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 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 55 Patch::~Patch() { 56 delete[] mVertices; 57 delete[] mXDivs; 58 delete[] mYDivs; 59 glDeleteBuffers(1, &meshBuffer); 60 } 61 62 /////////////////////////////////////////////////////////////////////////////// 63 // Patch management 64 /////////////////////////////////////////////////////////////////////////////// 65 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 71 void Patch::copy(const int32_t* yDivs) { 72 memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t)); 73 } 74 75 void Patch::updateColorKey(const uint32_t colorKey) { 76 mColorKey = colorKey; 77 } 78 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 /////////////////////////////////////////////////////////////////////////////// 108 109 void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight, 110 float left, float top, float right, float bottom) { 111 #if RENDER_LAYERS_AS_REGIONS 112 if (hasEmptyQuads) quads.clear(); 113 #endif 114 115 // Reset the vertices count here, we will count exactly how many 116 // vertices we actually need when generating the quads 117 verticesCount = 0; 118 119 const uint32_t xStretchCount = (mXCount + 1) >> 1; 120 const uint32_t yStretchCount = (mYCount + 1) >> 1; 121 122 float stretchX = 0.0f; 123 float stretchY = 0.0; 124 125 const float meshWidth = right - left; 126 127 if (xStretchCount > 0) { 128 uint32_t stretchSize = 0; 129 for (uint32_t i = 1; i < mXCount; i += 2) { 130 stretchSize += mXDivs[i] - mXDivs[i - 1]; 131 } 132 const float xStretchTex = stretchSize; 133 const float fixed = bitmapWidth - stretchSize; 134 const float xStretch = right - left - fixed; 135 stretchX = xStretch / xStretchTex; 136 } 137 138 if (yStretchCount > 0) { 139 uint32_t stretchSize = 0; 140 for (uint32_t i = 1; i < mYCount; i += 2) { 141 stretchSize += mYDivs[i] - mYDivs[i - 1]; 142 } 143 const float yStretchTex = stretchSize; 144 const float fixed = bitmapHeight - stretchSize; 145 const float yStretch = bottom - top - fixed; 146 stretchY = yStretch / yStretchTex; 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; 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, 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, right - left, bitmapWidth, quadCount); 197 } 198 199 if (verticesCount > 0) { 200 Caches& caches = Caches::getInstance(); 201 caches.bindMeshBuffer(meshBuffer); 202 if (!mUploaded) { 203 glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount, 204 mVertices, GL_DYNAMIC_DRAW); 205 mUploaded = true; 206 } else { 207 glBufferSubData(GL_ARRAY_BUFFER, 0, 208 sizeof(TextureVertex) * verticesCount, mVertices); 209 } 210 caches.resetVertexPointers(); 211 } 212 213 PATCH_LOGD(" patch: new vertices count = %d", verticesCount); 214 } 215 216 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, 217 float stretchX, float width, float bitmapWidth, uint32_t& quadCount) { 218 float previousStepX = 0.0f; 219 220 float x1 = 0.0f; 221 float x2 = 0.0f; 222 float u1 = 0.0f; 223 224 // Generate the row quad by quad 225 for (uint32_t i = 0; i < mXCount; i++) { 226 float stepX = mXDivs[i]; 227 const float segment = stepX - previousStepX; 228 229 if (i & 1) { 230 x2 = x1 + floorf(segment * stretchX + 0.5f); 231 } else { 232 x2 = x1 + segment; 233 } 234 235 float uOffset = x1 == x2 ? 0.0f : 0.5 - (0.5 * segment / (x2 - x1)); 236 float u2 = fmax(0.0f, stepX - uOffset) / bitmapWidth; 237 u1 += uOffset / bitmapWidth; 238 239 if (stepX > 0.0f) { 240 #if DEBUG_EXPLODE_PATCHES 241 x1 += i * EXPLODE_GAP; 242 x2 += i * EXPLODE_GAP; 243 #endif 244 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount); 245 #if DEBUG_EXPLODE_PATCHES 246 x2 -= i * EXPLODE_GAP; 247 #endif 248 } 249 250 x1 = x2; 251 u1 = stepX / bitmapWidth; 252 253 previousStepX = stepX; 254 } 255 256 if (previousStepX != bitmapWidth) { 257 x2 = width; 258 #if DEBUG_EXPLODE_PATCHES 259 x1 += mXCount * EXPLODE_GAP; 260 x2 += mXCount * EXPLODE_GAP; 261 #endif 262 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount); 263 } 264 } 265 266 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, 267 float u1, float v1, float u2, float v2, uint32_t& quadCount) { 268 const uint32_t oldQuadCount = quadCount; 269 quadCount++; 270 271 // Skip degenerate and transparent (empty) quads 272 if ((mColorKey >> oldQuadCount) & 0x1) { 273 #if DEBUG_PATCHES_EMPTY_VERTICES 274 PATCH_LOGD(" quad %d (empty)", oldQuadCount); 275 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1); 276 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2); 277 #endif 278 return; 279 } 280 281 #if RENDER_LAYERS_AS_REGIONS 282 // Record all non empty quads 283 if (hasEmptyQuads) { 284 Rect bounds(x1, y1, x2, y2); 285 quads.add(bounds); 286 } 287 #endif 288 289 // Left triangle 290 TextureVertex::set(vertex++, x1, y1, u1, v1); 291 TextureVertex::set(vertex++, x2, y1, u2, v1); 292 TextureVertex::set(vertex++, x1, y2, u1, v2); 293 294 // Right triangle 295 TextureVertex::set(vertex++, x1, y2, u1, v2); 296 TextureVertex::set(vertex++, x2, y1, u2, v1); 297 TextureVertex::set(vertex++, x2, y2, u2, v2); 298 299 // A quad is made of 2 triangles, 6 vertices 300 verticesCount += 6; 301 302 #if DEBUG_PATCHES_VERTICES 303 PATCH_LOGD(" quad %d", oldQuadCount); 304 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1); 305 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.4f, %.4f", x2, y2, u2, v2); 306 #endif 307 } 308 309 }; // namespace uirenderer 310 }; // namespace android 311