replicant-frameworks_native/services/surfaceflinger/RenderEngine/Description.h
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

73 lines
2.0 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 <GLES2/gl2.h>
#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
GLfloat mProjectionMatrix[16];
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(GLfloat const* mtx);
private:
bool mUniformsDirty;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_DESCRIPTION_H_ */