/* * 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.camera.ui; import com.android.camera.Util; import android.app.Activity; import android.content.Context; import android.graphics.Color; import android.graphics.Matrix; import android.graphics.PixelFormat; import android.opengl.GLSurfaceView; import android.opengl.GLU; import android.os.SystemClock; import android.util.AttributeSet; import android.util.DisplayMetrics; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.animation.Animation; import android.view.animation.Transformation; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.util.ArrayList; import java.util.Stack; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; import javax.microedition.khronos.opengles.GL11Ext; // The root component of all GLViews. The rendering is done in GL // thread while the event handling is done in the main thread. To synchronize // the two threads, the entry points of this package need to synchronize on the // GLRootView instance unless it can be proved that the rendering // thread won't access the same thing as the method. The entry points include: // (1) The public methods of HeadUpDisplay // (2) The public methods of CameraHeadUpDisplay // (3) The overridden methods in GLRootView. public class GLRootView extends GLSurfaceView implements GLSurfaceView.Renderer { private static final String TAG = "GLRootView"; private final boolean ENABLE_FPS_TEST = false; private int mFrameCount = 0; private long mFrameCountingStart = 0; // We need 16 vertices for a normal nine-patch image (the 4x4 vertices) private static final int VERTEX_BUFFER_SIZE = 16 * 2; // We need 22 indices for a normal nine-patch image private static final int INDEX_BUFFER_SIZE = 22; private static final int FLAG_INITIALIZED = 1; private static final int FLAG_NEED_LAYOUT = 2; private static boolean mTexture2DEnabled; private static float sPixelDensity = -1f; private GL11 mGL; private GLView mContentView; private DisplayMetrics mDisplayMetrics; private final ArrayList mAnimations = new ArrayList(); private final Stack mFreeTransform = new Stack(); private final Transformation mTransformation = new Transformation(); private final Stack mTransformStack = new Stack(); private float mLastAlpha = mTransformation.getAlpha(); private final float mMatrixValues[] = new float[16]; private final float mUvBuffer[] = new float[VERTEX_BUFFER_SIZE]; private final float mXyBuffer[] = new float[VERTEX_BUFFER_SIZE]; private final byte mIndexBuffer[] = new byte[INDEX_BUFFER_SIZE]; private int mNinePatchX[] = new int[4]; private int mNinePatchY[] = new int[4]; private float mNinePatchU[] = new float[4]; private float mNinePatchV[] = new float[4]; private ByteBuffer mXyPointer; private ByteBuffer mUvPointer; private ByteBuffer mIndexPointer; private int mFlags = FLAG_NEED_LAYOUT; private long mAnimationTime; private CameraEGLConfigChooser mEglConfigChooser = new CameraEGLConfigChooser(); public GLRootView(Context context) { this(context, null); } public GLRootView(Context context, AttributeSet attrs) { super(context, attrs); initialize(); } void registerLaunchedAnimation(Animation animation) { // Register the newly launched animation so that we can set the start // time more precisely. (Usually, it takes much longer for the first // rendering, so we set the animation start time as the time we // complete rendering) mAnimations.add(animation); } public long currentAnimationTimeMillis() { return mAnimationTime; } public synchronized static float dpToPixel(Context context, float dp) { if (sPixelDensity < 0) { DisplayMetrics metrics = new DisplayMetrics(); ((Activity) context).getWindowManager() .getDefaultDisplay().getMetrics(metrics); sPixelDensity = metrics.density; } return sPixelDensity * dp; } public static int dpToPixel(Context context, int dp) { return (int)(dpToPixel(context, (float) dp) + .5f); } public Transformation