コード例 #1
0
ファイル: GLRootView.java プロジェクト: hrk/CameraDCIM
  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();
  }
コード例 #2
0
  @Override
  protected synchronized void onDraw(Canvas canvas) {
    super.onDraw(canvas);

    Drawable d = mCurrentDrawable;
    if (d != null) {
      // Translate canvas so a indeterminate circular progress bar with padding
      // rotates properly in its animation
      canvas.save();
      canvas.translate(mPaddingLeft, mPaddingTop);
      long time = getDrawingTime();
      if (mAnimation != null) {
        mAnimation.getTransformation(time, mTransformation);
        float scale = mTransformation.getAlpha();
        try {
          mInDrawing = true;
          d.setLevel((int) (scale * MAX_LEVEL));
        } finally {
          mInDrawing = false;
        }
        if (SystemClock.uptimeMillis() - mLastDrawTime >= ANIMATION_RESOLUTION) {
          mLastDrawTime = SystemClock.uptimeMillis();
          postInvalidateDelayed(ANIMATION_RESOLUTION);
        }
      }
      d.draw(canvas);
      canvas.restore();
      if (mShouldStartAnimationDrawable && d instanceof Animatable) {
        ((Animatable) d).start();
        mShouldStartAnimationDrawable = false;
      }
    }
  }
コード例 #3
0
  public boolean stepAnimation(long now) {
    if (mEnterAnimation == null && mExitAnimation == null) {
      return false;
    }

    if (!mStarted) {
      if (mEnterAnimation != null) {
        mEnterAnimation.setStartTime(now);
      }
      if (mExitAnimation != null) {
        mExitAnimation.setStartTime(now);
      }
      mStarted = true;
    }

    mExitTransformation.clear();
    boolean moreExit = false;
    if (mExitAnimation != null) {
      moreExit = mExitAnimation.getTransformation(now, mExitTransformation);
      if (DEBUG) Slog.v(TAG, "Stepped exit: " + mExitTransformation);
      if (!moreExit) {
        if (DEBUG) Slog.v(TAG, "Exit animation done!");
        mExitAnimation.cancel();
        mExitAnimation = null;
        mExitTransformation.clear();
        if (mSurface != null) {
          mSurface.hide();
        }
      }
    }

    mEnterTransformation.clear();
    boolean moreEnter = false;
    if (mEnterAnimation != null) {
      moreEnter = mEnterAnimation.getTransformation(now, mEnterTransformation);
      if (!moreEnter) {
        mEnterAnimation.cancel();
        mEnterAnimation = null;
        mEnterTransformation.clear();
        if (mBlackFrame != null) {
          mBlackFrame.hide();
        }
      } else {
        if (mBlackFrame != null) {
          mBlackFrame.setMatrix(mEnterTransformation.getMatrix());
        }
      }
    }

    mSnapshotFinalMatrix.setConcat(mExitTransformation.getMatrix(), mSnapshotInitialMatrix);
    setSnapshotTransform(mSnapshotFinalMatrix, mExitTransformation.getAlpha());

    return moreEnter || moreExit;
  }
コード例 #4
0
ファイル: GLRootView.java プロジェクト: hrk/CameraDCIM
 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);
 }
コード例 #5
0
 /**
  * @see android.widget.ProgressBar#draw(android.graphics.Canvas) for rotation logic
  * @param canvas
  */
 @Override
 @TargetApi(Build.VERSION_CODES.JELLY_BEAN)
 protected void onDraw(Canvas canvas) {
   super.onDraw(canvas);
   if (isAnimating) {
     long time = getDrawingTime();
     mAnimation.getTransformation(time, mTransformation);
     float scale = mTransformation.getAlpha();
     mRotateDrawable.setLevel((int) (scale * 10000.0f));
     if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN) {
       postInvalidateOnAnimation();
     } else {
       if (SystemClock.uptimeMillis() - mLastDrawTime >= ANIMATION_RESOLUTION) {
         mLastDrawTime = SystemClock.uptimeMillis();
         postInvalidateDelayed(ANIMATION_RESOLUTION);
       }
     }
   }
 }
コード例 #6
0
  void updateSurfacesInTransaction() {
    if (!mStarted) {
      return;
    }

    if (mSurface != null) {
      if (!mMoreStartExit && !mMoreFinishExit && !mMoreRotateExit) {
        if (DEBUG_STATE) Slog.v(TAG, "Exit animations done, hiding screenshot surface");
        mSurface.hide();
      }
    }

    if (mCustomBlackFrame != null) {
      if (!mMoreStartFrame && !mMoreFinishFrame && !mMoreRotateFrame) {
        if (DEBUG_STATE) Slog.v(TAG, "Frame animations done, hiding black frame");
        mCustomBlackFrame.hide();
      } else {
        mCustomBlackFrame.setMatrix(mFrameTransformation.getMatrix());
      }
    }

    if (mExitingBlackFrame != null) {
      if (!mMoreStartExit && !mMoreFinishExit && !mMoreRotateExit) {
        if (DEBUG_STATE) Slog.v(TAG, "Frame animations done, hiding exiting frame");
        mExitingBlackFrame.hide();
      } else {
        mExitFrameFinalMatrix.setConcat(mExitTransformation.getMatrix(), mFrameInitialMatrix);
        mExitingBlackFrame.setMatrix(mExitFrameFinalMatrix);
      }
    }

    if (mEnteringBlackFrame != null) {
      if (!mMoreStartEnter && !mMoreFinishEnter && !mMoreRotateEnter) {
        if (DEBUG_STATE) Slog.v(TAG, "Frame animations done, hiding entering frame");
        mEnteringBlackFrame.hide();
      } else {
        mEnteringBlackFrame.setMatrix(mEnterTransformation.getMatrix());
      }
    }

    setSnapshotTransformInTransaction(mSnapshotFinalMatrix, mExitTransformation.getAlpha());
  }
コード例 #7
0
ファイル: GLRootView.java プロジェクト: hrk/CameraDCIM
 public void drawTexture(BasicTexture texture, int x, int y, int width, int height) {
   drawTexture(texture, x, y, width, height, mTransformation.getAlpha());
 }
コード例 #8
0
ファイル: GLRootView.java プロジェクト: hrk/CameraDCIM
// The root component of all <code>GLView</code>s. 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
// <code>GLRootView</code> 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<Animation> mAnimations = new ArrayList<Animation>();

  private final Stack<Transformation> mFreeTransform = new Stack<Transformation>();

  private final Transformation mTransformation = new Transformation();
  private final Stack<Transformation> mTransformStack = new Stack<Transformation>();

  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 static synchronized 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.
   *
   * <pre>
   *                      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
   * </pre>
   *
   * @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);
  }
}