1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <cmath> 20 21#include <utils/Log.h> 22 23#include "Caches.h" 24#include "Patch.h" 25#include "Properties.h" 26#include "UvMapper.h" 27 28namespace android { 29namespace uirenderer { 30 31/////////////////////////////////////////////////////////////////////////////// 32// Constructors/destructor 33/////////////////////////////////////////////////////////////////////////////// 34 35Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) { 36} 37 38Patch::~Patch() { 39 delete[] vertices; 40} 41 42/////////////////////////////////////////////////////////////////////////////// 43// Vertices management 44/////////////////////////////////////////////////////////////////////////////// 45 46uint32_t Patch::getSize() const { 47 return verticesCount * sizeof(TextureVertex); 48} 49 50TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight, 51 float width, float height, const Res_png_9patch* patch) { 52 UvMapper mapper; 53 return createMesh(bitmapWidth, bitmapHeight, width, height, mapper, patch); 54} 55 56TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight, 57 float width, float height, const UvMapper& mapper, const Res_png_9patch* patch) { 58 if (vertices) return vertices; 59 60 int8_t emptyQuads = 0; 61 mColors = patch->getColors(); 62 63 const int8_t numColors = patch->numColors; 64 if (uint8_t(numColors) < sizeof(uint32_t) * 4) { 65 for (int8_t i = 0; i < numColors; i++) { 66 if (mColors[i] == 0x0) { 67 emptyQuads++; 68 } 69 } 70 } 71 72 hasEmptyQuads = emptyQuads > 0; 73 74 uint32_t xCount = patch->numXDivs; 75 uint32_t yCount = patch->numYDivs; 76 77 uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 4; 78 if (maxVertices == 0) return NULL; 79 80 TextureVertex* tempVertices = new TextureVertex[maxVertices]; 81 TextureVertex* vertex = tempVertices; 82 83 const int32_t* xDivs = patch->getXDivs(); 84 const int32_t* yDivs = patch->getYDivs(); 85 86 const uint32_t xStretchCount = (xCount + 1) >> 1; 87 const uint32_t yStretchCount = (yCount + 1) >> 1; 88 89 float stretchX = 0.0f; 90 float stretchY = 0.0f; 91 92 float rescaleX = 1.0f; 93 float rescaleY = 1.0f; 94 95 if (xStretchCount > 0) { 96 uint32_t stretchSize = 0; 97 for (uint32_t i = 1; i < xCount; i += 2) { 98 stretchSize += xDivs[i] - xDivs[i - 1]; 99 } 100 const float xStretchTex = stretchSize; 101 const float fixed = bitmapWidth - stretchSize; 102 const float xStretch = fmaxf(width - fixed, 0.0f); 103 stretchX = xStretch / xStretchTex; 104 rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(width, 0.0f) / fixed, 1.0f); 105 } 106 107 if (yStretchCount > 0) { 108 uint32_t stretchSize = 0; 109 for (uint32_t i = 1; i < yCount; i += 2) { 110 stretchSize += yDivs[i] - yDivs[i - 1]; 111 } 112 const float yStretchTex = stretchSize; 113 const float fixed = bitmapHeight - stretchSize; 114 const float yStretch = fmaxf(height - fixed, 0.0f); 115 stretchY = yStretch / yStretchTex; 116 rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(height, 0.0f) / fixed, 1.0f); 117 } 118 119 uint32_t quadCount = 0; 120 121 float previousStepY = 0.0f; 122 123 float y1 = 0.0f; 124 float y2 = 0.0f; 125 float v1 = 0.0f; 126 127 mUvMapper = mapper; 128 129 for (uint32_t i = 0; i < yCount; i++) { 130 float stepY = yDivs[i]; 131 const float segment = stepY - previousStepY; 132 133 if (i & 1) { 134 y2 = y1 + floorf(segment * stretchY + 0.5f); 135 } else { 136 y2 = y1 + segment * rescaleY; 137 } 138 139 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1)); 140 float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight; 141 v1 += vOffset / bitmapHeight; 142 143 if (stepY > 0.0f) { 144 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, 145 width, bitmapWidth, quadCount); 146 } 147 148 y1 = y2; 149 v1 = stepY / bitmapHeight; 150 151 previousStepY = stepY; 152 } 153 154 if (previousStepY != bitmapHeight) { 155 y2 = height; 156 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, 157 width, bitmapWidth, quadCount); 158 } 159 160 if (verticesCount == maxVertices) { 161 vertices = tempVertices; 162 } else { 163 vertices = new TextureVertex[verticesCount]; 164 memcpy(vertices, tempVertices, verticesCount * sizeof(TextureVertex)); 165 delete[] tempVertices; 166 } 167 168 return vertices; 169} 170 171void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, 172 float y1, float y2, float v1, float v2, float stretchX, float rescaleX, 173 float width, float bitmapWidth, uint32_t& quadCount) { 174 float previousStepX = 0.0f; 175 176 float x1 = 0.0f; 177 float x2 = 0.0f; 178 float u1 = 0.0f; 179 180 // Generate the row quad by quad 181 for (uint32_t i = 0; i < xCount; i++) { 182 float stepX = xDivs[i]; 183 const float segment = stepX - previousStepX; 184 185 if (i & 1) { 186 x2 = x1 + floorf(segment * stretchX + 0.5f); 187 } else { 188 x2 = x1 + segment * rescaleX; 189 } 190 191 float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1)); 192 float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth; 193 u1 += uOffset / bitmapWidth; 194 195 if (stepX > 0.0f) { 196 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 197 } 198 199 x1 = x2; 200 u1 = stepX / bitmapWidth; 201 202 previousStepX = stepX; 203 } 204 205 if (previousStepX != bitmapWidth) { 206 x2 = width; 207 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 208 } 209} 210 211void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 212 float u1, float v1, float u2, float v2, uint32_t& quadCount) { 213 const uint32_t oldQuadCount = quadCount; 214 quadCount++; 215 216 if (x1 < 0.0f) x1 = 0.0f; 217 if (x2 < 0.0f) x2 = 0.0f; 218 if (y1 < 0.0f) y1 = 0.0f; 219 if (y2 < 0.0f) y2 = 0.0f; 220 221 // Skip degenerate and transparent (empty) quads 222 if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) { 223#if DEBUG_PATCHES_EMPTY_VERTICES 224 PATCH_LOGD(" quad %d (empty)", oldQuadCount); 225 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1); 226 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2); 227#endif 228 return; 229 } 230 231 // Record all non empty quads 232 if (hasEmptyQuads) { 233 Rect bounds(x1, y1, x2, y2); 234 quads.add(bounds); 235 } 236 237 mUvMapper.map(u1, v1, u2, v2); 238 239 TextureVertex::set(vertex++, x1, y1, u1, v1); 240 TextureVertex::set(vertex++, x2, y1, u2, v1); 241 TextureVertex::set(vertex++, x1, y2, u1, v2); 242 TextureVertex::set(vertex++, x2, y2, u2, v2); 243 244 verticesCount += 4; 245 indexCount += 6; 246 247#if DEBUG_PATCHES_VERTICES 248 PATCH_LOGD(" quad %d", oldQuadCount); 249 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1); 250 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2); 251#endif 252} 253 254}; // namespace uirenderer 255}; // namespace android 256