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 mAllocatedVerticesCount = 0;
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
updateColorKey(const uint32_t colorKey)71 void Patch::updateColorKey(const uint32_t colorKey) {
72 mColorKey = colorKey;
73 }
74
matches(const int32_t * xDivs,const int32_t * yDivs,const uint32_t colorKey,const int8_t emptyQuads)75 bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs,
76 const uint32_t colorKey, const int8_t emptyQuads) {
77
78 bool matches = true;
79
80 if (mEmptyQuads != emptyQuads) {
81 mEmptyQuads = emptyQuads;
82 hasEmptyQuads = emptyQuads > 0;
83 matches = false;
84 }
85
86 if (mColorKey != colorKey) {
87 updateColorKey(colorKey);
88 matches = false;
89 }
90
91 if (memcmp(mXDivs, xDivs, mXCount * sizeof(int32_t))) {
92 memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t));
93 matches = false;
94 }
95
96 if (memcmp(mYDivs, yDivs, mYCount * sizeof(int32_t))) {
97 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
98 matches = false;
99 }
100
101 return matches;
102 }
103
104 ///////////////////////////////////////////////////////////////////////////////
105 // Vertices management
106 ///////////////////////////////////////////////////////////////////////////////
107
updateVertices(const float bitmapWidth,const float bitmapHeight,float left,float top,float right,float bottom)108 void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
109 float left, float top, float right, float bottom) {
110 if (hasEmptyQuads) quads.clear();
111
112 // Reset the vertices count here, we will count exactly how many
113 // vertices we actually need when generating the quads
114 verticesCount = 0;
115
116 const uint32_t xStretchCount = (mXCount + 1) >> 1;
117 const uint32_t yStretchCount = (mYCount + 1) >> 1;
118
119 float stretchX = 0.0f;
120 float stretchY = 0.0f;
121
122 float rescaleX = 1.0f;
123 float rescaleY = 1.0f;
124
125 if (xStretchCount > 0) {
126 uint32_t stretchSize = 0;
127 for (uint32_t i = 1; i < mXCount; i += 2) {
128 stretchSize += mXDivs[i] - mXDivs[i - 1];
129 }
130 const float xStretchTex = stretchSize;
131 const float fixed = bitmapWidth - stretchSize;
132 const float xStretch = fmaxf(right - left - fixed, 0.0f);
133 stretchX = xStretch / xStretchTex;
134 rescaleX = fixed == 0.0f ? 0.0f : fminf(fmaxf(right - left, 0.0f) / fixed, 1.0f);
135 }
136
137 if (yStretchCount > 0) {
138 uint32_t stretchSize = 0;
139 for (uint32_t i = 1; i < mYCount; i += 2) {
140 stretchSize += mYDivs[i] - mYDivs[i - 1];
141 }
142 const float yStretchTex = stretchSize;
143 const float fixed = bitmapHeight - stretchSize;
144 const float yStretch = fmaxf(bottom - top - fixed, 0.0f);
145 stretchY = yStretch / yStretchTex;
146 rescaleY = fixed == 0.0f ? 0.0f : fminf(fmaxf(bottom - top, 0.0f) / fixed, 1.0f);
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 const float segment = stepY - previousStepY;
161
162 if (i & 1) {
163 y2 = y1 + floorf(segment * stretchY + 0.5f);
164 } else {
165 y2 = y1 + segment * rescaleY;
166 }
167
168 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
169 float v2 = fmax(0.0f, stepY - vOffset) / bitmapHeight;
170 v1 += vOffset / bitmapHeight;
171
172 if (stepY > 0.0f) {
173 #if DEBUG_EXPLODE_PATCHES
174 y1 += i * EXPLODE_GAP;
175 y2 += i * EXPLODE_GAP;
176 #endif
177 generateRow(vertex, y1, y2, v1, v2, stretchX, rescaleX, right - left,
178 bitmapWidth, quadCount);
179 #if DEBUG_EXPLODE_PATCHES
180 y2 -= i * EXPLODE_GAP;
181 #endif
182 }
183
184 y1 = y2;
185 v1 = stepY / bitmapHeight;
186
187 previousStepY = stepY;
188 }
189
190 if (previousStepY != bitmapHeight) {
191 y2 = bottom - top;
192 #if DEBUG_EXPLODE_PATCHES
193 y1 += mYCount * EXPLODE_GAP;
194 y2 += mYCount * EXPLODE_GAP;
195 #endif
