replicant-frameworks_native/services/surfaceflinger/RenderEngine/Description.cpp
Mathias Agopian 49457ac092 Encapsulate textures into their own Texture class
the main reason for doing this is so that we can have
access to informations about a texture (like its dimension)
close to where we generate and use shaders in ES 2.0.
Previously, there wasn't any way to get to a texture's size
from a RenderEngine implementation.

Bug: 8679321

Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
2013-08-16 16:29:02 -07:00

87 lines
2.1 KiB
C++

/*
* 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 <stdint.h>
#include <string.h>
#include <utils/TypeHelpers.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "Description.h"
namespace android {
Description::Description() :
mUniformsDirty(true) {
mPlaneAlpha = 1.0f;
mPremultipliedAlpha = true;
mOpaque = true;
mTextureEnabled = false;
const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
memset(mColor, 0, sizeof(mColor));
memcpy(mProjectionMatrix, m, sizeof(mProjectionMatrix));
}
Description::~Description() {
}
void Description::setPlaneAlpha(GLclampf planeAlpha) {
if (planeAlpha != mPlaneAlpha) {
mUniformsDirty = true;
mPlaneAlpha = planeAlpha;
}
}
void Description::setPremultipliedAlpha(bool premultipliedAlpha) {
if (premultipliedAlpha != mPremultipliedAlpha) {
mPremultipliedAlpha = premultipliedAlpha;
}
}
void Description::setOpaque(bool opaque) {
if (opaque != mOpaque) {
mOpaque = opaque;
}
}
void Description::setTexture(const Texture& texture) {
mTexture = texture;
mTextureEnabled = true;
mUniformsDirty = true;
}
void Description::disableTexture() {
mTextureEnabled = false;
}
void Description::setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
mColor[0] = red;
mColor[1] = green;
mColor[2] = blue;
mColor[3] = alpha;
mUniformsDirty = true;
}
void Description::setProjectionMatrix(GLfloat const* mtx) {
memcpy(mProjectionMatrix, mtx, sizeof(mProjectionMatrix));
mUniformsDirty = true;
}
} /* namespace android */