/* * 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" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads) { // 2 triangles per patch, 3 vertices per triangle verticesCount = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3; mVertices = new TextureVertex[verticesCount]; hasEmptyQuads = emptyQuads > 0; glGenBuffers(1, &meshBuffer); } Patch::~Patch() { delete[] mVertices; glDeleteBuffers(1, &meshBuffer); } /////////////////////////////////////////////////////////////////////////////// // Vertices management /////////////////////////////////////////////////////////////////////////////// void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight, 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 colorKey) { if (hasEmptyQuads) quads.clear(); const uint32_t xStretchCount = (width + 1) >> 1; const uint32_t yStretchCount = (height + 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 < width; i += 2) { stretchSize += xDivs[i] - xDivs[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 < height; i += 2) { stretchSize += yDivs[i] - yDivs[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 v1 = 0.0f; for (uint32_t i = 0; i < height; i++) { float stepY = yDivs[i]; float y2 = 0.0f; if (i & 1) { const float segment = stepY - previousStepY; y2 = y1 + segment * stretchY; } else { y2 = y1 + stepY - previousStepY; } float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight; generateRow(vertex, y1, y2, v1, v2, xDivs, width, stretchX, right - left, bitmapWidth, quadCount, colorKey); y1 = y2; v1 = (stepY + 0.5f) / bitmapHeight; previousStepY = stepY; } generateRow(vertex, y1, bottom - top, v1, 1.0f, xDivs, width, stretchX, right - left, bitmapWidth, quadCount, colorKey); Caches::getInstance().bindMeshBuffer(meshBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, mVertices, GL_STATIC_DRAW); } void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, const int32_t xDivs[], uint32_t xCount, float stretchX, float width, float bitmapWidth, uint32_t& quadCount, const uint32_t colorKey) { float previousStepX = 0.0f; float x1 = 0.0f; float u1 = 0.0f; // Generate the row quad by quad for (uint32_t i = 0; i < xCount; i++) { float stepX = xDivs[i]; float x2 = 0.0f; if (i & 1) { const float segment = stepX - previousStepX; x2 = x1 + segment * stretchX; } else { x2 = x1 + stepX - previousStepX; } float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth; generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount, colorKey); x1 = x2; u1 = (stepX + 0.5f) / bitmapWidth; previousStepX = stepX; } generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount, colorKey); } 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 colorKey) { if (((colorKey >> quadCount++) & 0x1) == 1) { return; } if (hasEmptyQuads) { Rect bounds(x1, y1, x2, y2); quads.add(bounds); } // 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); } }; // namespace uirenderer }; // namespace android