 114, 112, 114, 115, |
- 116, 117, 118, 116, 118, 119, |
- 120, 121, 122, 120, 122, 123, |
- 124, 125, 126, 124, 126, 127 |
-}; |
-#else |
-static void generateQuadIndices(int n) { |
- int index = 0; |
- for (int i = 0; i < n; i++) { |
- SkDebugf(" %3d, %3d, %3d, %3d, %3d, %3d,\n", |
- index, index + 1, index + 2, index, index + 2, index + 3); |
- index += 4; |
- } |
-} |
-#endif |
- |
-void SkGLDrawProcs::drawQuads() { |
- SkASSERT(SK_ARRAY_COUNT(gQuadIndices) == MAX_QUADS * 6); |
- |
- glBindTexture(GL_TEXTURE_2D, fCurrTexture); |
- |
-#if 0 |
- static bool gOnce; |
- if (!gOnce) { |
- generateQuadIndices(MAX_QUADS); |
- gOnce = true; |
- } |
-#endif |
- |
- // convert from quad vertex count to triangle vertex count |
- // 6/4 * n == n + (n >> 1) since n is always a multiple of 4 |
- SkASSERT((fCurrQuad & 3) == 0); |
- int count = fCurrQuad + (fCurrQuad >> 1); |
- |
- if (fClip->isComplex()) { |
- SkGLClipIter iter(fViewportHeight); |
- iter.reset(*fClip); |
- while (!iter.done()) { |
- iter.scissor(); |
- glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, gQuadIndices); |
- iter.next(); |
- } |
- } else { |
- glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_BYTE, gQuadIndices); |
- } |
-} |
- |
-void SkGLDevice::setupForText(SkDraw* draw, const SkPaint& paint) { |
- // we handle complex clips in the SkDraw common code, so we don't check |
- // for it here |
- this->updateMatrixClip(); |
- |
- SkGL::SetPaint(paint, false); |
- |
- glMatrixMode(GL_TEXTURE); |
- glLoadIdentity(); |
- |
- glMatrixMode(GL_MODELVIEW); |
- glPushMatrix(); |
- glLoadIdentity(); |
- |
- // deferred allocation |
- if (NULL == fDrawProcs) { |
- fDrawProcs = SkNEW(SkGLDrawProcs); |
- fDrawProcs->fD1GProc = SkGL_Draw1Glyph; |
- } |
- |
- // init our (and GL's) state |
- fDrawProcs->init(draw->fClip, this->height()); |
- // assign to the caller's SkDraw |
- draw->fProcs = fDrawProcs; |
- |
- glEnable(GL_TEXTURE_2D); |
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
- glShadeModel(GL_FLAT); |
-} |
- |
-void SkGLDevice::drawText(const SkDraw& draw, const void* text, |
- size_t byteLength, SkScalar x, SkScalar y, |
- const SkPaint& paint) { |
- /* Currently, perspective text is draw via paths, invoked directly by |
- SkDraw. This can't work for us, since the bitmap that our draw points |
- to has no pixels, so we just abort if we're in perspective. |
- |
- Better fix would be to... |
- - have a callback inside draw to handle path drawing |
- - option to have draw call the font cache, which we could patch (?) |
- */ |
- if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) { |
- return; |
- } |
- |
- SkDraw myDraw(draw); |
- this->setupForText(&myDraw, paint); |
- this->INHERITED::drawText(myDraw, text, byteLength, x, y, paint); |
- fDrawProcs->flush(); |
- glPopMatrix(); // GL_MODELVIEW |
-} |
- |
-void SkGLDevice::drawPosText(const SkDraw& draw, const void* text, |
- size_t byteLength, const SkScalar pos[], |
- SkScalar constY, int scalarsPerPos, |
- const SkPaint& paint) { |
- if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) { |
- return; |
- } |
- |
- SkDraw myDraw(draw); |
- this->setupForText(&myDraw, paint); |
- this->INHERITED::drawPosText(myDraw, text, byteLength, pos, constY, |
- scalarsPerPos, paint); |
- fDrawProcs->flush(); |
- glPopMatrix(); // GL_MODELVIEW |
-} |
- |
-void SkGLDevice::drawTextOnPath(const SkDraw& draw, const void* text, |
- size_t byteLength, const SkPath& path, |
- const SkMatrix* m, const SkPaint& paint) { |
- // not supported yet |
-} |
- |