| /* |
| * 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 |