Patch.cpp revision f504a2fa144504ca1efd39a4ef9208e3d4d336c5
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 RENDER_LAYERS_AS_REGIONS 112 if (hasEmptyQuads) quads.clear(); 113#endif 114 115 // Reset the vertices count here, we will count exactly how many 116 // vertices we actually need when generating the quads 117 verticesCount = 0; 118 119 const uint32_t xStretchCount = (mXCount + 1) >> 1; 120 const uint32_t yStretchCount = (mYCount + 1) >> 1; 121 122 float stretchX = 0.0f; 123 float stretchY = 0.0; 124 125 const float meshWidth = right - left; 126 127 if (xStretchCount > 0) { 128 uint32_t stretchSize = 0; 129 for (uint32_t i = 1; i < mXCount; i += 2) { 130 stretchSize += mXDivs[i] - mXDivs[i - 1]; 131 } 132 const float xStretchTex = stretchSize; 133 const float fixed = bitmapWidth - stretchSize; 134 const float xStretch = right - left - fixed; 135 stretchX = xStretch / xStretchTex; 136 } 137 138 if (yStretchCount > 0) { 139 uint32_t stretchSize = 0; 140 for (uint32_t i = 1; i < mYCount; i += 2) { 141 stretchSize += mYDivs[i] - mYDivs[i - 1]; 142 } 143 const float yStretchTex = stretchSize; 144 const float fixed = bitmapHeight - stretchSize; 145 const float yStretch = bottom - top - fixed; 146 stretchY = yStretch / yStretchTex; 147 } 148 149 TextureVertex* vertex = mVertices; 150 uint32_t quadCount = 0; 151 152 float previousStepY = 0.0f; 153 154 float y1 = 0.0f; 155 float y2 = 0.0f; 156 float v1 = 0.0f; 157 158 for (uint32_t i = 0; i < mYCount; i++) { 159 float stepY = mYDivs[i]; 160 161 if (i & 1) { 162 const float segment = stepY - previousStepY; 163 y2 = y1 + floorf(segment * stretchY + 0.5f); 164 } else { 165 y2 = y1 + stepY - previousStepY; 166 } 167 float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight; 168 169 if (stepY > 0.0f) { 170#if DEBUG_EXPLODE_PATCHES 171 y1 += i * EXPLODE_GAP; 172 y2 += i * EXPLODE_GAP; 173#endif 174 generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, 175 bitmapWidth, quadCount); 176#if DEBUG_EXPLODE_PATCHES 177 y2 -= i * EXPLODE_GAP; 178#endif 179 } 180 181 y1 = y2; 182 v1 = (stepY + 0.5f) / bitmapHeight; 183 184 previousStepY = stepY; 185 } 186 187 if (previousStepY != bitmapHeight) { 188 y2 = bottom - top; 189#if DEBUG_EXPLODE_PATCHES 190 y1 += mYCount * EXPLODE_GAP; 191 y2 += mYCount * EXPLODE_GAP; 192#endif 193 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left, 194 bitmapWidth, quadCount); 195 } 196 197 if (verticesCount > 0) { 198 Caches::getInstance().bindMeshBuffer(meshBuffer); 199 if (!mUploaded) { 200 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, 201 mVertices, GL_DYNAMIC_DRAW); 202 mUploaded = true; 203 } else { 204 glBufferSubData(GL_ARRAY_BUFFER, 0, 205 sizeof(TextureVertex) * verticesCount, mVertices); 206 } 207 } 208 209 PATCH_LOGD(" patch: new vertices count = %d", verticesCount); 210} 211 212void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, 213 float stretchX, float width, float bitmapWidth, uint32_t& quadCount) { 214 float previousStepX = 0.0f; 215 216 float x1 = 0.0f; 217 float x2 = 0.0f; 218 float u1 = 0.0f; 219 220 // Generate the row quad by quad 221 for (uint32_t i = 0; i < mXCount; i++) { 222 float stepX = mXDivs[i]; 223 224 if (i & 1) { 225 const float segment = stepX - previousStepX; 226 x2 = x1 + floorf(segment * stretchX + 0.5f); 227 } else { 228 x2 = x1 + stepX - previousStepX; 229 } 230 float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth; 231 232 if (stepX > 0.0f) { 233#if DEBUG_EXPLODE_PATCHES 234 x1 += i * EXPLODE_GAP; 235 x2 += i * EXPLODE_GAP; 236#endif 237 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 238#if DEBUG_EXPLODE_PATCHES 239 x2 -= i * EXPLODE_GAP; 240#endif 241 } 242 243 x1 = x2; 244 u1 = (stepX + 0.5f) / bitmapWidth; 245 246 previousStepX = stepX; 247 } 248 249 if (previousStepX != bitmapWidth) { 250 x2 = width; 251#if DEBUG_EXPLODE_PATCHES 252 x1 += mXCount * EXPLODE_GAP; 253 x2 += mXCount * EXPLODE_GAP; 254#endif 255 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 256 } 257} 258 259void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 260 float u1, float v1, float u2, float v2, uint32_t& quadCount) { 261 const uint32_t oldQuadCount = quadCount; 262 quadCount++; 263 264 // Skip degenerate and transparent (empty) quads 265 if ((mColorKey >> oldQuadCount) & 0x1) { 266#if DEBUG_PATCHES_EMPTY_VERTICES 267 PATCH_LOGD(" quad %d (empty)", oldQuadCount); 268 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1); 269 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2); 270#endif 271 return; 272 } 273 274#if RENDER_LAYERS_AS_REGIONS 275 // Record all non empty quads 276 if (hasEmptyQuads) { 277 Rect bounds(x1, y1, x2, y2); 278 quads.add(bounds); 279 } 280#endif 281 282 // Left triangle 283 TextureVertex::set(vertex++, x1, y1, u1, v1); 284 TextureVertex::set(vertex++, x2, y1, u2, v1); 285 TextureVertex::set(vertex++, x1, y2, u1, v2); 286 287 // Right triangle 288 TextureVertex::set(vertex++, x1, y2, u1, v2); 289 TextureVertex::set(vertex++, x2, y1, u2, v1); 290 TextureVertex::set(vertex++, x2, y2, u2, v2); 291 292 // A quad is made of 2 triangles, 6 vertices 293 verticesCount += 6; 294 295#if DEBUG_PATCHES_VERTICES 296 PATCH_LOGD(" quad %d", oldQuadCount); 297 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1); 298 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2); 299#endif 300} 301 302}; // namespace uirenderer 303}; // namespace android 304