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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 
27 namespace android {
28 namespace uirenderer {
29 
30 ///////////////////////////////////////////////////////////////////////////////
31 // Constructors/destructor
32 ///////////////////////////////////////////////////////////////////////////////
33 
Patch(const uint32_t xCount,const uint32_t yCount,const int8_t emptyQuads)34 Patch::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 
~Patch()55 Patch::~Patch() {
56     delete[] mVertices;
57     delete[] mXDivs;
58     delete[] mYDivs;
59     glDeleteBuffers(1, &meshBuffer);
60 }
61 
62 ///////////////////////////////////////////////////////////////////////////////
63 // Patch management
64 ///////////////////////////////////////////////////////////////////////////////
65 
copy(const int32_t * xDivs,const int32_t * yDivs)66 void 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 
copy(const int32_t * yDivs)71 void Patch::copy(const int32_t* yDivs) {
72     memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
73 }
74 
updateColorKey(const uint32_t colorKey)75 void Patch::updateColorKey(const uint32_t colorKey) {
76     mColorKey = colorKey;
77 }
78 
matches(const int32_t * xDivs,const int32_t * yDivs,const uint32_t colorKey)79 bool 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 
updateVertices(const float bitmapWidth,const float bitmapHeight,float left,float top,float right,float bottom)109 void 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 = 0.0f;
122 
123     float rescaleX = 1.0f;
124     float rescaleY = 1.0f;
125 
126     const float meshWidth = right - left;
127 
128     if (xStretchCount > 0) {
129         uint32_t stretchSize = 0;
130         for (uint32_t i = 1; i < mXCount; i += 2) {
131             stretchSize += mXDivs[i] - mXDivs[i - 1];
132         }
133         const float xStretchTex = stretchSize;
134         const float fixed = bitmapWidth - stretchSize;
135         const float xStretch = fmaxf(right - left - fixed, 0.0f);
136         stretchX = xStretch / xStretchTex;
137         rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(right - left, 0.0f) / fixed, 1.0f);
138     }
139 
140     if (yStretchCount > 0) {
141         uint32_t stretchSize = 0;
142         for (uint32_t i = 1; i < mYCount; i += 2) {
143             stretchSize += mYDivs[i] - mYDivs[i - 1];
144         }
145         const float yStretchTex = stretchSize;
146         const float fixed = bitmapHeight - stretchSize;
147         const float yStretch = fmaxf(bottom - top - fixed, 0.0f);
148         stretchY = yStretch / yStretchTex;
149         rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(bottom - top, 0.0f) / fixed, 1.0f);
150     }
151 
152     TextureVertex* vertex = mVertices;
153     uint32_t quadCount = 0;
154 
155     float previousStepY = 0.0f;
156 
157     float y1 = 0.0f;
158     float y2 = 0.0f;
159     float v1 = 0.0f;
160 
161     for (uint32_t i = 0; i < mYCount; i++) {
162         float stepY = mYDivs[i];
163         const float segment = stepY - previousStepY;
164 
165         if (i & 1) {
166             y2 = y1 + floorf(segment * stretchY + 0.5f);
167         } else {
168             y2 = y1 + segment * rescaleY;
169         }
170 
171         float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
172         float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight;
173         v1 += vOffset / bitmapHeight;
174 
175         if (stepY > 0.0f) {
176 #if DEBUG_EXPLODE_PATCHES
177             y1 += i * EXPLODE_GAP;
178             y2 += i * EXPLODE_GAP;
179 #endif
180             generateRow(vertex, y1, y2, v1, v2, stretchX, rescaleX, right - left,
181                     bitmapWidth, quadCount);
182 #if DEBUG_EXPLODE_PATCHES
183             y2 -= i * EXPLODE_GAP;
184 #endif
185         }
186 
187         y1 = y2;
188         v1 = stepY / bitmapHeight;
189 
190         previousStepY = stepY;
191     }
192 
193     if (previousStepY != bitmapHeight) {
194         y2 = bottom - top;
195 #if DEBUG_EXPLODE_PATCHES
196         y1 += mYCount * EXPLODE_GAP;
197         y2 += mYCount * EXPLODE_GAP;
198 #endif
199         generateRow(vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, right - left,
