Patch.cpp revision e5c6584a402fb3b1fe0507e4e00e601bec8f1bbc
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// Vertices management 33/////////////////////////////////////////////////////////////////////////////// 34 35uint32_t Patch::getSize() const { 36 return verticesCount * sizeof(TextureVertex); 37} 38 39TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight, 40 float width, float height, const Res_png_9patch* patch) { 41 UvMapper mapper; 42 return createMesh(bitmapWidth, bitmapHeight, width, height, mapper, patch); 43} 44 45TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight, 46 float width, float height, const UvMapper& mapper, const Res_png_9patch* patch) { 47 if (vertices) return vertices.get(); 48 49 int8_t emptyQuads = 0; 50 mColors = patch->getColors(); 51 52 const int8_t numColors = patch->numColors; 53 if (uint8_t(numColors) < sizeof(uint32_t) * 4) { 54 for (int8_t i = 0; i < numColors; i++) { 55 if (mColors[i] == 0x0) { 56 emptyQuads++; 57 } 58 } 59 } 60 61 hasEmptyQuads = emptyQuads > 0; 62 63 uint32_t xCount = patch->numXDivs; 64 uint32_t yCount = patch->numYDivs; 65 66 uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 4; 67 if (maxVertices == 0) return nullptr; 68 69 vertices.reset(new TextureVertex[maxVertices]); 70 TextureVertex* vertex = vertices.get(); 71 72 const int32_t* xDivs = patch->getXDivs(); 73 const int32_t* yDivs = patch->getYDivs(); 74 75 const uint32_t xStretchCount = (xCount + 1) >> 1; 76 const uint32_t yStretchCount = (yCount + 1) >> 1; 77 78 float stretchX = 0.0f; 79 float stretchY = 0.0f; 80 81 float rescaleX = 1.0f; 82 float rescaleY = 1.0f; 83 84 if (xStretchCount > 0) { 85 uint32_t stretchSize = 0; 86 for (uint32_t i = 1; i < xCount; i += 2) { 87 stretchSize += xDivs[i] - xDivs[i - 1]; 88 } 89 const float xStretchTex = stretchSize; 90 const float fixed = bitmapWidth - stretchSize; 91 const float xStretch = fmaxf(width - fixed, 0.0f); 92 stretchX = xStretch / xStretchTex; 93 rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(width, 0.0f) / fixed, 1.0f); 94 } 95 96 if (yStretchCount > 0) { 97 uint32_t stretchSize = 0; 98 for (uint32_t i = 1; i < yCount; i += 2) { 99 stretchSize += yDivs[i] - yDivs[i - 1]; 100 } 101 const float yStretchTex = stretchSize; 102 const float fixed = bitmapHeight - stretchSize; 103 const float yStretch = fmaxf(height - fixed, 0.0f); 104 stretchY = yStretch / yStretchTex; 105 rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(height, 0.0f) / fixed, 1.0f); 106 } 107 108 uint32_t quadCount = 0; 109 110 float previousStepY = 0.0f; 111 112 float y1 = 0.0f; 113 float y2 = 0.0f; 114 float v1 = 0.0f; 115 116 mUvMapper = mapper; 117 118 for (uint32_t i = 0; i < yCount; i++) { 119 float stepY = yDivs[i]; 120 const float segment = stepY - previousStepY; 121 122 if (i & 1) { 123 y2 = y1 + floorf(segment * stretchY + 0.5f); 124 } else { 125 y2 = y1 + segment * rescaleY; 126 } 127 128 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1)); 129 float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight; 130 v1 += vOffset / bitmapHeight; 131 132 if (stepY > 0.0f) { 133 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, 134 width, bitmapWidth, quadCount); 135 } 136 137 y1 = y2; 138 v1 = stepY / bitmapHeight; 139 140 previousStepY = stepY; 141 } 142 143 if (previousStepY != bitmapHeight) { 144 y2 = height; 145 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, 146 width, bitmapWidth, quadCount); 147 } 148 149 if (verticesCount != maxVertices) { 150 std::unique_ptr<TextureVertex[]> reducedVertices(new TextureVertex[verticesCount]); 151 memcpy(reducedVertices.get(), vertices.get(), verticesCount * sizeof(TextureVertex)); 152 vertices = std::move(reducedVertices); 153 } 154 155 return vertices.get(); 156} 157 158void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, 159 float y1, float y2, float v1, float v2, float stretchX, float rescaleX, 160 float width, float bitmapWidth, uint32_t& quadCount) { 161 float previousStepX = 0.0f; 162 163 float x1 = 0.0f; 164 float x2 = 0.0f; 165 float u1 = 0.0f; 166 167 // Generate the row quad by quad 168 for (uint32_t i = 0; i < xCount; i++) { 169 float stepX = xDivs[i]; 170 const float segment = stepX - previousStepX; 171 172 if (i & 1) { 173 x2 = x1 + floorf(segment * stretchX + 0.5f); 174 } else { 175 x2 = x1 + segment * rescaleX; 176 } 177 178 float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1)); 179 float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth; 180 u1 += uOffset / bitmapWidth; 181 182 if (stepX > 0.0f) { 183 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 184 } 185 186 x1 = x2; 187 u1 = stepX / bitmapWidth; 188 189 previousStepX = stepX; 190 } 191 192 if (previousStepX != bitmapWidth) { 193 x2 = width; 194 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 195 } 196} 197 198void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 199 float u1, float v1, float u2, float v2, uint32_t& quadCount) { 200 const uint32_t oldQuadCount = quadCount; 201 quadCount++; 202 203 if (x1 < 0.0f) x1 = 0.0f; 204 if (x2 < 0.0f) x2 = 0.0f; 205 if (y1 < 0.0f) y1 = 0.0f; 206 if (y2 < 0.0f) y2 = 0.0f; 207 208 // Skip degenerate and transparent (empty) quads 209 if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) { 210#if DEBUG_PATCHES_EMPTY_VERTICES 211 PATCH_LOGD(" quad %d (empty)", oldQuadCount); 212 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1); 213 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2); 214#endif 215 return; 216 } 217 218 // Record all non empty quads 219 if (hasEmptyQuads) { 220 Rect bounds(x1, y1, x2, y2); 221 quads.add(bounds); 222 } 223 224 mUvMapper.map(u1, v1, u2, v2); 225 226 TextureVertex::set(vertex++, x1, y1, u1, v1); 227 TextureVertex::set(vertex++, x2, y1, u2, v1); 228 TextureVertex::set(vertex++, x1, y2, u1, v2); 229 TextureVertex::set(vertex++, x2, y2, u2, v2); 230 231 verticesCount += 4; 232 indexCount += 6; 233 234#if DEBUG_PATCHES_VERTICES 235 PATCH_LOGD(" quad %d", oldQuadCount); 236 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1); 237 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2); 238#endif 239} 240 241}; // namespace uirenderer 242}; // namespace android 243