This optimization is currently disabled until Launcher is modified to take advantage of it. The optimization can be enabled by turning on RENDER_LAYERS_AS_REGIONS in the OpenGLRenderer.h file. Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
180 lines
5.5 KiB
C++
180 lines
5.5 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include <cmath>
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#include <utils/Log.h>
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#include "Patch.h"
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#include "Caches.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructor
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///////////////////////////////////////////////////////////////////////////////
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Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads) {
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// 2 triangles per patch, 3 vertices per triangle
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verticesCount = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3;
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mVertices = new TextureVertex[verticesCount];
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hasEmptyQuads = emptyQuads > 0;
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glGenBuffers(1, &meshBuffer);
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}
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Patch::~Patch() {
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delete[] mVertices;
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glDeleteBuffers(1, &meshBuffer);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertices management
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///////////////////////////////////////////////////////////////////////////////
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void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
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float left, float top, float right, float bottom,
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const int32_t* xDivs, const int32_t* yDivs,
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const uint32_t width, const uint32_t height, const uint32_t colorKey) {
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if (hasEmptyQuads) quads.clear();
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const uint32_t xStretchCount = (width + 1) >> 1;
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const uint32_t yStretchCount = (height + 1) >> 1;
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float stretchX = 0.0f;
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float stretchY = 0.0;
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const float meshWidth = right - left;
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if (xStretchCount > 0) {
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uint32_t stretchSize = 0;
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for (uint32_t i = 1; i < width; i += 2) {
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stretchSize += xDivs[i] - xDivs[i - 1];
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}
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const float xStretchTex = stretchSize;
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const float fixed = bitmapWidth - stretchSize;
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const float xStretch = right - left - fixed;
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stretchX = xStretch / xStretchTex;
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}
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if (yStretchCount > 0) {
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uint32_t stretchSize = 0;
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for (uint32_t i = 1; i < height; i += 2) {
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stretchSize += yDivs[i] - yDivs[i - 1];
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}
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const float yStretchTex = stretchSize;
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const float fixed = bitmapHeight - stretchSize;
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const float yStretch = bottom - top - fixed;
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stretchY = yStretch / yStretchTex;
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}
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TextureVertex* vertex = mVertices;
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uint32_t quadCount = 0;
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float previousStepY = 0.0f;
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float y1 = 0.0f;
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float v1 = 0.0f;
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for (uint32_t i = 0; i < height; i++) {
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float stepY = yDivs[i];
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float y2 = 0.0f;
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if (i & 1) {
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const float segment = stepY - previousStepY;
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y2 = y1 + segment * stretchY;
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} else {
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y2 = y1 + stepY - previousStepY;
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}
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float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight;
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generateRow(vertex, y1, y2, v1, v2, xDivs, width, stretchX,
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right - left, bitmapWidth, quadCount, colorKey);
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y1 = y2;
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v1 = (stepY + 0.5f) / bitmapHeight;
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previousStepY = stepY;
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}
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generateRow(vertex, y1, bottom - top, v1, 1.0f, xDivs, width, stretchX,
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right - left, bitmapWidth, quadCount, colorKey);
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Caches::getInstance().bindMeshBuffer(meshBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
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mVertices, GL_STATIC_DRAW);
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}
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void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
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const int32_t xDivs[], uint32_t xCount, float stretchX, float width, float bitmapWidth,
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uint32_t& quadCount, const uint32_t colorKey) {
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float previousStepX = 0.0f;
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float x1 = 0.0f;
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float u1 = 0.0f;
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// Generate the row quad by quad
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for (uint32_t i = 0; i < xCount; i++) {
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float stepX = xDivs[i];
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float x2 = 0.0f;
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if (i & 1) {
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const float segment = stepX - previousStepX;
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x2 = x1 + segment * stretchX;
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} else {
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x2 = x1 + stepX - previousStepX;
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}
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float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth;
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generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount, colorKey);
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x1 = x2;
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u1 = (stepX + 0.5f) / bitmapWidth;
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previousStepX = stepX;
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}
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generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount, colorKey);
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}
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void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
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float u1, float v1, float u2, float v2, uint32_t& quadCount, const uint32_t colorKey) {
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if (((colorKey >> quadCount++) & 0x1) == 1) {
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return;
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}
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if (hasEmptyQuads) {
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Rect bounds(x1, y1, x2, y2);
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quads.add(bounds);
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}
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// Left triangle
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TextureVertex::set(vertex++, x1, y1, u1, v1);
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TextureVertex::set(vertex++, x2, y1, u2, v1);
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TextureVertex::set(vertex++, x1, y2, u1, v2);
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// Right triangle
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TextureVertex::set(vertex++, x1, y2, u1, v2);
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TextureVertex::set(vertex++, x2, y1, u2, v1);
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TextureVertex::set(vertex++, x2, y2, u2, v2);
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}
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}; // namespace uirenderer
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}; // namespace android
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