obtainTransformation() { if (!mFreeTransform.isEmpty()) { Transformation t = mFreeTransform.pop(); t.clear(); return t; } return new Transformation(); } public void freeTransformation(Transformation freeTransformation) { mFreeTransform.push(freeTransformation); } public Transformation getTransformation() { return mTransformation; } public Transformation pushTransform() { Transformation trans = obtainTransformation(); trans.set(mTransformation); mTransformStack.push(trans); return mTransformation; } public void popTransform() { Transformation trans = mTransformStack.pop(); mTransformation.set(trans); freeTransformation(trans); } public CameraEGLConfigChooser getEGLConfigChooser() { return mEglConfigChooser; } private static ByteBuffer allocateDirectNativeOrderBuffer(int size) { return ByteBuffer.allocateDirect(size).order(ByteOrder.nativeOrder()); } private void initialize() { mFlags |= FLAG_INITIALIZED; setEGLConfigChooser(mEglConfigChooser); getHolder().setFormat(PixelFormat.TRANSLUCENT); setZOrderOnTop(true); setRenderer(this); int size = VERTEX_BUFFER_SIZE * Float.SIZE / Byte.SIZE; mXyPointer = allocateDirectNativeOrderBuffer(size); mUvPointer = allocateDirectNativeOrderBuffer(size); mIndexPointer = allocateDirectNativeOrderBuffer(INDEX_BUFFER_SIZE); } public void setContentPane(GLView content) { mContentView = content; content.onAttachToRoot(this); // no parent for the content pane content.onAddToParent(null); requestLayoutContentPane(); } public GLView getContentPane() { return mContentView; } void handleLowMemory() { //TODO: delete texture from GL } public synchronized void requestLayoutContentPane() { if (mContentView == null || (mFlags & FLAG_NEED_LAYOUT) != 0) return; // "View" system will invoke onLayout() for initialization(bug ?), we // have to ignore it since the GLThread is not ready yet. if ((mFlags & FLAG_INITIALIZED) == 0) return; mFlags |= FLAG_NEED_LAYOUT; requestRender(); } private synchronized void layoutContentPane() { mFlags &= ~FLAG_NEED_LAYOUT; int width = getWidth(); int height = getHeight(); Log.v(TAG, "layout content pane " + width + "x" + height); if (mContentView != null && width != 0 && height != 0) { mContentView.layout(0, 0, width, height); } } @Override protected void onLayout( boolean changed, int left, int top, int right, int bottom) { if (changed) requestLayoutContentPane(); } /** * Called when the context is created, possibly after automatic destruction. */ // This is a GLSurfaceView.Renderer callback public void onSurfaceCreated(GL10 gl1, EGLConfig config) { GL11 gl = (GL11) gl1; if (mGL != null) { // The GL Object has changed Log.i(TAG, "GLObject has changed from " + mGL + " to " + gl); } mGL = gl; if (!ENABLE_FPS_TEST) { setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); } else { setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY); } // Disable unused state gl.glDisable(GL11.GL_LIGHTING); // Enable used features gl.glEnable(GL11.GL_BLEND); gl.glEnable(GL11.GL_SCISSOR_TEST); gl.glEnable(GL11.GL_STENCIL_TEST); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL11.GL_TEXTURE_2D); mTexture2DEnabled = true; 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.glVertexPointer(2, GL11.GL_FLOAT, 0, mXyPointer); gl.glTexCoordPointer(2, GL11.GL_FLOAT, 0, mUvPointer); } /** * Called when the OpenGL surface is recreated without destroying the * context. */ // This is a GLSurfaceView.Renderer callback public void onSurfaceChanged(GL10 gl1, int width, int height) { Log.v(TAG, "onSurfaceChanged: " + width + "x" + height + ", gl10: " + gl1.toString()); GL11 gl = (GL11) gl1; mGL = gl; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL11.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluOrtho2D(gl, 0, width, 0, height); Matrix matrix = mTransformation.getMatrix(); matrix.reset(); matrix.preTranslate(0, getHeight()); matrix.preScale(1, -1); } private void setAlphaValue(float alpha) { if (mLastAlpha == alpha) return; GL11 gl = mGL; mLastAlpha = alpha; if (alpha >= 0.95f) { gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_REPLACE); } else { gl.