mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-11-12 14:37:50 +00:00
7be981c23e
Moves the inversion into the vertex shader. No point in doing this operation per-pixel when we can do it per-vertex.
448 lines
18 KiB
Java
448 lines
18 KiB
Java
/* -*- Mode: Java; c-basic-offset: 4; tab-width: 20; indent-tabs-mode: nil; -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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package org.mozilla.gecko.gfx;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.Paint;
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import android.graphics.PointF;
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import android.graphics.PorterDuff;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.opengl.GLES20;
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import android.util.Log;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import org.mozilla.gecko.FloatUtils;
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import org.mozilla.gecko.GeckoAppShell;
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/**
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* Draws a small rect. This is scaled to become a scrollbar.
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*/
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public class ScrollbarLayer extends TileLayer {
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public static final long FADE_DELAY = 500; // milliseconds before fade-out starts
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private static final float FADE_AMOUNT = 0.03f; // how much (as a percent) the scrollbar should fade per frame
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private static final int PADDING = 1; // gap between scrollbar and edge of viewport
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private static final int BAR_SIZE = 6;
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private static final int CAP_RADIUS = (BAR_SIZE / 2);
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private final boolean mVertical;
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private final Bitmap mBitmap;
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private final Canvas mCanvas;
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private float mOpacity;
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private LayerRenderer mRenderer;
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private int mProgram;
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private int mPositionHandle;
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private int mTextureHandle;
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private int mSampleHandle;
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private int mTMatrixHandle;
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private int mOpacityHandle;
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// Fragment shader used to draw the scroll-bar with opacity
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private static final String FRAGMENT_SHADER =
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"precision mediump float;\n" +
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"varying vec2 vTexCoord;\n" +
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"uniform sampler2D sTexture;\n" +
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"uniform float uOpacity;\n" +
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"void main() {\n" +
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" gl_FragColor = texture2D(sTexture, vTexCoord);\n" +
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" gl_FragColor.a *= uOpacity;\n" +
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"}\n";
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// Dimensions of the texture image
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private static final float TEX_HEIGHT = 8.0f;
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private static final float TEX_WIDTH = 8.0f;
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// Texture coordinates for the scrollbar's body
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// We take a 1x1 pixel from the center of the image and scale it to become the bar
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private static final float[] BODY_TEX_COORDS = {
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// x, y
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CAP_RADIUS/TEX_WIDTH, CAP_RADIUS/TEX_HEIGHT,
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CAP_RADIUS/TEX_WIDTH, (CAP_RADIUS+1)/TEX_HEIGHT,
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(CAP_RADIUS+1)/TEX_WIDTH, CAP_RADIUS/TEX_HEIGHT,
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(CAP_RADIUS+1)/TEX_WIDTH, (CAP_RADIUS+1)/TEX_HEIGHT
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};
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// Texture coordinates for the top cap of the scrollbar
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private static final float[] TOP_CAP_TEX_COORDS = {
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// x, y
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0 , 1.0f - CAP_RADIUS/TEX_HEIGHT,
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0 , 1.0f,
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BAR_SIZE/TEX_WIDTH, 1.0f - CAP_RADIUS/TEX_HEIGHT,
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BAR_SIZE/TEX_WIDTH, 1.0f
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};
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// Texture coordinates for the bottom cap of the scrollbar
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private static final float[] BOT_CAP_TEX_COORDS = {
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// x, y
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0 , 1.0f - BAR_SIZE/TEX_HEIGHT,
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0 , 1.0f - CAP_RADIUS/TEX_HEIGHT,
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BAR_SIZE/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
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BAR_SIZE/TEX_WIDTH, 1.0f - CAP_RADIUS/TEX_HEIGHT
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};
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// Texture coordinates for the left cap of the scrollbar
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private static final float[] LEFT_CAP_TEX_COORDS = {
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// x, y
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0 , 1.0f - BAR_SIZE/TEX_HEIGHT,
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0 , 1.0f,
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CAP_RADIUS/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
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CAP_RADIUS/TEX_WIDTH, 1.0f
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};
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// Texture coordinates for the right cap of the scrollbar
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private static final float[] RIGHT_CAP_TEX_COORDS = {
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// x, y
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CAP_RADIUS/TEX_WIDTH, 1.0f - BAR_SIZE/TEX_HEIGHT,
