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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     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