blob: 4b6bb3757190fbf95e6cd5e961036dc988295d09 [file] [log] [blame]
/*
* Copyright (C) 2010 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <cstring>
#include <utils/Log.h>
#include "Patch.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
Patch::Patch(const uint32_t xCount, const uint32_t yCount):
xCount(xCount + 2), yCount(yCount + 2) {
verticesCount = (xCount + 2) * (yCount + 2);
vertices = new TextureVertex[verticesCount];
// 2 triangles per patch, 3 vertices per triangle
indicesCount = (xCount + 1) * (yCount + 1) * 2 * 3;
indices = new uint16_t[indicesCount];
const uint32_t xNum = xCount + 1;
const uint32_t yNum = yCount + 1;
uint16_t* startIndices = indices;
uint32_t n = 0;
for (uint32_t y = 0; y < yNum; y++) {
for (uint32_t x = 0; x < xNum; x++) {
*startIndices++ = n;
*startIndices++ = n + 1;
*startIndices++ = n + xNum + 2;
*startIndices++ = n;
*startIndices++ = n + xNum + 2;
*startIndices++ = n + xNum + 1;
n += 1;
}
n += 1;
}
}
Patch::~Patch() {
delete indices;
delete vertices;
}
///////////////////////////////////////////////////////////////////////////////
// Vertices management
///////////////////////////////////////////////////////////////////////////////
void Patch::updateVertices(const SkBitmap* bitmap, float left, float top, float right,
float bottom, const int32_t* xDivs, const int32_t* yDivs, const uint32_t width,
const uint32_t height) {
const uint32_t xStretchCount = (width + 1) >> 1;
const uint32_t yStretchCount = (height + 1) >> 1;
float xStretch = 0;
float yStretch = 0;
float xStretchTex = 0;
float yStretchTex = 0;
const float meshWidth = right - left;
const float bitmapWidth = float(bitmap->width());
const float bitmapHeight = float(bitmap->height());
if (xStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < width; i += 2) {
stretchSize += xDivs[i] - xDivs[i - 1];
}
xStretchTex = (stretchSize / bitmapWidth) / xStretchCount;
const float fixed = bitmapWidth - stretchSize;
xStretch = (right - left - fixed) / xStretchCount;
}
if (yStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < height; i += 2) {
stretchSize += yDivs[i] - yDivs[i - 1];
}
yStretchTex = (stretchSize / bitmapHeight) / yStretchCount;
const float fixed = bitmapHeight - stretchSize;
yStretch = (bottom - top - fixed) / yStretchCount;
}
float vy = 0.0f;
float ty = 0.0f;
TextureVertex* vertex = vertices;
generateVertices(vertex, 0.0f, 0.0f, xDivs, width, xStretch, xStretchTex,
meshWidth, bitmapWidth);
vertex += width + 2;
for (uint32_t y = 0; y < height; y++) {
if (y & 1) {
vy += yStretch;
ty += yStretchTex;
} else {
const float step = float(yDivs[y]);
vy += step;
ty += step / bitmapHeight;
}
generateVertices(vertex, vy, ty, xDivs, width, xStretch, xStretchTex,
meshWidth, bitmapWidth);
vertex += width + 2;
}
generateVertices(vertex, bottom - top, 1.0f, xDivs, width, xStretch, xStretchTex,
meshWidth, bitmapWidth);
}
inline void Patch::generateVertices(TextureVertex* vertex, float y, float v,
const int32_t xDivs[], uint32_t xCount, float xStretch, float xStretchTex,
float width, float widthTex) {
float vx = 0.0f;
float tx = 0.0f;
TextureVertex::set(vertex, vx, y, tx, v);
vertex++;
for (uint32_t x = 0; x < xCount; x++) {
if (x & 1) {
vx += xStretch;
tx += xStretchTex;
} else {
const float step = float(xDivs[x]);
vx += step;
tx += step / widthTex;
}
TextureVertex::set(vertex, vx, y, tx, v);
vertex++;
}
TextureVertex::set(vertex, width, y, 1.0f, v);
vertex++;
}
///////////////////////////////////////////////////////////////////////////////
// Debug tools
///////////////////////////////////////////////////////////////////////////////
void Patch::dump() {
LOGD("Vertices [");
for (uint32_t y = 0; y < yCount; y++) {
char buffer[512];
buffer[0] = '\0';
uint32_t offset = 0;
for (uint32_t x = 0; x < xCount; x++) {
TextureVertex* v = &vertices[y * xCount + x];
offset += sprintf(&buffer[offset], " (%.4f,%.4f)-(%.4f,%.4f)",
v->position[0], v->position[1], v->texture[0], v->texture[1]);
}
LOGD(" [%s ]", buffer);
}
LOGD("]\nIndices [ ");
char buffer[4096];
buffer[0] = '\0';
uint32_t offset = 0;
for (uint32_t i = 0; i < indicesCount; i++) {
offset += sprintf(&buffer[offset], "%d ", indices[i]);
}
LOGD(" %s\n]", buffer);
}
}; // namespace uirenderer
}; // namespace android