200                 bitmapWidth, quadCount);
201     }
202 
203     if (verticesCount > 0) {
204         Caches& caches = Caches::getInstance();
205         caches.bindMeshBuffer(meshBuffer);
206         if (!mUploaded) {
207             glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
208                     mVertices, GL_DYNAMIC_DRAW);
209             mUploaded = true;
210         } else {
211             glBufferSubData(GL_ARRAY_BUFFER, 0,
212                     sizeof(TextureVertex) * verticesCount, mVertices);
213         }
214         caches.resetVertexPointers();
215     }
216 
217     PATCH_LOGD("    patch: new vertices count = %d", verticesCount);
218 }
219 
generateRow(TextureVertex * & vertex,float y1,float y2,float v1,float v2,float stretchX,float rescaleX,float width,float bitmapWidth,uint32_t & quadCount)220 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
221         float stretchX, float rescaleX, float width, float bitmapWidth, uint32_t& quadCount) {
222     float previousStepX = 0.0f;
223 
224     float x1 = 0.0f;
225     float x2 = 0.0f;
226     float u1 = 0.0f;
227 
228     // Generate the row quad by quad
229     for (uint32_t i = 0; i < mXCount; i++) {
230         float stepX = mXDivs[i];
231         const float segment = stepX - previousStepX;
232 
233         if (i & 1) {
234             x2 = x1 + floorf(segment * stretchX + 0.5f);
235         } else {
236             x2 = x1 + segment * rescaleX;
237         }
238 
239         float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1));
240         float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth;
241         u1 += uOffset / bitmapWidth;
242 
243         if (stepX > 0.0f) {
244 #if DEBUG_EXPLODE_PATCHES
245             x1 += i * EXPLODE_GAP;
246             x2 += i * EXPLODE_GAP;
247 #endif
248             generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
249 #if DEBUG_EXPLODE_PATCHES
250             x2 -= i * EXPLODE_GAP;
251 #endif
252         }
253 
254         x1 = x2;
255         u1 = stepX / bitmapWidth;
256 
257         previousStepX = stepX;
258     }
259 
260     if (previousStepX != bitmapWidth) {
261         x2 = width;
262 #if DEBUG_EXPLODE_PATCHES
263         x1 += mXCount * EXPLODE_GAP;
264         x2 += mXCount * EXPLODE_GAP;
265 #endif
266         generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
267     }
268 }
269 
generateQuad(TextureVertex * & vertex,float x1,float y1,float x2,float y2,float u1,float v1,float u2,float v2,uint32_t & quadCount)270 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
271             float u1, float v1, float u2, float v2, uint32_t& quadCount) {
272     const uint32_t oldQuadCount = quadCount;
273     quadCount++;
274 
275     if (x1 < 0.0f) x1 = 0.0f;
276     if (x2 < 0.0f) x2 = 0.0f;
277     if (y1 < 0.0f) y1 = 0.0f;
278     if (y2 < 0.0f) y2 = 0.0f;
279 
280     // Skip degenerate and transparent (empty) quads
281     if (((mColorKey >> oldQuadCount) & 0x1) || x1 >= x2 || y1 >= y2) {
282 #if DEBUG_PATCHES_EMPTY_VERTICES
283         PATCH_LOGD("    quad %d (empty)", oldQuadCount);
284         PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1);
285         PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2);
286 #endif
287         return;
288     }
289 
290     // Record all non empty quads
291     if (hasEmptyQuads) {
292         Rect bounds(x1, y1, x2, y2);
293         quads.add(bounds);
294     }
295 
296     // Left triangle
297     TextureVertex::set(vertex++, x1, y1, u1, v1);
298     TextureVertex::set(vertex++, x2, y1, u2, v1);
299     TextureVertex::set(vertex++, x1, y2, u1, v2);
300 
301     // Right triangle
302     TextureVertex::set(vertex++, x1, y2, u1, v2);
303     TextureVertex::set(vertex++, x2, y1, u2, v1);
304     TextureVertex::set(vertex++, x2, y2, u2, v2);
305 
306     // A quad is made of 2 triangles, 6 vertices
307     verticesCount += 6;
308 
309 #if DEBUG_PATCHES_VERTICES
310     PATCH_LOGD("    quad %d", oldQuadCount);
311     PATCH_LOGD("        left,  top    = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1);
312     PATCH_LOGD("        right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2);
313 #endif
314 }
315 
316 }; // namespace uirenderer
317 }; // namespace android
318