The previous implementation was using glBlendFunc with the parameters GL_ZERO/GL_ZERO which doesn't work for text, paths and other alpha sources (anti-aliasing.) The correct implementation is GL_ZERO/ GL_ONE_MINUS_SRC_ALPHA. Change-Id: I4cca65e57b6a37bbf5a41d382cb0648ee8e11e79
304 lines
8.9 KiB
C++
304 lines
8.9 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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#include "Properties.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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mXCount(xCount), mYCount(yCount), mEmptyQuads(emptyQuads) {
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// Initialized with the maximum number of vertices we will need
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// 2 triangles per patch, 3 vertices per triangle
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uint32_t maxVertices = ((xCount + 1) * (yCount + 1) - emptyQuads) * 2 * 3;
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mVertices = new TextureVertex[maxVertices];
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mUploaded = false;
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verticesCount = 0;
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hasEmptyQuads = emptyQuads > 0;
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mColorKey = 0;
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mXDivs = new int32_t[mXCount];
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mYDivs = new int32_t[mYCount];
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PATCH_LOGD(" patch: xCount = %d, yCount = %d, emptyQuads = %d, max vertices = %d",
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xCount, yCount, emptyQuads, maxVertices);
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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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delete[] mXDivs;
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delete[] mYDivs;
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glDeleteBuffers(1, &meshBuffer);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Patch management
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///////////////////////////////////////////////////////////////////////////////
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void Patch::copy(const int32_t* xDivs, const int32_t* yDivs) {
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memcpy(mXDivs, xDivs, mXCount * sizeof(int32_t));
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memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
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}
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void Patch::copy(const int32_t* yDivs) {
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memcpy(mYDivs, yDivs, mYCount * sizeof(int32_t));
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}
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void Patch::updateColorKey(const uint32_t colorKey) {
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mColorKey = colorKey;
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}
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bool Patch::matches(const int32_t* xDivs, const int32_t* yDivs, const uint32_t colorKey) {
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if (mColorKey != colorKey) {
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updateColorKey(colorKey);
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copy(xDivs, yDivs);
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return false;
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}
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for (uint32_t i = 0; i < mXCount; i++) {
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if (mXDivs[i] != xDivs[i]) {
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// The Y divs may or may not match, copy everything
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copy(xDivs, yDivs);
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return false;
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}
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}
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for (uint32_t i = 0; i < mYCount; i++) {
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if (mYDivs[i] != yDivs[i]) {
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// We know all the X divs match, copy only Y divs
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copy(yDivs);
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return false;
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}
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}
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return true;
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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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#if RENDER_LAYERS_AS_REGIONS
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if (hasEmptyQuads) quads.clear();
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#endif
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// Reset the vertices count here, we will count exactly how many
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// vertices we actually need when generating the quads
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verticesCount = 0;
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const uint32_t xStretchCount = (mXCount + 1) >> 1;
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const uint32_t yStretchCount = (mYCount + 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 < mXCount; i += 2) {
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stretchSize += mXDivs[i] - mXDivs[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 < mYCount; i += 2) {
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stretchSize += mYDivs[i] - mYDivs[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 y2 = 0.0f;
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float v1 = 0.0f;
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for (uint32_t i = 0; i < mYCount; i++) {
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float stepY = mYDivs[i];
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if (i & 1) {
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const float segment = stepY - previousStepY;
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y2 = y1 + floorf(segment * stretchY + 0.5f);
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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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if (stepY > 0.0f) {
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#if DEBUG_EXPLODE_PATCHES
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y1 += i * EXPLODE_GAP;
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y2 += i * EXPLODE_GAP;
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#endif
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generateRow(vertex, y1, y2, v1, v2, stretchX, right - left,
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bitmapWidth, quadCount);
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#if DEBUG_EXPLODE_PATCHES
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y2 -= i * EXPLODE_GAP;
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#endif
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}
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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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if (previousStepY != bitmapHeight) {
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y2 = bottom - top;
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#if DEBUG_EXPLODE_PATCHES
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y1 += mYCount * EXPLODE_GAP;
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y2 += mYCount * EXPLODE_GAP;
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#endif
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generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left,
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bitmapWidth, quadCount);
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}
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if (verticesCount > 0) {
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Caches::getInstance().bindMeshBuffer(meshBuffer);
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if (!mUploaded) {
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glBufferData(GL_ARRAY_BUFFER, sizeof(TextureVertex) * verticesCount,
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mVertices, GL_DYNAMIC_DRAW);
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mUploaded = true;
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} else {
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glBufferSubData(GL_ARRAY_BUFFER, 0,
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sizeof(TextureVertex) * verticesCount, mVertices);
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}
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}
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PATCH_LOGD(" patch: new vertices count = %d", verticesCount);
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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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float stretchX, float width, float bitmapWidth, uint32_t& quadCount) {
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float previousStepX = 0.0f;
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float x1 = 0.0f;
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float x2 = 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 < mXCount; i++) {
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float stepX = mXDivs[i];
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if (i & 1) {
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const float segment = stepX - previousStepX;
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x2 = x1 + floorf(segment * stretchX + 0.5f);
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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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if (stepX > 0.0f) {
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#if DEBUG_EXPLODE_PATCHES
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x1 += i * EXPLODE_GAP;
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x2 += i * EXPLODE_GAP;
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#endif
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generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
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#if DEBUG_EXPLODE_PATCHES
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x2 -= i * EXPLODE_GAP;
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#endif
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}
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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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if (previousStepX != bitmapWidth) {
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x2 = width;
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#if DEBUG_EXPLODE_PATCHES
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x1 += mXCount * EXPLODE_GAP;
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x2 += mXCount * EXPLODE_GAP;
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#endif
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generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
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}
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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) {
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const uint32_t oldQuadCount = quadCount;
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quadCount++;
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// Skip degenerate and transparent (empty) quads
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if ((mColorKey >> oldQuadCount) & 0x1) {
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#if DEBUG_PATCHES_EMPTY_VERTICES
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PATCH_LOGD(" quad %d (empty)", oldQuadCount);
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PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1);
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PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2);
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#endif
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return;
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}
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#if RENDER_LAYERS_AS_REGIONS
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// Record all non empty quads
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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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#endif
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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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// A quad is made of 2 triangles, 6 vertices
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verticesCount += 6;
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#if DEBUG_PATCHES_VERTICES
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PATCH_LOGD(" quad %d", oldQuadCount);
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PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.2f, %.2f", x1, y1, u1, v1);
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PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.2f, %.2f", x2, y2, u2, v2);
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#endif
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}
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}; // namespace uirenderer
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}; // namespace android
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