• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 
28 namespace android {
29 namespace uirenderer {
30 
31 ///////////////////////////////////////////////////////////////////////////////
32 // Constructors/destructor
33 ///////////////////////////////////////////////////////////////////////////////
34 
Patch()35 Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) {
36 }
37 
~Patch()38 Patch::~Patch() {
39 }
40 
41 ///////////////////////////////////////////////////////////////////////////////
42 // Vertices management
43 ///////////////////////////////////////////////////////////////////////////////
44 
getSize() const45 uint32_t Patch::getSize() const {
46     return verticesCount * sizeof(TextureVertex);
47 }
48 
createMesh(const float bitmapWidth,const float bitmapHeight,float width,float height,const Res_png_9patch * patch)49 TextureVertex* 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 
createMesh(const float bitmapWidth,const float bitmapHeight,float width,float height,const UvMapper & mapper,const Res_png_9patch * patch)55 TextureVertex* 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->colors;
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->xDivs;
83     const int32_t* yDivs = patch->yDivs;
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 
generateRow(const int32_t * xDivs,uint32_t xCount,TextureVertex * & vertex,float y1,float y2,float v1,float v2,float stretchX,float rescaleX,float width,float bitmapWidth,uint32_t & quadCount)170 void 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 
generateQuad(TextureVertex * & vertex,float x1,float y1,float x2,float y2,float u1,float v1,float u2,float v2,uint32_t & quadCount)210 void 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