/* * Copyright 2013 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. */ #include #include "Texture.h" #ifndef SF_RENDER_ENGINE_DESCRIPTION_H_ #define SF_RENDER_ENGINE_DESCRIPTION_H_ namespace android { class Program; /* * This holds the state of the rendering engine. This class is used * to generate a corresponding GLSL program and set the appropriate * uniform. * * Program and ProgramCache are friends and access the state directly */ class Description { friend class Program; friend class ProgramCache; // value of the plane-alpha, between 0 and 1 GLclampf mPlaneAlpha; // whether textures are premultiplied bool mPremultipliedAlpha; // whether this layer is marked as opaque bool mOpaque; // Texture this layer uses Texture mTexture; bool mTextureEnabled; // color used when texturing is disabled GLclampf mColor[4]; // projection matrix mat4 mProjectionMatrix; bool mColorMatrixEnabled; mat4 mColorMatrix; public: Description(); ~Description(); void setPlaneAlpha(GLclampf planeAlpha); void setPremultipliedAlpha(bool premultipliedAlpha); void setOpaque(bool opaque); void setTexture(const Texture& texture); void disableTexture(); void setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void setProjectionMatrix(const mat4& mtx); void setColorMatrix(const mat4& mtx); const mat4& getColorMatrix() const; private: bool mUniformsDirty; }; } /* namespace android */ #endif /* SF_RENDER_ENGINE_DESCRIPTION_H_ */