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CAP_RADIUS/TEX_WIDTH, 1.0f,
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BAR_SIZE/TEX_WIDTH , 1.0f - BAR_SIZE/TEX_HEIGHT,
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BAR_SIZE/TEX_WIDTH , 1.0f
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};
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private ScrollbarLayer(LayerRenderer renderer, CairoImage image, boolean vertical, ByteBuffer buffer) {
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super(image, TileLayer.PaintMode.NORMAL);
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mVertical = vertical;
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mRenderer = renderer;
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IntSize size = image.getSize();
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mBitmap = Bitmap.createBitmap(size.width, size.height, Bitmap.Config.ARGB_8888);
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mCanvas = new Canvas(mBitmap);
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// Paint a spot to use as the scroll indicator
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Paint foregroundPaint = new Paint();
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foregroundPaint.setAntiAlias(true);
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foregroundPaint.setStyle(Paint.Style.FILL);
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foregroundPaint.setColor(Color.argb(127, 0, 0, 0));
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mCanvas.drawColor(Color.argb(0, 0, 0, 0), PorterDuff.Mode.CLEAR);
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mCanvas.drawCircle(CAP_RADIUS, CAP_RADIUS, CAP_RADIUS, foregroundPaint);
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mBitmap.copyPixelsToBuffer(buffer.asIntBuffer());
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}
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public static ScrollbarLayer create(LayerRenderer renderer, boolean vertical) {
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// just create an empty image for now, it will get drawn
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// on demand anyway
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int imageSize = IntSize.nextPowerOfTwo(BAR_SIZE);
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ByteBuffer buffer = GeckoAppShell.allocateDirectBuffer(imageSize * imageSize * 4);
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CairoImage image = new BufferedCairoImage(buffer, imageSize, imageSize,
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CairoImage.FORMAT_ARGB32);
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return new ScrollbarLayer(renderer, image, vertical, buffer);
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}
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private void createProgram() {
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int vertexShader = LayerRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
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LayerRenderer.DEFAULT_VERTEX_SHADER);
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int fragmentShader = LayerRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
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FRAGMENT_SHADER);
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mProgram = GLES20.glCreateProgram();
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GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
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GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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GLES20.glLinkProgram(mProgram); // creates OpenGL program executables
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// Get handles to the shaders' vPosition, aTexCoord, sTexture, and uTMatrix members.
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mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
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mTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoord");
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mSampleHandle = GLES20.glGetUniformLocation(mProgram, "sTexture");
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mTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uTMatrix");
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mOpacityHandle = GLES20.glGetUniformLocation(mProgram, "uOpacity");
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}
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private void activateProgram() {
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// Add the program to the OpenGL environment
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GLES20.glUseProgram(mProgram);
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// Set the transformation matrix
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GLES20.glUniformMatrix4fv(mTMatrixHandle, 1, false,
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LayerRenderer.DEFAULT_TEXTURE_MATRIX, 0);
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// Enable the arrays from which we get the vertex and texture coordinates
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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GLES20.glEnableVertexAttribArray(mTextureHandle);
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GLES20.glUniform1i(mSampleHandle, 0);
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GLES20.glUniform1f(mOpacityHandle, mOpacity);
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}
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private void deactivateProgram() {
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GLES20.glDisableVertexAttribArray(mTextureHandle);
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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GLES20.glUseProgram(0);
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}
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/**
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* Decrease the opacity of the scrollbar by one frame's worth.
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* Return true if the opacity was decreased, or false if the scrollbars
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* are already fully faded out.
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*/
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public boolean fade() {
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if (FloatUtils.fuzzyEquals(mOpacity, 0.0f)) {
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return false;
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}
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beginTransaction(); // called on compositor thread
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mOpacity = Math.max(mOpacity - FADE_AMOUNT, 0.0f);
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endTransaction();
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return true;
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}
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/**
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* Restore the opacity of the scrollbar to fully opaque.
