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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 "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 
     35 Patch::Patch(): vertices(NULL), verticesCount(0), indexCount(0), hasEmptyQuads(false) {
     36 }
     37 
     38 Patch::~Patch() {
     39 }
     40 
     41 ///////////////////////////////////////////////////////////////////////////////
     42 // Vertices management
     43 ///////////////////////////////////////////////////////////////////////////////
     44 
     45 uint32_t Patch::getSize() const {
     46     return verticesCount * sizeof(TextureVertex);
     47 }
     48 
     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 
     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 
    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 
    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