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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.
*/
#ifndef ANDROID_HWUI_LINE_H
#define ANDROID_HWUI_LINE_H
#include <GLES2/gl2.h>
#include <cmath>
#include <sys/types.h>
#include "Patch.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Globals
///////////////////////////////////////////////////////////////////////////////
// Alpha8 texture used to perform texture anti-aliasing
static const uint8_t gLineTexture[] = {
0, 0, 0, 0, 0,
0, 255, 255, 255, 0,
0, 255, 255, 255, 0,
0, 255, 255, 255, 0,
0, 0, 0, 0, 0
};
static const GLsizei gLineTextureWidth = 5;
static const GLsizei gLineTextureHeight = 5;
static const float gLineAABias = 1.0f;
///////////////////////////////////////////////////////////////////////////////
// Line
///////////////////////////////////////////////////////////////////////////////
class Line {
public:
Line(): mXDivsCount(2), mYDivsCount(2) {
mPatch = new Patch(mXDivsCount, mYDivsCount);
mXDivs = new int32_t[mXDivsCount];
mYDivs = new int32_t[mYDivsCount];
mXDivs[0] = mYDivs[0] = 2;
mXDivs[1] = mYDivs[1] = 3;
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, gLineTextureWidth, gLineTextureHeight, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, gLineTexture);
}
~Line() {
delete mPatch;
delete[] mXDivs;
delete[] mYDivs;
glDeleteTextures(1, &mTexture);
}
inline float getLength(float x1, float y1, float x2, float y2) {
return sqrtf((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
void update(float x1, float y1, float x2, float y2, float lineWidth, float& tx, float& ty) {
const float length = getLength(x1, y1, x2, y2);
const float half = lineWidth * 0.5f;
mPatch->updateVertices(gLineTextureWidth, gLineTextureHeight,
-gLineAABias, -half - gLineAABias, length + gLineAABias, half + gLineAABias,
mXDivs, mYDivs, mXDivsCount, mYDivsCount);
tx = -gLineAABias;
ty = lineWidth <= 1.0f ? -gLineAABias : -half - gLineAABias;
}
inline GLuint getMeshBuffer() const {
return mPatch->meshBuffer;
}
inline GLsizei getElementsCount() const {
return mPatch->verticesCount;
}
inline GLuint getTexture() const {
return mTexture;
}
private:
uint32_t mXDivsCount;
uint32_t mYDivsCount;
int32_t* mXDivs;
int32_t* mYDivs;
Patch* mPatch;
GLuint mTexture;
}; // class Line
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_LINE_H
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