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* Return true if the opacity was changed, or false if the scrollbars
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* are already fully opaque.
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*/
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public boolean unfade() {
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if (FloatUtils.fuzzyEquals(mOpacity, 1.0f)) {
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return false;
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}
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beginTransaction(); // called on compositor thread
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mOpacity = 1.0f;
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endTransaction();
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return true;
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}
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@Override
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public void draw(RenderContext context) {
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if (!initialized())
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return;
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// Create the shader program, if necessary
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if (mProgram == 0) {
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createProgram();
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}
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// Enable the shader program
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mRenderer.deactivateDefaultProgram();
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activateProgram();
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GLES20.glEnable(GLES20.GL_BLEND);
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GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
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Rect rect = RectUtils.round(mVertical
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? getVerticalRect(context)
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: getHorizontalRect(context));
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, getTextureID());
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float viewWidth = context.viewport.width();
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float viewHeight = context.viewport.height();
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float top = viewHeight - rect.top;
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float bot = viewHeight - rect.bottom;
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// Coordinates for the scrollbar's body combined with the texture coordinates
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float[] bodyCoords = {
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// x, y, z, texture_x, texture_y
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rect.left/viewWidth, bot/viewHeight, 0,
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BODY_TEX_COORDS[0], BODY_TEX_COORDS[1],
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rect.left/viewWidth, (bot+rect.height())/viewHeight, 0,
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BODY_TEX_COORDS[2], BODY_TEX_COORDS[3],
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(rect.left+rect.width())/viewWidth, bot/viewHeight, 0,
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BODY_TEX_COORDS[4], BODY_TEX_COORDS[5],
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(rect.left+rect.width())/viewWidth, (bot+rect.height())/viewHeight, 0,
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BODY_TEX_COORDS[6], BODY_TEX_COORDS[7]
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};
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// Get the buffer and handles from the context
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FloatBuffer coordBuffer = context.coordBuffer;
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int positionHandle = mPositionHandle;
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int textureHandle = mTextureHandle;
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// Make sure we are at position zero in the buffer in case other draw methods did not
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// clean up after themselves
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coordBuffer.position(0);
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coordBuffer.put(bodyCoords);
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// Unbind any the current array buffer so we can use client side buffers
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture coordinates.
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coordBuffer.position(0);
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if (mVertical) {
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// top endcap
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float[] topCap = {
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// x, y, z, texture_x, texture_y
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rect.left/viewWidth, top/viewHeight, 0,
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TOP_CAP_TEX_COORDS[0], TOP_CAP_TEX_COORDS[1],
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rect.left/viewWidth, (top+CAP_RADIUS)/viewHeight, 0,
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TOP_CAP_TEX_COORDS[2], TOP_CAP_TEX_COORDS[3],
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(rect.left+BAR_SIZE)/viewWidth, top/viewHeight, 0,
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TOP_CAP_TEX_COORDS[4], TOP_CAP_TEX_COORDS[5],
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(rect.left+BAR_SIZE)/viewWidth, (top+CAP_RADIUS)/viewHeight, 0,
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TOP_CAP_TEX_COORDS[6], TOP_CAP_TEX_COORDS[7]
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};
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coordBuffer.put(topCap);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture
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// coordinates.
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coordBuffer.position(0);
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// bottom endcap
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float[] botCap = {
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// x, y, z, texture_x, texture_y
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rect.left/viewWidth, (bot-CAP_RADIUS)/viewHeight, 0,
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BOT_CAP_TEX_COORDS[0], BOT_CAP_TEX_COORDS[1],
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rect.left/viewWidth, (bot)/viewHeight, 0,
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BOT_CAP_TEX_COORDS[2], BOT_CAP_TEX_COORDS[3],
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(rect.left+BAR_SIZE)/viewWidth, (bot-CAP_RADIUS)/viewHeight, 0,
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BOT_CAP_TEX_COORDS[4], BOT_CAP_TEX_COORDS[5],
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(rect.left+BAR_SIZE)/viewWidth, (bot)/viewHeight, 0,
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BOT_CAP_TEX_COORDS[6], BOT_CAP_TEX_COORDS[7]
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};
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coordBuffer.put(botCap);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture
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// coordinates.
