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/*
* 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 <cmath>
#include <utils/Log.h>
#include "Caches.h"
#include "Patch.h"
#include "Properties.h"
#include "UvMapper.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) {
}
Patch::~Patch() {
}
///////////////////////////////////////////////////////////////////////////////
// Vertices management
///////////////////////////////////////////////////////////////////////////////
uint32_t Patch::getSize() const {
return verticesCount * sizeof(TextureVertex);
}
TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight,
float width, float height, const Res_png_9patch* patch) {
UvMapper mapper;
return createMesh(bitmapWidth, bitmapHeight, width, height, mapper, patch);
}
TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight,
float width, float height, const UvMapper& mapper, const Res_png_9patch* patch) {
if (vertices) return vertices;
int8_t emptyQuads = 0;
mColors = patch->colors;
const int8_t numColors = patch->numColors;
if (uint8_t(numColors) < sizeof(uint32_t) * 4) {
for (int8_t i = 0; i < numColors; i++) {
if (mColors[i] == 0x0) {
emptyQuads++;
}
}
}
hasEmptyQuads = emptyQuads > 0;
uint32_t xCount = patch->numXDivs;
uint32_t yCount = patch->numYDivs;
uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 4;
if (maxVertices == 0) return NULL;
TextureVertex* tempVertices = new TextureVertex[maxVertices];
TextureVertex* vertex = tempVertices;
const int32_t* xDivs = patch->xDivs;
const int32_t* yDivs = patch->yDivs;
const uint32_t xStretchCount = (xCount + 1) >> 1;
const uint32_t yStretchCount = (yCount + 1) >> 1;
float stretchX = 0.0f;
float stretchY = 0.0f;
float rescaleX = 1.0f;
float rescaleY = 1.0f;
if (xStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < xCount; i += 2) {
stretchSize += xDivs[i] - xDivs[i - 1];
}
const float xStretchTex = stretchSize;
const float fixed = bitmapWidth - stretchSize;
const float xStretch = fmaxf(width - fixed, 0.0f);
stretchX = xStretch / xStretchTex;
rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(width, 0.0f) / fixed, 1.0f);
}
if (yStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < yCount; i += 2) {
stretchSize += yDivs[i] - yDivs[i - 1];
}
const float yStretchTex = stretchSize;
const float fixed = bitmapHeight - stretchSize;
const float yStretch = fmaxf(height - fixed, 0.0f);
stretchY = yStretch / yStretchTex;
rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(height, 0.0f) / fixed, 1.0f);
}
uint32_t quadCount = 0;
float previousStepY = 0.0f;
float y1 = 0.0f;
float y2 = 0.0f;
float v1 = 0.0f;
mUvMapper = mapper;
for (uint32_t i = 0; i < yCount; i++) {
float stepY = yDivs[i];
const float segment = stepY - previousStepY;
if (i & 1) {
y2 = y1 + floorf(segment * stretchY + 0.5f);
} else {
y2 = y1 + segment * rescaleY;
}
float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight;
v1 += vOffset / bitmapHeight;
if (stepY > 0.0f) {
generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
width, bitmapWidth, quadCount);
}
y1 = y2;
v1 = stepY / bitmapHeight;
previousStepY = stepY;
}
if (previousStepY != bitmapHeight) {
y2 = height;
generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
width, bitmapWidth, quadCount);
}
if (verticesCount == maxVertices) {
vertices = tempVertices;
} else {
vertices = new TextureVertex[verticesCount];
memcpy(vertices, tempVertices, verticesCount * sizeof(TextureVertex));
delete[] tempVertices;
}
return vertices;
}
void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
float width, float bitmapWidth, uint32_t& quadCount) {
float previousStepX = 0.0f;
float x1 = 0.0f;
float x2 = 0.0f;
float u1 = 0.0f;
// Generate the row quad by quad
for (uint32_t i = 0; i < xCount; i++) {
float stepX = xDivs[i];
const float segment = stepX - previousStepX;
if (i & 1) {
x2 = x1 + floorf(segment * stretchX + 0.5f);
} else {
x2 = x1 + segment * rescaleX;
}
float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1));
float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth;
u1 += uOffset / bitmapWidth;
if (stepX > 0.0f) {
generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
}
x1 = x2;
u1 = stepX / bitmapWidth;
previousStepX = stepX;
}
if (previousStepX != bitmapWidth) {
x2 = width;
generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
}
}
void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2, uint32_t& quadCount) {
const uint32_t oldQuadCount = quadCount;
quadCount++;
if (x1 < 0.0f) x1 = 0.0f;
if (x2 < 0.0f) x2 = 0.0f;
if (y1 < 0.0f) y1 = 0.0f;
if (y2 < 0.0f) y2 = 0.0f;
// Skip degenerate and transparent (empty) quads
if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) {
#if DEBUG_PATCHES_EMPTY_VERTICES
PATCH_LOGD(" quad %d (empty)", oldQuadCount);
PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1);
PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
#endif
return;
}
// Record all non empty quads
if (hasEmptyQuads) {
Rect bounds(x1, y1, x2, y2);
quads.add(bounds);
}
mUvMapper.map(u1, v1, u2, v2);
TextureVertex::set(vertex++, x1, y1, u1, v1);
TextureVertex::set(vertex++, x2, y1, u2, v1);
TextureVertex::set(vertex++, x1, y2, u1, v2);
TextureVertex::set(vertex++, x2, y2, u2, v2);
verticesCount += 4;
indexCount += 6;
#if DEBUG_PATCHES_VERTICES
PATCH_LOGD(" quad %d", oldQuadCount);
PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1);
PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
#endif
}
}; // namespace uirenderer
}; // namespace android