Patch.cpp revision bd41a11078e94b755c8b6f78e1e4242c715fccd4
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
29///////////////////////////////////////////////////////////////////////////////
30// Constructors/destructor
31///////////////////////////////////////////////////////////////////////////////
32
33Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads):
34        mXCount(xCount), mYCount(yCount) {
35    // 2 triangles per patch, 3 vertices per triangle
36    verticesCount = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3;
37    mVertices = new TextureVertex[verticesCount];
38    hasEmptyQuads = emptyQuads > 0;
39    mUploaded = false;
40
41    mColorKey = 0;
42    mXDivs = new int32_t[mXCount];
43    mYDivs = new int32_t[mYCount];
44
45    PATCH_LOGD("    patch: xCount = %d, yCount = %d, emptyQuads = %d, vertices = %d",
46            xCount, yCount, emptyQuads, verticesCount);
47
48    glGenBuffers(1, &meshBuffer);
49}
50
51Patch::~Patch() {
52    delete[] mVertices;
53    delete[] mXDivs;
54    delete[] mYDivs;
55    glDeleteBuffers(1, &meshBuffer);
56}
57
58///////////////////////////////////////////////////////////////////////////////
59// Patch management
60///////////////////////////////////////////////////////////////////////////////
61
62void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) {
63    memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t));
64    memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
65}
66
67void Patch::copy(const int32_t* yDivs) {
68    memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
69}
70
71void Patch::updateColorKey(const uint32_t colorKey) {
72    mColorKey = colorKey;
73}
74
75bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) {
76    if (mColorKey != colorKey) {
77        updateColorKey(colorKey);
78        copy(xDivs, yDivs);
79        return false;
80    }
81
82    for (uint32_t i = 0; i < mXCount; i++) {
83        if (mXDivs[i] != xDivs[i]) {
84            // The Y divs may or may not match, copy everything
85            copy(xDivs, yDivs);
86            return false;
87        }
88    }
89
90    for (uint32_t i = 0; i < mYCount; i++) {
91        if (mYDivs[i] != yDivs[i]) {
92            // We know all the X divs match, copy only Y divs
93            copy(yDivs);
94            return false;
95        }
96    }
97
98    return true;
99}
100
101///////////////////////////////////////////////////////////////////////////////
102// Vertices management
103///////////////////////////////////////////////////////////////////////////////
104
105void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
106        float left, float top, float right, float bottom) {
107    if (hasEmptyQuads) quads.clear();
108
109    const uint32_t xStretchCount = (mXCount + 1) >> 1;
110    const uint32_t yStretchCount = (mYCount + 1) >> 1;
111
112    float stretchX = 0.0f;
113    float stretchY = 0.0;
114
115    const float meshWidth = right - left;
116
117    if (xStretchCount > 0) {
118        uint32_t stretchSize = 0;
119        for (uint32_t i = 1; i < mXCount; i += 2) {
120            stretchSize += mXDivs[i] - mXDivs[i - 1];
121        }
122        const float xStretchTex = stretchSize;
123        const float fixed = bitmapWidth - stretchSize;
124        const float xStretch = right - left - fixed;
125        stretchX = xStretch / xStretchTex;
126    }
127
128    if (yStretchCount > 0) {
129        uint32_t stretchSize = 0;
130        for (uint32_t i = 1; i < mYCount; i += 2) {
131            stretchSize += mYDivs[i] - mYDivs[i - 1];
132        }
133        const float yStretchTex = stretchSize;
134        const float fixed = bitmapHeight - stretchSize;
135        const float yStretch = bottom - top - fixed;
136        stretchY = yStretch / yStretchTex;
137    }
138
139    TextureVertex* vertex = mVertices;
140    uint32_t quadCount = 0;
141
142    float previousStepY = 0.0f;
143
144    float y1 = 0.0f;
145    float v1 = 0.0f;
146
147    for (uint32_t i = 0; i < mYCount; i++) {
148        float stepY = mYDivs[i];
149
150        float y2 = 0.0f;
151        if (i & 1) {
152            const float segment = stepY - previousStepY;
153            y2 = y1 + segment * stretchY;
154        } else {
155            y2 = y1 + stepY - previousStepY;
156        }
157        float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight;
158
159        generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, bitmapWidth, quadCount);
160
161        y1 = y2;
162        v1 = (stepY + 0.5f) / bitmapHeight;
163
164        previousStepY = stepY;
165    }
166
167    generateRow(vertex, y1, bottom - top, v1, 1.0f, stretchX, right - left,
168            bitmapWidth, quadCount);
169
170    Caches::getInstance().bindMeshBuffer(meshBuffer);
171    if (!mUploaded) {
172        glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
173                mVertices, GL_DYNAMIC_DRAW);
174        mUploaded = true;
175    } else {
176        glBufferSubData(GL_ARRAY_BUFFER, 0,
177                sizeof(TextureVertex) * verticesCount, mVertices);
178    }
179}
180
181void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
182        float stretchX, float width, float bitmapWidth, uint32_t& quadCount) {
183    float previousStepX = 0.0f;
184
185    float x1 = 0.0f;
186    float u1 = 0.0f;
187
188    // Generate the row quad by quad
189    for (uint32_t i = 0; i < mXCount; i++) {
190        float stepX = mXDivs[i];
191
192        float x2 = 0.0f;
193        if (i & 1) {
194            const float segment = stepX - previousStepX;
195            x2 = x1 + segment * stretchX;
196        } else {
197            x2 = x1 + stepX - previousStepX;
198        }
199        float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth;
200
201        generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
202
203        x1 = x2;
204        u1 = (stepX + 0.5f) / bitmapWidth;
205
206        previousStepX = stepX;
207    }
208
209    generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount);
210}
211
212void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
213            float u1, float v1, float u2, float v2, uint32_t& quadCount) {
214    uint32_t oldQuadCount = quadCount;
215
216    // Degenerate quads are an artifact of our implementation and should not
217    // be taken into account when checking for transparent quads
218    if (x2 - x1 > 0.999f && y2 - y1 > 0.999f) {
219        quadCount++;
220    }
221
222    if (((mColorKey >> oldQuadCount) & 0x1) == 1) {
223        return;
224    }
225
226    if (hasEmptyQuads) {
227        Rect bounds(x1, y1, x2, y2);
228        quads.add(bounds);
229    }
230
231    // Left triangle
232    TextureVertex::set(vertex++, x1, y1, u1, v1);
233    TextureVertex::set(vertex++, x2, y1, u2, v1);
234    TextureVertex::set(vertex++, x1, y2, u1, v2);
235
236    // Right triangle
237    TextureVertex::set(vertex++, x1, y2, u1, v2);
238    TextureVertex::set(vertex++, x2, y1, u2, v1);
239    TextureVertex::set(vertex++, x2, y2, u2, v2);
240}
241
242}; // namespace uirenderer
243}; // namespace android
244