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coordBuffer.position(0);
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} else {
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// left endcap
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float[] leftCap = {
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// x, y, z, texture_x, texture_y
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(rect.left-CAP_RADIUS)/viewWidth, bot/viewHeight, 0,
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LEFT_CAP_TEX_COORDS[0], LEFT_CAP_TEX_COORDS[1],
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(rect.left-CAP_RADIUS)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
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LEFT_CAP_TEX_COORDS[2], LEFT_CAP_TEX_COORDS[3],
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(rect.left)/viewWidth, bot/viewHeight, 0, LEFT_CAP_TEX_COORDS[4],
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LEFT_CAP_TEX_COORDS[5],
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(rect.left)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
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LEFT_CAP_TEX_COORDS[6], LEFT_CAP_TEX_COORDS[7]
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};
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coordBuffer.put(leftCap);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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// Reset the position in the buffer for the next set of vertex and texture
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// coordinates.
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coordBuffer.position(0);
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// right endcap
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float[] rightCap = {
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// x, y, z, texture_x, texture_y
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rect.right/viewWidth, (bot)/viewHeight, 0,
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RIGHT_CAP_TEX_COORDS[0], RIGHT_CAP_TEX_COORDS[1],
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rect.right/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
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RIGHT_CAP_TEX_COORDS[2], RIGHT_CAP_TEX_COORDS[3],
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(rect.right+CAP_RADIUS)/viewWidth, (bot)/viewHeight, 0,
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RIGHT_CAP_TEX_COORDS[4], RIGHT_CAP_TEX_COORDS[5],
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(rect.right+CAP_RADIUS)/viewWidth, (bot+BAR_SIZE)/viewHeight, 0,
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RIGHT_CAP_TEX_COORDS[6], RIGHT_CAP_TEX_COORDS[7]
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};
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coordBuffer.put(rightCap);
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// Vertex coordinates are x,y,z starting at position 0 into the buffer.
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coordBuffer.position(0);
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GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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// Texture coordinates are texture_x, texture_y starting at position 3 into the
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// buffer.
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coordBuffer.position(3);
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GLES20.glVertexAttribPointer(textureHandle, 2, GLES20.GL_FLOAT, false, 20,
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coordBuffer);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
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}
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// Enable the default shader program again
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deactivateProgram();
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mRenderer.activateDefaultProgram();
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}
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private RectF getVerticalRect(RenderContext context) {
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RectF viewport = context.viewport;
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RectF pageRect = context.pageRect;
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float barStart = ((viewport.top - pageRect.top) * (viewport.height() / pageRect.height())) + CAP_RADIUS;
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float barEnd = ((viewport.bottom - pageRect.top) * (viewport.height() / pageRect.height())) - CAP_RADIUS;
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if (barStart > barEnd) {
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float middle = (barStart + barEnd) / 2.0f;
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barStart = barEnd = middle;
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}
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float right = viewport.width() - PADDING;
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return new RectF(right - BAR_SIZE, barStart, right, barEnd);
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}
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private RectF getHorizontalRect(RenderContext context) {
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RectF viewport = context.viewport;
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RectF pageRect = context.pageRect;
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float barStart = ((viewport.left - pageRect.left) * (viewport.width() / pageRect.width())) + CAP_RADIUS;
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float barEnd = ((viewport.right - pageRect.left) * (viewport.width() / pageRect.width())) - CAP_RADIUS;
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if (barStart > barEnd) {
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float middle = (barStart + barEnd) / 2.0f;
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barStart = barEnd = middle;
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}
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float bottom = viewport.height() - PADDING;
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return new RectF(barStart, bottom - BAR_SIZE, barEnd, bottom);
|
|
}
|
|
}
|