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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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <cmath>
#include <utils/Log.h>
#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
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