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); gl.glColor4f(alpha, alpha, alpha, alpha); } } public void drawRect(int x, int y, int width, int height) { float matrix[] = mMatrixValues; mTransformation.getMatrix().getValues(matrix); drawRect(x, y, width, height, matrix); } private static void putRectangle(float x, float y, float width, float height, float[] buffer, ByteBuffer pointer) { buffer[0] = x; buffer[1] = y; buffer[2] = x + width; buffer[3] = y; buffer[4] = x; buffer[5] = y + height; buffer[6] = x + width; buffer[7] = y + height; pointer.asFloatBuffer().put(buffer, 0, 8).position(0); } private void drawRect( int x, int y, int width, int height, float matrix[]) { GL11 gl = mGL; gl.glPushMatrix(); gl.glMultMatrixf(toGLMatrix(matrix), 0); putRectangle(x, y, width, height, mXyBuffer, mXyPointer); gl.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, 4); gl.glPopMatrix(); } public void drawNinePatch( NinePatchTexture tex, int x, int y, int width, int height) { NinePatchChunk chunk = tex.getNinePatchChunk(); // The code should be easily extended to handle the general cases by // allocating more space for buffers. But let's just handle the only // use case. if (chunk.mDivX.length != 2 || chunk.mDivY.length != 2) { throw new RuntimeException("unsupported nine patch"); } if (!tex.bind(this, mGL)) { throw new RuntimeException("cannot bind" + tex.toString()); } if (width <= 0 || height <= 0) return ; int divX[] = mNinePatchX; int divY[] = mNinePatchY; float divU[] = mNinePatchU; float divV[] = mNinePatchV; int nx = stretch(divX, divU, chunk.mDivX, tex.getWidth(), width); int ny = stretch(divY, divV, chunk.mDivY, tex.getHeight(), height); setAlphaValue(mTransformation.getAlpha()); Matrix matrix = mTransformation.getMatrix(); matrix.getValues(mMatrixValues); GL11 gl = mGL; gl.glPushMatrix(); gl.glMultMatrixf(toGLMatrix(mMatrixValues), 0); gl.glTranslatef(x, y, 0); drawMesh(divX, divY, divU, divV, nx, ny); gl.glPopMatrix(); } /** * Stretches the texture according to the nine-patch rules. It will * linearly distribute the strechy parts defined in the nine-patch chunk to * the target area. * *
     *                      source
     *          /--------------^---------------\
     *         u0    u1       u2  u3     u4   u5
     * div ---> |fffff|ssssssss|fff|ssssss|ffff| ---> u
     *          |    div0    div1 div2   div3  |
     *          |     |       /   /      /    /
     *          |     |      /   /     /    /
     *          |     |     /   /    /    /
     *          |fffff|ssss|fff|sss|ffff| ---> x
     *         x0    x1   x2  x3  x4   x5
     *          \----------v------------/
     *                  target
     *
     * f: fixed segment
     * s: stretchy segment
     * 
* * @param div the stretch parts defined in nine-patch chunk * @param source the length of the texture * @param target the length on the drawing plan * @param u output, the positions of these dividers in the texture * coordinate * @param x output, the corresponding position of these dividers on the * drawing plan * @return the number of these dividers. */ private int stretch( int x[], float u[], int div[], int source, int target) { int textureSize = Util.nextPowerOf2(source); float textureBound = (source - 0.5f) / textureSize; int stretch = 0; for (int i = 0, n = div.length; i < n; i += 2) { stretch += div[i + 1] - div[i]; } float remaining = target - source + stretch; int lastX = 0; int lastU = 0; x[0] = 0; u[0] = 0; for (int i = 0, n = div.length; i < n; i += 2) { // fixed segment x[i + 1] = lastX + (div[i] - lastU); u[i + 1] = Math.min((float) div[i] / textureSize, textureBound); // stretchy segment float partU = div[i + 1] - div[i]; int partX = (int)(remaining * partU / stretch + 0.5f); remaining -= partX; stretch -= partU; lastX = x[i + 1] + partX; lastU = div[i + 1]; x[i + 2] = lastX; u[i + 2] = Math.min((float) lastU / textureSize, textureBound); } // the last fixed segment x[div.length + 1] = target; u[div.length + 1] = textureBound; // remove segments with length 0. int last = 0; for (int i = 1, n = div.length + 2; i < n; ++i) { if (x[last] == x[i]) continue; x[++last] = x[i]; u[last] = u[i]; } return last + 1; } private void drawMesh( int x[], int y[], float u[], float v[], int nx, int ny) { /* * Given a 3x3 nine-patch image, the vertex order is defined as the * following graph: * * (0) (1) (2) (3) * | /| /| /| * | / | / | / | * (4) (5) (6) (7) * | \ | \ | \ | * | \| \| \| * (8) (9) (A) (B) * | /| /| /| * | / | / | / | * (C) (D) (E) (F) * * And we draw the triangle strip in the following index order: * * index: 04152637B6A5948C9DAEBF */ int pntCount = 0; float xy[] = mXyBuffer; float uv[] = mUvBuffer; for (int j = 0; j < ny; ++j) { for (int i = 0; i < nx; ++i) { int xIndex = (pntCount++) << 1; int yIndex = xIndex + 1; xy[xIndex] = x[i]; xy[yIndex] = y[j]; uv[xIndex] = u[i]; uv[yIndex] = v[j]; } } mUvPointer.asFloatBuffer().put(uv, 0, pntCount << 1).position(0); mXyPointer.asFloatBuffer().put(xy, 0, pntCount << 1).position(0); int idxCount = 1; byte index[] = mIndexBuffer; for (int i = 0, bound = nx * (ny - 1); true;) { // normal direction --idxCount; for (int j = 0; j < nx; ++j, ++i) { index[idxCount++] = (byte) i; index[idxCount++] = (byte) (i + nx); } if (i >= bound) break; // reverse direction int sum = i + i + nx - 1; --idxCount; for (int j = 0; j < nx; ++j, ++i) { index[idxCount++] = (byte) (sum - i); index[idxCount++] = (byte) (sum - i + nx); } if (i >= bound) break; } mIndexPointer.put(index, 0, idxCount).position(0); mGL.glDrawElements(GL11.GL_TRIANGLE_STRIP, idxCount, GL11.GL_UNSIGNED_BYTE, mIndexPointer); } private float[] mapPoints(Matrix matrix, int x1, int y1, int x2, int y2) { float[] point = mXyBuffer; point[0] = x1; point[1] = y1; point[2] = x2; point[3] = y2; matrix.mapPoints(point, 0, point, 0, 4); return point; } public void clipRect(int x, int y, int width, int height) { float point[] = mapPoints( mTransformation.getMatrix(), x, y + height, x + width, y); // mMatrix could be a rotation matrix. In this case, we need to find // the boundaries after rotation. (only handle 90 * n degrees) if (point[0] > point[2]) { x = (int) point[2]; width = (int) point[0] - x; } else { x = (int) point[0]; width = (int) point[2] - x; } if (point[1] > point[3]) { y = (int) point[3]; height = (int) point[1] - y; } else { y = (int) point[1]; height = (int) point[3] - y; } mGL.glScissor(x, y, width, height); } public void clearClip() { mGL.glScissor(0, 0, getWidth(), getHeight()); } private static float[] toGLMatrix(float v[]) { v[15] = v[8]; v[13] = v[5]; v[5] = v[4]; v[4] = v[1]; v[12] = v[2]; v[1] = v[3]; v[3] = v[6]; v[2] = v[6] = v[8] = v[9] = 0; v[10] = 1; return v; } public void drawColor(int x, int y, int width, int height, int color) { float alpha = mTransformation.getAlpha(); GL11 gl = mGL; if (mTexture2DEnabled) { // Set mLastAlpha to an invalid value, so that it will reset again // in setAlphaValue(float) later. mLastAlpha = -1.0f; gl.glDisable(GL11.GL_TEXTURE_2D); mTexture2DEnabled = false; } alpha /= 256.0f; gl.glColor4f(Color.red(color) * alpha, Color.green(color) * alpha, Color.blue(color) * alpha, Color.alpha(color) * alpha); drawRect(x, y, width, height); } public void drawTexture( BasicTexture texture, int x, int y, int width, int height) { drawTexture(texture, x, y, width, height, mTransformation.getAlpha()); } public void drawTexture(BasicTexture texture, int x, int y, int width, int height, float alpha) { if (!mTexture2DEnabled) { mGL.glEnable(GL11.GL_TEXTURE_2D); mTexture2DEnabled = true; } if (!texture.bind(this, mGL)) { throw new RuntimeException("cannot