Patch.cpp revision 2665b85b2bd08faabf7c520a622a0e4d3465245f
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 "Patch.h" 24#include "Caches.h" 25 26namespace android { 27namespace uirenderer { 28 29class Caches; 30 31/////////////////////////////////////////////////////////////////////////////// 32// Constructors/destructor 33/////////////////////////////////////////////////////////////////////////////// 34 35Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads) { 36 // 2 triangles per patch, 3 vertices per triangle 37 verticesCount = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3; 38 mVertices = new TextureVertex[verticesCount]; 39 40 glGenBuffers(1, &meshBuffer); 41} 42 43Patch::~Patch() { 44 delete[] mVertices; 45 glDeleteBuffers(1, &meshBuffer); 46} 47 48/////////////////////////////////////////////////////////////////////////////// 49// Vertices management 50/////////////////////////////////////////////////////////////////////////////// 51 52void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight, 53 float left, float top, float right, float bottom, 54 const int32_t* xDivs, const int32_t* yDivs, 55 const uint32_t width, const uint32_t height, const uint32_t colorKey) { 56 const uint32_t xStretchCount = (width + 1) >> 1; 57 const uint32_t yStretchCount = (height + 1) >> 1; 58 59 float stretchX = 0.0f; 60 float stretchY = 0.0; 61 62 const float meshWidth = right - left; 63 64 if (xStretchCount > 0) { 65 uint32_t stretchSize = 0; 66 for (uint32_t i = 1; i < width; i += 2) { 67 stretchSize += xDivs[i] - xDivs[i - 1]; 68 } 69 const float xStretchTex = stretchSize; 70 const float fixed = bitmapWidth - stretchSize; 71 const float xStretch = right - left - fixed; 72 stretchX = xStretch / xStretchTex; 73 } 74 75 if (yStretchCount > 0) { 76 uint32_t stretchSize = 0; 77 for (uint32_t i = 1; i < height; i += 2) { 78 stretchSize += yDivs[i] - yDivs[i - 1]; 79 } 80 const float yStretchTex = stretchSize; 81 const float fixed = bitmapHeight - stretchSize; 82 const float yStretch = bottom - top - fixed; 83 stretchY = yStretch / yStretchTex; 84 } 85 86 TextureVertex* vertex = mVertices; 87 uint32_t quadCount = 0; 88 89 float previousStepY = 0.0f; 90 91 float y1 = 0.0f; 92 float v1 = 0.0f; 93 94 for (uint32_t i = 0; i < height; i++) { 95 float stepY = yDivs[i]; 96 97 float y2 = 0.0f; 98 if (i & 1) { 99 const float segment = stepY - previousStepY; 100 y2 = y1 + segment * stretchY; 101 } else { 102 y2 = y1 + stepY - previousStepY; 103 } 104 float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight; 105 106 generateRow(vertex, y1, y2, v1, v2, xDivs, width, stretchX, 107 right - left, bitmapWidth, quadCount, colorKey); 108 109 y1 = y2; 110 v1 = (stepY + 0.5f) / bitmapHeight; 111 112 previousStepY = stepY; 113 } 114 115 generateRow(vertex, y1, bottom - top, v1, 1.0f, xDivs, width, stretchX, 116 right - left, bitmapWidth, quadCount, colorKey); 117 118 Caches::getInstance().bindMeshBuffer(meshBuffer); 119 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, 120 mVertices, GL_STATIC_DRAW); 121} 122 123inline void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, 124 const int32_t xDivs[], uint32_t xCount, float stretchX, float width, float bitmapWidth, 125 uint32_t& quadCount, const uint32_t colorKey) { 126 float previousStepX = 0.0f; 127 128 float x1 = 0.0f; 129 float u1 = 0.0f; 130 131 // Generate the row quad by quad 132 for (uint32_t i = 0; i < xCount; i++) { 133 float stepX = xDivs[i]; 134 135 float x2 = 0.0f; 136 if (i & 1) { 137 const float segment = stepX - previousStepX; 138 x2 = x1 + segment * stretchX; 139 } else { 140 x2 = x1 + stepX - previousStepX; 141 } 142 float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth; 143 144 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount, colorKey); 145 146 x1 = x2; 147 u1 = (stepX + 0.5f) / bitmapWidth; 148 149 previousStepX = stepX; 150 } 151 152 generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount, colorKey); 153} 154 155inline void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 156 float u1, float v1, float u2, float v2, uint32_t& quadCount, const uint32_t colorKey) { 157 if (((colorKey >> quadCount++) & 0x1) == 1) { 158 return; 159 } 160 161 // Left triangle 162 TextureVertex::set(vertex++, x1, y1, u1, v1); 163 TextureVertex::set(vertex++, x2, y1, u2, v1); 164 TextureVertex::set(vertex++, x1, y2, u1, v2); 165 166 // Right triangle 167 TextureVertex::set(vertex++, x1, y2, u1, v2); 168 TextureVertex::set(vertex++, x2, y1, u2, v1); 169 TextureVertex::set(vertex++, x2, y2, u2, v2); 170} 171 172}; // namespace uirenderer 173}; // namespace android 174