/* * 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 #include #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