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