bind" + texture.toString()); } if (width <= 0 || height <= 0) return ; Matrix matrix = mTransformation.getMatrix(); matrix.getValues(mMatrixValues); // Test whether it has been rotated or flipped, if so, glDrawTexiOES // won't work if (isMatrixRotatedOrFlipped(mMatrixValues)) { putRectangle(0, 0, (texture.mWidth - 0.5f) / texture.mTextureWidth, (texture.mHeight - 0.5f) / texture.mTextureHeight, mUvBuffer, mUvPointer); setAlphaValue(alpha); drawRect(x, y, width, height, mMatrixValues); } else { // draw the rect from bottom-left to top-right float points[] = mapPoints(matrix, x, y + height, x + width, y); x = (int) points[0]; y = (int) points[1]; width = (int) points[2] - x; height = (int) points[3] - y; if (width > 0 && height > 0) { setAlphaValue(alpha); ((GL11Ext) mGL).glDrawTexiOES(x, y, 0, width, height); } } } private static boolean isMatrixRotatedOrFlipped(float matrix[]) { return matrix[Matrix.MSKEW_X] != 0 || matrix[Matrix.MSKEW_Y] != 0 || matrix[Matrix.MSCALE_X] < 0 || matrix[Matrix.MSCALE_Y] > 0; } public synchronized void onDrawFrame(GL10 gl) { if (ENABLE_FPS_TEST) { long now = System.nanoTime(); if (mFrameCountingStart == 0) { mFrameCountingStart = now; } else if ((now - mFrameCountingStart) > 1000000000) { Log.v(TAG, "fps: " + (double) mFrameCount * 1000000000 / (now - mFrameCountingStart)); mFrameCountingStart = now; mFrameCount = 0; } ++mFrameCount; } if ((mFlags & FLAG_NEED_LAYOUT) != 0) layoutContentPane(); clearClip(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_STENCIL_BUFFER_BIT); gl.glEnable(GL11.GL_BLEND); gl.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA); mAnimationTime = SystemClock.uptimeMillis(); if (mContentView != null) { mContentView.render(GLRootView.this, (GL11) gl); } long now = SystemClock.uptimeMillis(); for (Animation animation : mAnimations) { animation.setStartTime(now); } mAnimations.clear(); } @Override public synchronized boolean dispatchTouchEvent(MotionEvent event) { // If this has been detached from root, we don't need to handle event return mContentView != null ? mContentView.dispatchTouchEvent(event) : false; } public DisplayMetrics getDisplayMetrics() { if (mDisplayMetrics == null) { mDisplayMetrics = new DisplayMetrics(); ((Activity) getContext()).getWindowManager() .getDefaultDisplay().getMetrics(mDisplayMetrics); } return mDisplayMetrics; } public void copyTexture2D( RawTexture texture, int x, int y, int width, int height) throws GLOutOfMemoryException { Matrix matrix = mTransformation.getMatrix(); matrix.getValues(mMatrixValues); if (isMatrixRotatedOrFlipped(mMatrixValues)) { throw new IllegalArgumentException("cannot support rotated matrix"); } float points[] = mapPoints(matrix, x, y + height, x + width, y); x = (int) points[0]; y = (int) points[1]; width = (int) points[2] - x; height = (int) points[3] - y; GL11 gl = mGL; int newWidth = Util.nextPowerOf2(width); int newHeight = Util.nextPowerOf2(height); int glError = GL11.GL_NO_ERROR; gl.glBindTexture(GL11.GL_TEXTURE_2D, texture.getId()); int[] cropRect = {0, 0, width, height}; gl.glTexParameteriv(GL11.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, cropRect, 0); gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP_TO_EDGE); gl.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR); gl.glCopyTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, x, y, newWidth, newHeight, 0); glError = gl.glGetError(); if (glError == GL11.GL_OUT_OF_MEMORY) { throw new GLOutOfMemoryException(); } if (glError != GL11.GL_NO_ERROR) { throw new RuntimeException( "Texture copy fail, glError " + glError); } texture.setSize(width, height); texture.setTextureSize(newWidth, newHeight); } @Override protected void onVisibilityChanged(View changedView, int v) { super.onVisibilityChanged(changedView, v); if (mContentView != null) { mContentView.onVisibilityChanged( v == View.VISIBLE ? GLView.VISIBLE : GLView.INVISIBLE); } } }