/* * 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 "Patch.h" #include "Caches.h" #include "Properties.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads): mXCount(xCount), mYCount(yCount), mEmptyQuads(emptyQuads) { // Initialized with the maximum number of vertices we will need // 2 triangles per patch, 3 vertices per triangle uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3; mVertices = new TextureVertex[maxVertices]; mUploaded = false; verticesCount = 0; hasEmptyQuads = emptyQuads > 0; mColorKey = 0; mXDivs = new int32_t[mXCount]; mYDivs = new int32_t[mYCount]; PATCH_LOGD(" patch: xCount = %d, yCount = %d, emptyQuads = %d, max vertices = %d", xCount, yCount, emptyQuads, maxVertices); glGenBuffers(1, &meshBuffer); } Patch::~Patch() { delete[] mVertices; delete[] mXDivs; delete[] mYDivs; glDeleteBuffers(1, &meshBuffer); } /////////////////////////////////////////////////////////////////////////////// // Patch management /////////////////////////////////////////////////////////////////////////////// void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) { memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t)); memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); } void Patch::copy(const int32_t* yDivs) { memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); } void Patch::updateColorKey(const uint32_t colorKey) { mColorKey = colorKey; } bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) { if (mColorKey != colorKey) { updateColorKey(colorKey); copy(xDivs, yDivs); return false; } for (uint32_t i = 0; i < mXCount; i++) { if (mXDivs[i] != xDivs[i]) { // The Y divs may or may not match, copy everything copy(xDivs, yDivs); return false; } } for (uint32_t i = 0; i < mYCount; i++) { if (mYDivs[i] != yDivs[i]) { // We know all the X divs match, copy only Y divs copy(yDivs); return false; } } return true; } /////////////////////////////////////////////////////////////////////////////// // Vertices management /////////////////////////////////////////////////////////////////////////////// void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight, float left, float top, float right, float bottom) { #if RENDER_LAYERS_AS_REGIONS if (hasEmptyQuads) quads.clear(); #endif // Reset the vertices count here, we will count exactly how many // vertices we actually need when generating the quads verticesCount = 0; const uint32_t xStretchCount = (mXCount + 1) >> 1; const uint32_t yStretchCount = (mYCount + 1) >> 1; float stretchX = 0.0f; float stretchY = 0.0; const float meshWidth = right - left; if (xStretchCount > 0) { uint32_t stretchSize = 0; for (uint32_t i = 1; i < mXCount; i += 2) { stretchSize += mXDivs[i] - mXDivs[i - 1]; } const float xStretchTex = stretchSize; const float fixed = bitmapWidth - stretchSize; const float xStretch = right - left - fixed; stretchX = xStretch / xStretchTex; } if (yStretchCount > 0) { uint32_t stretchSize = 0; for (uint32_t i = 1; i < mYCount; i += 2) { stretchSize += mYDivs[i] - mYDivs[i - 1]; } const float yStretchTex = stretchSize; const float fixed = bitmapHeight - stretchSize; const float yStretch = bottom - top - fixed; stretchY = yStretch / yStretchTex; } TextureVertex* vertex = mVertices; uint32_t quadCount = 0; float previousStepY = 0.0f; float y1 = 0.0f; float y2 = 0.0f; float v1 = 0.0f; for (uint32_t i = 0; i < mYCount; i++) { float stepY = mYDivs[i]; const float segment = stepY - previousStepY; if (i & 1) { y2 = y1 + floorf(segment * stretchY + 0.5f); } else { y2 = y1 + segment; } 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) { #if DEBUG_EXPLODE_PATCHES y1 += i * EXPLODE_GAP; y2 += i * EXPLODE_GAP; #endif generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, bitmapWidth, quadCount); #if DEBUG_EXPLODE_PATCHES y2 -= i * EXPLODE_GAP; #endif } y1 = y2; v1 = stepY / bitmapHeight; previousStepY = stepY; } if (previousStepY != bitmapHeight) { y2 = bottom - top; #if DEBUG_EXPLODE_PATCHES y1 += mYCount * EXPLODE_GAP; y2 += mYCount * EXPLODE_GAP; #endif generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left, bitmapWidth, quadCount); } if (verticesCount > 0) { Caches& caches = Caches::getInstance(); caches.bindMeshBuffer(meshBuffer); if (!mUploaded) { glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, mVertices, GL_DYNAMIC_DRAW); mUploaded = true; } else { glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(TextureVertex) * verticesCount, mVertices); } caches.resetVertexPointers(); } PATCH_LOGD(" patch: new vertices count = %d", verticesCount); } void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, float stretchX, 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 < mXCount; i++) { float stepX = mXDivs[i]; const float segment = stepX - previousStepX; if (i & 1) { x2 = x1 + floorf(segment * stretchX + 0.5f); } else { x2 = x1 + segment; } 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) { #if DEBUG_EXPLODE_PATCHES x1 += i * EXPLODE_GAP; x2 += i * EXPLODE_GAP; #endif generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); #if DEBUG_EXPLODE_PATCHES x2 -= i * EXPLODE_GAP; #endif } x1 = x2; u1 = stepX / bitmapWidth; previousStepX = stepX; } if (previousStepX != bitmapWidth) { x2 = width; #if DEBUG_EXPLODE_PATCHES x1 += mXCount * EXPLODE_GAP; x2 += mXCount * EXPLODE_GAP; #endif 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++; // Skip degenerate and transparent (empty) quads if ((mColorKey >> oldQuadCount) & 0x1) { #if DEBUG_PATCHES_EMPTY_VERTICES PATCH_LOGD(" quad %d (empty)", oldQuadCount); PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1); PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2); #endif return; } #if RENDER_LAYERS_AS_REGIONS // Record all non empty quads if (hasEmptyQuads) { Rect bounds(x1, y1, x2, y2); quads.add(bounds); } #endif // Left triangle TextureVertex::set(vertex++, x1, y1, u1, v1); TextureVertex::set(vertex++, x2, y1, u2, v1); TextureVertex::set(vertex++, x1, y2, u1, v2); // Right triangle TextureVertex::set(vertex++, x1, y2, u1, v2); TextureVertex::set(vertex++, x2, y1, u2, v1); TextureVertex::set(vertex++, x2, y2, u2, v2); // A quad is made of 2 triangles, 6 vertices verticesCount += 6; #if DEBUG_PATCHES_VERTICES PATCH_LOGD(" quad %d", oldQuadCount); PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1); PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2); #endif } }; // namespace uirenderer }; // namespace android