gecko-dev/mobile/android/base/gfx/NinePatchTileLayer.java
Jeff Muizelaar 0a898ad609 Bug 743247. Ensure we don't have an array buffer bound when drawing. r=bas
Our C++ code was binding a buffer and leaving it bound. This
avoids that problem by making sure we unbind it before
calling VertexPointerAttrib.

--HG--
extra : rebase_source : ec39fcf4a6a74c2f96765752b0ffb6e38b44f5de
2012-04-27 21:08:30 -04:00

168 lines
7.5 KiB
Java

/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Android code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009-2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Patrick Walton <pcwalton@mozilla.com>
* Arkady Blyakher <rkadyb@mit.edu>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
package org.mozilla.gecko.gfx;
import org.mozilla.gecko.gfx.FloatSize;
import android.graphics.PointF;
import android.graphics.RectF;
import android.util.Log;
import javax.microedition.khronos.opengles.GL10;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
/**
* 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, TileLayer.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 |
* +---+---+---+
*/
FloatSize size = context.pageSize;
float width = size.width, height = size.height;
drawPatch(context, 0, PATCH_SIZE * 3, /* 0 */
0.0f, 0.0f, PATCH_SIZE, PATCH_SIZE);
drawPatch(context, PATCH_SIZE, PATCH_SIZE*3, /* 1 */
PATCH_SIZE, 0.0f, width, PATCH_SIZE);
drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE*3, /* 2 */
PATCH_SIZE + width, 0.0f, PATCH_SIZE, PATCH_SIZE);
drawPatch(context, 0, PATCH_SIZE * 2, /* 3 */
0.0f, PATCH_SIZE, PATCH_SIZE, height);
drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE * 2, /* 4 */
PATCH_SIZE + width, PATCH_SIZE, PATCH_SIZE, height);
drawPatch(context, 0, PATCH_SIZE, /* 5 */
0.0f, PATCH_SIZE + height, PATCH_SIZE, PATCH_SIZE);
drawPatch(context, PATCH_SIZE, PATCH_SIZE, /* 6 */
PATCH_SIZE, PATCH_SIZE + height, width, PATCH_SIZE);
drawPatch(context, PATCH_SIZE * 2, PATCH_SIZE, /* 7 */
PATCH_SIZE + width, PATCH_SIZE + height, 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 - PATCH_SIZE;
float drawY = viewportHeight - (tileY + tileHeight - viewport.top - PATCH_SIZE);
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);
}
}