Romain Guy 6f72bebe92 Update 9patch structure when rendering with different divs/colors.
Bug #3221488

Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
2010-11-30 12:06:39 -08:00

233 lines
6.7 KiB
C++

/*
* 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 <cmath>
#include <utils/Log.h>
#include "Patch.h"
#include "Caches.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
Patch::Patch(const uint32_t xCount, const uint32_t yCount, const int8_t emptyQuads):
mXCount(xCount), mYCount(yCount) {
// 2 triangles per patch, 3 vertices per triangle
verticesCount = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3;
mVertices = new TextureVertex[verticesCount];
hasEmptyQuads = emptyQuads > 0;
mUploaded = false;
mColorKey = 0;
mXDivs = new int32_t[mXCount];
mYDivs = new int32_t[mYCount];
glGenBuffers(1, &meshBuffer);
}
Patch::~Patch() {
delete[] mVertices;
delete[] mXDivs;
delete[] mYDivs;
glDeleteBuffers(1, &meshBuffer);
}
///////////////////////////////////////////////////////////////////////////////
// Patch management
///////////////////////////////////////////////////////////////////////////////
void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) {
memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t));
memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
}
void Patch::copy(const int32_t* yDivs) {
memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
}
void Patch::updateColorKey(const uint32_t colorKey) {
mColorKey = colorKey;
}
bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) {
if (mColorKey != colorKey) {
updateColorKey(colorKey);
copy(xDivs, yDivs);
return false;
}
for (uint32_t i = 0; i < mXCount; i++) {
if (mXDivs[i] != xDivs[i]) {
// The Y divs may or may not match, copy everything
copy(xDivs, yDivs);
return false;
}
}
for (uint32_t i = 0; i < mYCount; i++) {
if (mYDivs[i] != yDivs[i]) {
// We know all the X divs match, copy only Y divs
copy(yDivs);
return false;
}
}
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Vertices management
///////////////////////////////////////////////////////////////////////////////
void Patch::updateVertices(const float bitmapWidth, const float bitmapHeight,
float left, float top, float right, float bottom) {
if (hasEmptyQuads) quads.clear();
const uint32_t xStretchCount = (mXCount + 1) >> 1;
const uint32_t yStretchCount = (mYCount + 1) >> 1;
float stretchX = 0.0f;
float stretchY = 0.0;
const float meshWidth = right - left;
if (xStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < mXCount; i += 2) {
stretchSize += mXDivs[i] - mXDivs[i - 1];
}
const float xStretchTex = stretchSize;
const float fixed = bitmapWidth - stretchSize;
const float xStretch = right - left - fixed;
stretchX = xStretch / xStretchTex;
}
if (yStretchCount > 0) {
uint32_t stretchSize = 0;
for (uint32_t i = 1; i < mYCount; i += 2) {
stretchSize += mYDivs[i] - mYDivs[i - 1];
}
const float yStretchTex = stretchSize;
const float fixed = bitmapHeight - stretchSize;
const float yStretch = bottom - top - fixed;
stretchY = yStretch / yStretchTex;
}
TextureVertex* vertex = mVertices;
uint32_t quadCount = 0;
float previousStepY = 0.0f;
float y1 = 0.0f;
float v1 = 0.0f;
for (uint32_t i = 0; i < mYCount; i++) {
float stepY = mYDivs[i];
float y2 = 0.0f;
if (i & 1) {
const float segment = stepY - previousStepY;
y2 = y1 + segment * stretchY;
} else {
y2 = y1 + stepY - previousStepY;
}
float v2 = fmax(0.0f, stepY - 0.5f) / bitmapHeight;
generateRow(vertex, y1, y2, v1, v2, stretchX, right - left, bitmapWidth, quadCount);
y1 = y2;
v1 = (stepY + 0.5f) / bitmapHeight;
previousStepY = stepY;
}
generateRow(vertex, y1, bottom - top, v1, 1.0f, stretchX, right - left,
bitmapWidth, quadCount);
Caches::getInstance().bindMeshBuffer(meshBuffer);
if (!mUploaded) {
glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
mVertices, GL_DYNAMIC_DRAW);
mUploaded = true;
} else {
glBufferSubData(GL_ARRAY_BUFFER, 0,
sizeof(TextureVertex) * verticesCount, mVertices);
}
}
void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
float stretchX, float width, float bitmapWidth, uint32_t& quadCount) {
float previousStepX = 0.0f;
float x1 = 0.0f;
float u1 = 0.0f;
// Generate the row quad by quad
for (uint32_t i = 0; i < mXCount; i++) {
float stepX = mXDivs[i];
float x2 = 0.0f;
if (i & 1) {
const float segment = stepX - previousStepX;
x2 = x1 + segment * stretchX;
} else {
x2 = x1 + stepX - previousStepX;
}
float u2 = fmax(0.0f, stepX - 0.5f) / bitmapWidth;
generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
x1 = x2;
u1 = (stepX + 0.5f) / bitmapWidth;
previousStepX = stepX;
}
generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2, quadCount);
}
void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
float u1, float v1, float u2, float v2, uint32_t& quadCount) {
if (((mColorKey >> quadCount++) & 0x1) == 1) {
return;
}
if (hasEmptyQuads) {
Rect bounds(x1, y1, x2, y2);
quads.add(bounds);
}
// Left triangle
TextureVertex::set(vertex++, x1, y1, u1, v1);
TextureVertex::set(vertex++, x2, y1, u2, v1);
TextureVertex::set(vertex++, x1, y2, u1, v2);
// Right triangle
TextureVertex::set(vertex++, x1, y2, u1, v2);
TextureVertex::set(vertex++, x2, y1, u2, v1);
TextureVertex::set(vertex++, x2, y2, u2, v2);
}
}; // namespace uirenderer
}; // namespace android