Patch.cpp revision 6381dd4ff212a95be30d2b445d40ff419ab076b4
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}
40
41///////////////////////////////////////////////////////////////////////////////
42// Vertices management
43///////////////////////////////////////////////////////////////////////////////
44
45uint32_t Patch::getSize() const {
46    return verticesCount * sizeof(TextureVertex);
47}
48
49TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight,
50        float width, float height, const Res_png_9patch* patch) {
51    UvMapper mapper;
52    return createMesh(bitmapWidth, bitmapHeight, width, height, mapper, patch);
53}
54
55TextureVertex* Patch::createMesh(const float bitmapWidth, const float bitmapHeight,
56        float width, float height, const UvMapper& mapper, const Res_png_9patch* patch) {
57    if (vertices) return vertices;
58
59    int8_t emptyQuads = 0;
60    mColors = patch->getColors();
61
62    const int8_t numColors = patch->numColors;
63    if (uint8_t(numColors) < sizeof(uint32_t) * 4) {
64        for (int8_t i = 0; i < numColors; i++) {
65            if (mColors[i] == 0x0) {
66                emptyQuads++;
67            }
68        }
69    }
70
71    hasEmptyQuads = emptyQuads > 0;
72
73    uint32_t xCount = patch->numXDivs;
74    uint32_t yCount = patch->numYDivs;
75
76    uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 4;
77    if (maxVertices == 0) return NULL;
78
79    TextureVertex* tempVertices = new TextureVertex[maxVertices];
80    TextureVertex* vertex = tempVertices;
81
82    const int32_t* xDivs = patch->getXDivs();
83    const int32_t* yDivs = patch->getYDivs();
84
85    const uint32_t xStretchCount = (xCount + 1) >> 1;
86    const uint32_t yStretchCount = (yCount + 1) >> 1;
87
88    float stretchX = 0.0f;
89    float stretchY = 0.0f;
90
91    float rescaleX = 1.0f;
92    float rescaleY = 1.0f;
93
94    if (xStretchCount > 0) {
95        uint32_t stretchSize = 0;
96        for (uint32_t i = 1; i < xCount; i += 2) {
97            stretchSize += xDivs[i] - xDivs[i - 1];
98        }
99        const float xStretchTex = stretchSize;
100        const float fixed = bitmapWidth - stretchSize;
101        const float xStretch = fmaxf(width - fixed, 0.0f);
102        stretchX = xStretch / xStretchTex;
103        rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(width, 0.0f) / fixed, 1.0f);
104    }
105
106    if (yStretchCount > 0) {
107        uint32_t stretchSize = 0;
108        for (uint32_t i = 1; i < yCount; i += 2) {
109            stretchSize += yDivs[i] - yDivs[i - 1];
110        }
111        const float yStretchTex = stretchSize;
112        const float fixed = bitmapHeight - stretchSize;
113        const float yStretch = fmaxf(height - fixed, 0.0f);
114        stretchY = yStretch / yStretchTex;
115        rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(height, 0.0f) / fixed, 1.0f);
116    }
117
118    uint32_t quadCount = 0;
119
120    float previousStepY = 0.0f;
121
122    float y1 = 0.0f;
123    float y2 = 0.0f;
124    float v1 = 0.0f;
125
126    mUvMapper = mapper;
127
128    for (uint32_t i = 0; i < yCount; i++) {
129        float stepY = yDivs[i];
130        const float segment = stepY - previousStepY;
131
132        if (i & 1) {
133            y2 = y1 + floorf(segment * stretchY + 0.5f);
134        } else {
135            y2 = y1 + segment * rescaleY;
136        }
137
138        float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
139        float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight;
140        v1 += vOffset / bitmapHeight;
141
142        if (stepY > 0.0f) {
143            generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
144                    width, bitmapWidth, quadCount);
145        }
146
147        y1 = y2;
148        v1 = stepY / bitmapHeight;
149
150        previousStepY = stepY;
151    }
152
153    if (previousStepY != bitmapHeight) {
154        y2 = height;
155        generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
156                width, bitmapWidth, quadCount);
157    }
158
159    if (verticesCount == maxVertices) {
160        vertices = tempVertices;
161    } else {
162        vertices = new TextureVertex[verticesCount];
163        memcpy(vertices, tempVertices, verticesCount * sizeof(TextureVertex));
164        delete[] tempVertices;
165    }
166
167    return vertices;
168}
169
170void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
171        float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
172        float width, float bitmapWidth, uint32_t& quadCount) {
173    float previousStepX = 0.0f;
174
175    float x1 = 0.0f;
176    float x2 = 0.0f;
177    float u1 = 0.0f;
178
179    // Generate the row quad by quad
180    for (uint32_t i = 0; i < xCount; i++) {
181        float stepX = xDivs[i];
182        const float segment = stepX - previousStepX;
183
184        if (i & 1) {
185            x2 = x1 + floorf(segment * stretchX + 0.5f);
186        } else {
187            x2 = x1 + segment * rescaleX;
188        }
189
190        float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1));
191        float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth;
192        u1 += uOffset / bitmapWidth;
193
194        if (stepX > 0.0f) {
195            generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
196        }
197
198        x1 = x2;
199        u1 = stepX / bitmapWidth;
200
201        previousStepX = stepX;
202    }
203
204    if (previousStepX != bitmapWidth) {
205        x2 = width;
206        generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
207    }
208}
209
210void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
211            float u1, float v1, float u2, float v2, uint32_t& quadCount) {
212    const uint32_t oldQuadCount = quadCount;
213    quadCount++;
214
215    if (x1 < 0.0f) x1 = 0.0f;
216    if (x2 < 0.0f) x2 = 0.0f;
217    if (y1 < 0.0f) y1 = 0.0f;
218    if (y2 < 0.0f) y2 = 0.0f;
219
220    // Skip degenerate and transparent (empty) quads
221    if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) {
222#if DEBUG_PATCHES_EMPTY_VERTICES
223        PATCH_LOGD("    quad %d (empty)", oldQuadCount);
224        PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1);
225        PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
226#endif
227        return;
228    }
229
230    // Record all non empty quads
231    if (hasEmptyQuads) {
232        Rect bounds(x1, y1, x2, y2);
233        quads.add(bounds);
234    }
235
236    mUvMapper.map(u1, v1, u2, v2);
237
238    TextureVertex::set(vertex++, x1, y1, u1, v1);
239    TextureVertex::set(vertex++, x2, y1, u2, v1);
240    TextureVertex::set(vertex++, x1, y2, u1, v2);
241    TextureVertex::set(vertex++, x2, y2, u2, v2);
242
243    verticesCount += 4;
244    indexCount += 6;
245
246#if DEBUG_PATCHES_VERTICES
247    PATCH_LOGD("    quad %d", oldQuadCount);
248    PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.8f, %.8f", x1, y1, u1, v1);
249    PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
250#endif
251}
252
253}; // namespace uirenderer
254}; // namespace android
255