/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #define LOG_TAG "OpenGLRenderer" #include #include #include "Patch.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// Patch::Patch(const uint32_t xCount, const uint32_t yCount): xCount(xCount + 2), yCount(yCount + 2) { verticesCount = (xCount + 2) * (yCount + 2); vertices = new TextureVertex[verticesCount]; // 2 triangles per patch, 3 vertices per triangle indicesCount = (xCount + 1) * (yCount + 1) * 2 * 3; indices = new uint16_t[indicesCount]; const uint32_t xNum = xCount + 1; const uint32_t yNum = yCount + 1; uint16_t* startIndices = indices; uint32_t n = 0; for (uint32_t y = 0; y < yNum; y++) { for (uint32_t x = 0; x < xNum; x++) { *startIndices++ = n; *startIndices++ = n + 1; *startIndices++ = n + xNum + 2; *startIndices++ = n; *startIndices++ = n + xNum + 2; *startIndices++ = n + xNum + 1; n += 1; } n += 1; } } Patch::~Patch() { delete indices; delete vertices; } /////////////////////////////////////////////////////////////////////////////// // Vertices management /////////////////////////////////////////////////////////////////////////////// void Patch::updateVertices(const SkBitmap* bitmap, float left, float top, float right, float bottom, const int32_t* xDivs, const int32_t* yDivs, const uint32_t width, const uint32_t height) { const uint32_t xStretchCount = (width + 1) >> 1; const uint32_t yStretchCount = (height + 1) >> 1; float xStretch = 0; float yStretch = 0; float xStretchTex = 0; float yStretchTex = 0; const float meshWidth = right - left; const float bitmapWidth = float(bitmap->width()); const float bitmapHeight = float(bitmap->height()); if (xStretchCount > 0) { uint32_t stretchSize = 0; for (uint32_t i = 1; i < width; i += 2) { stretchSize += xDivs[i] - xDivs[i - 1]; } xStretchTex = (stretchSize / bitmapWidth) / xStretchCount; const float fixed = bitmapWidth - stretchSize; xStretch = (right - left - fixed) / xStretchCount; } if (yStretchCount > 0) { uint32_t stretchSize = 0; for (uint32_t i = 1; i < height; i += 2) { stretchSize += yDivs[i] - yDivs[i - 1]; } yStretchTex = (stretchSize / bitmapHeight) / yStretchCount; const float fixed = bitmapHeight - stretchSize; yStretch = (bottom - top - fixed) / yStretchCount; } float vy = 0.0f; float ty = 0.0f; TextureVertex* vertex = vertices; generateVertices(vertex, 0.0f, 0.0f, xDivs, width, xStretch, xStretchTex, meshWidth, bitmapWidth); vertex += width + 2; for (uint32_t y = 0; y < height; y++) { if (y & 1) { vy += yStretch; ty += yStretchTex; } else { const float step = float(yDivs[y]); vy += step; ty += step / bitmapHeight; } generateVertices(vertex, vy, ty, xDivs, width, xStretch, xStretchTex, meshWidth, bitmapWidth); vertex += width + 2; } generateVertices(vertex, bottom - top, 1.0f, xDivs, width, xStretch, xStretchTex, meshWidth, bitmapWidth); } inline void Patch::generateVertices(TextureVertex* vertex, float y, float v, const int32_t xDivs[], uint32_t xCount, float xStretch, float xStretchTex, float width, float widthTex) { float vx = 0.0f; float tx = 0.0f; TextureVertex::set(vertex, vx, y, tx, v); vertex++; for (uint32_t x = 0; x < xCount; x++) { if (x & 1) { vx += xStretch; tx += xStretchTex; } else { const float step = float(xDivs[x]); vx += step; tx += step / widthTex; } TextureVertex::set(vertex, vx, y, tx, v); vertex++; } TextureVertex::set(vertex, width, y, 1.0f, v); vertex++; } /////////////////////////////////////////////////////////////////////////////// // Debug tools /////////////////////////////////////////////////////////////////////////////// void Patch::dump() { LOGD("Vertices ["); for (uint32_t y = 0; y < yCount; y++) { char buffer[512]; buffer[0] = '\0'; uint32_t offset = 0; for (uint32_t x = 0; x < xCount; x++) { TextureVertex* v = &vertices[y * xCount + x]; offset += sprintf(&buffer[offset], " (%.4f,%.4f)-(%.4f,%.4f)", v->position[0], v->position[1], v->texture[0], v->texture[1]); } LOGD(" [%s ]", buffer); } LOGD("]\nIndices [ "); char buffer[4096]; buffer[0] = '\0'; uint32_t offset = 0; for (uint32_t i = 0; i < indicesCount; i++) { offset += sprintf(&buffer[offset], "%d ", indices[i]); } LOGD(" %s\n]", buffer); } }; // namespace uirenderer }; // namespace android