Patch.cpp revision 70561df470c31513056df181571632851fd0d081
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#include "Properties.h" 26 27namespace android { 28namespace uirenderer { 29 30/////////////////////////////////////////////////////////////////////////////// 31// Constructors/destructor 32/////////////////////////////////////////////////////////////////////////////// 33 34Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads): 35 mXCount(xCount), mYCount(yCount), mEmptyQuads(emptyQuads) { 36 // Initialized with the maximum number of vertices we will need 37 // 2 triangles per patch, 3 vertices per triangle 38 uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3; 39 mVertices = new TextureVertex[maxVertices]; 40 mUploaded = false; 41 42 verticesCount = 0; 43 hasEmptyQuads = emptyQuads > 0; 44 45 mColorKey = 0; 46 mXDivs = new int32_t[mXCount]; 47 mYDivs = new int32_t[mYCount]; 48 49 PATCH_LOGD(" patch: xCount = %d, yCount = %d, emptyQuads = %d, max vertices = %d", 50 xCount, yCount, emptyQuads, maxVertices); 51 52 glGenBuffers(1, &meshBuffer); 53} 54 55Patch::~Patch() { 56 delete[] mVertices; 57 delete[] mXDivs; 58 delete[] mYDivs; 59 glDeleteBuffers(1, &meshBuffer); 60} 61 62/////////////////////////////////////////////////////////////////////////////// 63// Patch management 64/////////////////////////////////////////////////////////////////////////////// 65 66void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) { 67 memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t)); 68 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); 69} 70 71void Patch::copy(const int32_t* yDivs) { 72 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); 73} 74 75void Patch::updateColorKey(const uint32_t colorKey) { 76 mColorKey = colorKey; 77} 78 79bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) { 80 if (mColorKey != colorKey) { 81 updateColorKey(colorKey); 82 copy(xDivs, yDivs); 83 return false; 84 } 85 86 for (uint32_t i = 0; i < mXCount; i++) { 87 if (mXDivs[i] != xDivs[i]) { 88 // The Y divs may or may not match, copy everything 89 copy(xDivs, yDivs); 90 return false; 91 } 92 } 93 94 for (uint32_t i = 0; i < mYCount; i++) { 95 if (mYDivs[i] != yDivs[i]) { 96 // We know all the X divs match, copy only Y divs 97 copy(yDivs); 98 return false; 99 } 100 } 101 102 return true; 103} 104 105/////////////////////////////////////////////////////////////////////////////// 106// Vertices management 107/////////////////////////////////////////////////////////////////////////////// 108 109void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight, 110 float left, float top, float right, float bottom) { 111 if (hasEmptyQuads) quads.clear(); 112 113 // Reset the vertices count here, we will count exactly how many 114 // vertices we actually need when generating the quads 115 verticesCount = 0; 116 117 const uint32_t xStretchCount = (mXCount + 1) >> 1; 118 const uint32_t yStretchCount = (mYCount + 1) >> 1; 119 120 float stretchX = 0.0f; 121 float stretchY = 0.0; 122 123 const float meshWidth = right - left; 124 125 if (xStretchCount > 0) { 126 uint32_t stretchSize = 0; 127 for (uint32_t i = 1; i < mXCount; i += 2) { 128 stretchSize += mXDivs[i] - mXDivs[i - 1]; 129 } 130 const float xStretchTex = stretchSize; 131 const float fixed = bitmapWidth - stretchSize; 132 const float xStretch = right - left - fixed; 133 stretchX = xStretch / xStretchTex; 134 } 135 136 if (yStretchCount > 0) { 137 uint32_t stretchSize = 0; 138 for (uint32_t i = 1; i < mYCount; i += 2) { 139 stretchSize += mYDivs[i] - mYDivs[i - 1]; 140 } 141 const float yStretchTex = stretchSize; 142 const float fixed = bitmapHeight - stretchSize; 143 const float yStretch = bottom - top - fixed; 144 stretchY = yStretch / yStretchTex; 145 } 146 147 TextureVertex* vertex = mVertices; 148 uint32_t quadCount = 0; 149 150 float previousStepY = 0.0f; 151 152 float y1 = 0.0f; 153 float y2 = 0.0f; 154 float v1 = 0.0f; 155 156 for (uint32_t i = 0; i < mYCount; i++) { 157 float stepY = mYDivs[i]; 158 const float segment = stepY - previousStepY; 159 160 if (i & 1) { 161 y2 = y1 + floorf(segment * stretchY + 0.5f); 162 } else { 163 y2 = y1 + segment; 164 } 165 166 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1)); 167 float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight; 168 v1 += vOffset / bitmapHeight; 169 170 if (stepY > 0.0f) { 171#if DEBUG_EXPLODE_PATCHES 172 y1 += i * EXPLODE_GAP; 173 y2 += i * EXPLODE_GAP; 174#endif 175 generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, 176 bitmapWidth, quadCount); 177#if DEBUG_EXPLODE_PATCHES 178 y2 -= i * EXPLODE_GAP; 179#endif 180 } 181 182 y1 = y2; 183 v1 = stepY / bitmapHeight; 184 185 previousStepY = stepY; 186 } 187 188 if (previousStepY != bitmapHeight) { 189 y2 = bottom - top; 190#if DEBUG_EXPLODE_PATCHES 191 y1 += mYCount * EXPLODE_GAP; 192 y2 += mYCount * EXPLODE_GAP; 193#endif 194 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left, bitmapWidth, quadCount); 195 } 196 197 if (verticesCount > 0) { 198 Caches& caches = Caches::getInstance(); 199 caches.bindMeshBuffer(meshBuffer); 200 if (!mUploaded) { 201 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, 202 mVertices, GL_DYNAMIC_DRAW); 203 mUploaded = true; 204 } else { 205 glBufferSubData(GL_ARRAY_BUFFER, 0, 206 sizeof(TextureVertex) * verticesCount, mVertices); 207 } 208 caches.resetVertexPointers(); 209 } 210 211 PATCH_LOGD(" patch: new vertices count = %d", verticesCount); 212} 213 214void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, 215 float stretchX, float width, float bitmapWidth, uint32_t& quadCount) { 216 float previousStepX = 0.0f; 217 218 float x1 = 0.0f; 219 float x2 = 0.0f; 220 float u1 = 0.0f; 221 222 // Generate the row quad by quad 223 for (uint32_t i = 0; i < mXCount; i++) { 224 float stepX = mXDivs[i]; 225 const float segment = stepX - previousStepX; 226 227 if (i & 1) { 228 x2 = x1 + floorf(segment * stretchX + 0.5f); 229 } else { 230 x2 = x1 + segment; 231 } 232 233 float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1)); 234 float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth; 235 u1 += uOffset / bitmapWidth; 236 237 if (stepX > 0.0f) { 238#if DEBUG_EXPLODE_PATCHES 239 x1 += i * EXPLODE_GAP; 240 x2 += i * EXPLODE_GAP; 241#endif 242 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 243#if DEBUG_EXPLODE_PATCHES 244 x2 -= i * EXPLODE_GAP; 245#endif 246 } 247 248 x1 = x2; 249 u1 = stepX / bitmapWidth; 250 251 previousStepX = stepX; 252 } 253 254 if (previousStepX != bitmapWidth) { 255 x2 = width; 256#if DEBUG_EXPLODE_PATCHES 257 x1 += mXCount * EXPLODE_GAP; 258 x2 += mXCount * EXPLODE_GAP; 259#endif 260 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 261 } 262} 263 264void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 265 float u1, float v1, float u2, float v2, uint32_t& quadCount) { 266 const uint32_t oldQuadCount = quadCount; 267 quadCount++; 268 269 if (x1 < 0.0f) x1 = 0.0f; 270 if (x2 < 0.0f) x2 = 0.0f; 271 if (y1 < 0.0f) y1 = 0.0f; 272 if (y2 < 0.0f) y2 = 0.0f; 273 274 // Skip degenerate and transparent (empty) quads 275 if ((mColorKey >> oldQuadCount) & 0x1) { 276#if DEBUG_PATCHES_EMPTY_VERTICES 277 PATCH_LOGD(" quad %d (empty)", oldQuadCount); 278 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1); 279 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2); 280#endif 281 return; 282 } 283 284 // Record all non empty quads 285 if (hasEmptyQuads) { 286 Rect bounds(x1, y1, x2, y2); 287 quads.add(bounds); 288 } 289 290 // Left triangle 291 TextureVertex::set(vertex++, x1, y1, u1, v1); 292 TextureVertex::set(vertex++, x2, y1, u2, v1); 293 TextureVertex::set(vertex++, x1, y2, u1, v2); 294 295 // Right triangle 296 TextureVertex::set(vertex++, x1, y2, u1, v2); 297 TextureVertex::set(vertex++, x2, y1, u2, v1); 298 TextureVertex::set(vertex++, x2, y2, u2, v2); 299 300 // A quad is made of 2 triangles, 6 vertices 301 verticesCount += 6; 302 303#if DEBUG_PATCHES_VERTICES 304 PATCH_LOGD(" quad %d", oldQuadCount); 305 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1); 306 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2); 307#endif 308} 309 310}; // namespace uirenderer 311}; // namespace android 312