196 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, right - left,
197 bitmapWidth, quadCount);
198 }
199
200 if (verticesCount > 0) {
201 Caches& caches = Caches::getInstance();
202 caches.bindMeshBuffer(meshBuffer);
203 if (mAllocatedVerticesCount < verticesCount) {
204 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
205 mVertices, GL_DYNAMIC_DRAW);
206 mAllocatedVerticesCount = verticesCount;
207 } else {
208 glBufferSubData(GL_ARRAY_BUFFER, 0,
209 sizeof(TextureVertex) * verticesCount, mVertices);
210 }
211 caches.resetVertexPointers();
212 }
213
214 PATCH_LOGD(" patch: new vertices count = %d", verticesCount);
215 }
216
generateRow(TextureVertex * & vertex,float y1,float y2,float v1,float v2,float stretchX,float rescaleX,float width,float bitmapWidth,uint32_t & quadCount)217 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
218 float stretchX, float rescaleX, float width, float bitmapWidth, uint32_t& quadCount) {
219 float previousStepX = 0.0f;
220
221 float x1 = 0.0f;
222 float x2 = 0.0f;
223 float u1 = 0.0f;
224
225 // Generate the row quad by quad
226 for (uint32_t i = 0; i < mXCount; i++) {
227 float stepX = mXDivs[i];
228 const float segment = stepX - previousStepX;
229
230 if (i & 1) {
231 x2 = x1 + floorf(segment * stretchX + 0.5f);
232 } else {
233 x2 = x1 + segment * rescaleX;
234 }
235
236 float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1));
237 float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth;
238 u1 += uOffset / bitmapWidth;
239
240 if (stepX > 0.0f) {
241 #if DEBUG_EXPLODE_PATCHES
242 x1 += i * EXPLODE_GAP;
243 x2 += i * EXPLODE_GAP;
244 #endif
245 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
246 #if DEBUG_EXPLODE_PATCHES
247 x2 -= i * EXPLODE_GAP;
248 #endif
249 }
250
251 x1 = x2;
252 u1 = stepX / bitmapWidth;
253
254 previousStepX = stepX;
255 }
256
257 if (previousStepX != bitmapWidth) {
258 x2 = width;
259 #if DEBUG_EXPLODE_PATCHES
260 x1 += mXCount * EXPLODE_GAP;
261 x2 += mXCount * EXPLODE_GAP;
262 #endif
263 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
264 }
265 }
266
generateQuad(TextureVertex * & vertex,float x1,float y1,float x2,float y2,float u1,float v1,float u2,float v2,uint32_t & quadCount)267 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
268 float u1, float v1, float u2, float v2, uint32_t& quadCount) {
269 const uint32_t oldQuadCount = quadCount;
270 quadCount++;
271
272 if (x1 < 0.0f) x1 = 0.0f;
273 if (x2 < 0.0f) x2 = 0.0f;
274 if (y1 < 0.0f) y1 = 0.0f;
275 if (y2 < 0.0f) y2 = 0.0f;
276
277 // Skip degenerate and transparent (empty) quads
278 if (((mColorKey >> oldQuadCount) & 0x1) || x1 >= x2 || y1 >= y2) {
279 #if DEBUG_PATCHES_EMPTY_VERTICES
280 PATCH_LOGD(" quad %d (empty)", oldQuadCount);
281 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1);
282 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2);
283 #endif
284 return;
285 }
286
287 // Record all non empty quads
288 if (hasEmptyQuads) {
289 Rect bounds(x1, y1, x2, y2);
290 quads.add(bounds);
291 }
292
293 // Left triangle
294 TextureVertex::set(vertex++, x1, y1, u1, v1);
295 TextureVertex::set(vertex++, x2, y1, u2, v1);
296 TextureVertex::set(vertex++, x1, y2, u1, v2);
297
298 // Right triangle
299 TextureVertex::set(vertex++, x1, y2, u1, v2);
300 TextureVertex::set(vertex++, x2, y1, u2, v1);
301 TextureVertex::set(vertex++, x2, y2, u2, v2);
302
303 // A quad is made of 2 triangles, 6 vertices
304 verticesCount += 6;
305
306 #if DEBUG_PATCHES_VERTICES
307 PATCH_LOGD(" quad %d", oldQuadCount);
308 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1);
309 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2);
310 #endif
311 }
312
313 }; // namespace uirenderer
314 }; // namespace android
315