Fix alpha blending and improve fragment shaders performance.

Change-Id: Ib74f6941d25ca6f6a41708e541174eaa7e8d9bc2
This commit is contained in:
Romain Guy
2010-07-09 16:13:28 -07:00
parent 82164ad543
commit 16202fc974
7 changed files with 11 additions and 18 deletions

View File

@@ -469,9 +469,9 @@ void OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch,
// Specify right and bottom as +1.0f from left/top to prevent scaling since the
// patch mesh already defines the final size
drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha, mode, texture->blend,
true, &mesh->vertices[0].position[0], &mesh->vertices[0].texture[0], mesh->indices,
mesh->indicesCount);
drawTextureMesh(left, top, left + 1.0f, top + 1.0f, texture->id, alpha / 255.0f, mode,
texture->blend, true, &mesh->vertices[0].position[0],
&mesh->vertices[0].texture[0], mesh->indices, mesh->indicesCount);
}
void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) {
@@ -518,7 +518,7 @@ void OpenGLRenderer::drawColorRect(float left, float top, float right, float bot
glEnableVertexAttribArray(mDrawColorShader->position);
glVertexAttribPointer(mDrawColorShader->position, 2, GL_FLOAT, GL_FALSE,
gDrawColorVertexStride, p);
glVertexAttrib4f(mDrawColorShader->color, r, g, b, a);
glUniform4f(mDrawColorShader->color, r, g, b, a);
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawColorVertexCount);
@@ -558,6 +558,7 @@ void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float b
glActiveTexture(GL_TEXTURE0);
glUniform1i(mDrawTextureShader->sampler, 0);
glUniform4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
glEnableVertexAttribArray(mDrawTextureShader->position);
glVertexAttribPointer(mDrawTextureShader->position, 2, GL_FLOAT, GL_FALSE,
@@ -567,8 +568,6 @@ void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float b
glVertexAttribPointer(mDrawTextureShader->texCoords, 2, GL_FLOAT, GL_FALSE,
gDrawTextureVertexStride, texCoords);
glVertexAttrib4f(mDrawTextureShader->color, 1.0f, 1.0f, 1.0f, alpha);
if (!indices) {
glDrawArrays(GL_TRIANGLE_STRIP, 0, gDrawTextureVertexCount);
} else {

View File

@@ -126,7 +126,7 @@ DrawColorProgram::DrawColorProgram(const char* vertex, const char* fragment):
void DrawColorProgram::getAttribsAndUniforms() {
position = addAttrib("position");
color = addAttrib("color");
color = addUniform("color");
projection = addUniform("projection");
modelView = addUniform("modelView");
transform = addUniform("transform");

View File

@@ -1,9 +1,9 @@
SHADER_SOURCE(gDrawColorFragmentShader,
varying lowp vec4 outColor;
uniform vec4 color;
void main(void) {
gl_FragColor = outColor;
gl_FragColor = color;
}
);

View File

@@ -1,16 +1,12 @@
SHADER_SOURCE(gDrawColorVertexShader,
attribute vec4 position;
attribute vec4 color;
uniform mat4 projection;
uniform mat4 modelView;
uniform mat4 transform;
varying vec4 outColor;
void main(void) {
outColor = color;
gl_Position = projection * transform * modelView * position;
}

View File

@@ -1,12 +1,12 @@
SHADER_SOURCE(gDrawTextureFragmentShader,
varying lowp vec4 outColor;
varying mediump vec2 outTexCoords;
uniform vec4 color;
uniform sampler2D sampler;
void main(void) {
gl_FragColor = texture2D(sampler, outTexCoords) * outColor;
gl_FragColor = texture2D(sampler, outTexCoords) * color;
}
);

View File

@@ -2,17 +2,14 @@ SHADER_SOURCE(gDrawTextureVertexShader,
attribute vec4 position;
attribute vec2 texCoords;
attribute vec4 color;
uniform mat4 projection;
uniform mat4 modelView;
uniform mat4 transform;
varying vec4 outColor;
varying vec2 outTexCoords;
void main(void) {
outColor = color;
outTexCoords = texCoords;
gl_Position = projection * transform * modelView * position;
}

View File

@@ -34,6 +34,7 @@ public class NinePatchesActivity extends Activity {
FrameLayout.LayoutParams.WRAP_CONTENT, Gravity.CENTER));
b.setText("9 patches");
layout.addView(b);
layout.setBackgroundColor(0xffffffff);
setContentView(layout);
}