blob: 2443bbe0f76208a592ee79982557776e2111761d [file] [log] [blame]
// Copyright 2017 Google Inc. All Rights Reserved.
//
// 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.
#include "cobalt/renderer/rasterizer/egl/draw_rrect_color.h"
#include <GLES2/gl2.h>
#include "cobalt/renderer/backend/egl/utils.h"
#include "egl/generated_shader_impl.h"
#include "starboard/memory.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
namespace {
const int kVertexCount = 4 * 6;
} // namespace
DrawRRectColor::DrawRRectColor(GraphicsState* graphics_state,
const BaseState& base_state, const math::RectF& rect,
const render_tree::RoundedCorners& corners,
const render_tree::ColorRGBA& color)
: DrawObject(base_state),
rect_(rect),
corners_(corners),
vertex_buffer_(NULL) {
color_ = GetDrawColor(color) * base_state_.opacity;
graphics_state->ReserveVertexData(kVertexCount * sizeof(VertexAttributes));
// Extract scale from the transform and move it into the vertex attributes
// so that the anti-aliased edges remain 1 pixel wide.
math::Vector2dF scale = RemoveScaleFromTransform();
rect_.Scale(scale.x(), scale.y());
corners_ = corners_.Scale(scale.x(), scale.y());
}
void DrawRRectColor::ExecuteUpdateVertexBuffer(
GraphicsState* graphics_state,
ShaderProgramManager* program_manager) {
// Draw the rect with an extra pixel outset for anti-aliasing. The fragment
// shader will handle the rounded corners.
VertexAttributes attributes[kVertexCount];
math::RectF outer_rect(rect_);
outer_rect.Outset(1.0f, 1.0f);
RRectAttributes rrect[4];
GetRRectAttributes(outer_rect, rect_, corners_, rrect);
for (int r = 0, v = 0; r < arraysize(rrect); ++r) {
attributes[v ].position[0] = rrect[r].bounds.x();
attributes[v ].position[1] = rrect[r].bounds.y();
attributes[v ].rcorner =
RCorner(attributes[v ].position, rrect[r].rcorner);
attributes[v+1].position[0] = rrect[r].bounds.right();
attributes[v+1].position[1] = rrect[r].bounds.y();
attributes[v+1].rcorner =
RCorner(attributes[v+1].position, rrect[r].rcorner);
attributes[v+2].position[0] = rrect[r].bounds.x();
attributes[v+2].position[1] = rrect[r].bounds.bottom();
attributes[v+2].rcorner =
RCorner(attributes[v+2].position, rrect[r].rcorner);
attributes[v+3].position[0] = rrect[r].bounds.right();
attributes[v+3].position[1] = rrect[r].bounds.bottom();
attributes[v+3].rcorner =
RCorner(attributes[v+3].position, rrect[r].rcorner);
attributes[v+4] = attributes[v+1];
attributes[v+5] = attributes[v+2];
v += 6;
}
vertex_buffer_ = graphics_state->AllocateVertexData(sizeof(attributes));
SbMemoryCopy(vertex_buffer_, attributes, sizeof(attributes));
}
void DrawRRectColor::ExecuteRasterize(
GraphicsState* graphics_state,
ShaderProgramManager* program_manager) {
ShaderProgram<ShaderVertexRcorner,
ShaderFragmentRcornerColor>* program;
program_manager->GetProgram(&program);
graphics_state->UseProgram(program->GetHandle());
graphics_state->UpdateClipAdjustment(
program->GetVertexShader().u_clip_adjustment());
graphics_state->UpdateTransformMatrix(
program->GetVertexShader().u_view_matrix(),
base_state_.transform);
graphics_state->Scissor(base_state_.scissor.x(), base_state_.scissor.y(),
base_state_.scissor.width(), base_state_.scissor.height());
graphics_state->VertexAttribPointer(
program->GetVertexShader().a_position(), 2, GL_FLOAT, GL_FALSE,
sizeof(VertexAttributes), vertex_buffer_ +
offsetof(VertexAttributes, position));
graphics_state->VertexAttribPointer(
program->GetVertexShader().a_rcorner(), 4, GL_FLOAT, GL_FALSE,
sizeof(VertexAttributes), vertex_buffer_ +
offsetof(VertexAttributes, rcorner));
graphics_state->VertexAttribFinish();
GL_CALL(glUniform4f(program->GetFragmentShader().u_color(),
color_.r(), color_.g(), color_.b(), color_.a()));
GL_CALL(glDrawArrays(GL_TRIANGLES, 0, kVertexCount));
}
base::TypeId DrawRRectColor::GetTypeId() const {
return ShaderProgram<ShaderVertexRcorner,
ShaderFragmentRcornerColor>::GetTypeId();
}
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt