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 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 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::updateColorKey(const uint32_t colorKey) { 72 mColorKey = colorKey; 73 } 74 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 /////////////////////////////////////////////////////////////////////////////// 107 108 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 } 216 217 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 } 266 267 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