This change is mostly cleanup to keep less code in OpenGLRenderer. Change-Id: I954375143b2943829457ab470423729b60b844f5
189 lines
5.7 KiB
C++
189 lines
5.7 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 <cstring>
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#include <utils/Log.h>
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#include "Patch.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):
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xCount(xCount + 2), yCount(yCount + 2) {
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verticesCount = (xCount + 2) * (yCount + 2);
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vertices = new TextureVertex[verticesCount];
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// 2 triangles per patch, 3 vertices per triangle
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indicesCount = (xCount + 1) * (yCount + 1) * 2 * 3;
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indices = new uint16_t[indicesCount];
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const uint32_t xNum = xCount + 1;
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const uint32_t yNum = yCount + 1;
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uint16_t* startIndices = indices;
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uint32_t n = 0;
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for (uint32_t y = 0; y < yNum; y++) {
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for (uint32_t x = 0; x < xNum; x++) {
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*startIndices++ = n;
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*startIndices++ = n + 1;
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*startIndices++ = n + xNum + 2;
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*startIndices++ = n;
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*startIndices++ = n + xNum + 2;
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*startIndices++ = n + xNum + 1;
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n += 1;
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}
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n += 1;
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}
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}
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Patch::~Patch() {
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delete indices;
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delete vertices;
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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 SkBitmap* bitmap, float left, float top, float right,
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float bottom, const int32_t* xDivs, const int32_t* yDivs, const uint32_t width,
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const uint32_t height) {
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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 xStretch = 0;
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float yStretch = 0;
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float xStretchTex = 0;
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float yStretchTex = 0;
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const float meshWidth = right - left;
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const float bitmapWidth = float(bitmap->width());
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const float bitmapHeight = float(bitmap->height());
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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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xStretchTex = (stretchSize / bitmapWidth) / xStretchCount;
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const float fixed = bitmapWidth - stretchSize;
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xStretch = (right - left - fixed) / xStretchCount;
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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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yStretchTex = (stretchSize / bitmapHeight) / yStretchCount;
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const float fixed = bitmapHeight - stretchSize;
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yStretch = (bottom - top - fixed) / yStretchCount;
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}
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float vy = 0.0f;
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float ty = 0.0f;
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TextureVertex* vertex = vertices;
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generateVertices(vertex, 0.0f, 0.0f, xDivs, width, xStretch, xStretchTex,
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meshWidth, bitmapWidth);
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vertex += width + 2;
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for (uint32_t y = 0; y < height; y++) {
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if (y & 1) {
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vy += yStretch;
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ty += yStretchTex;
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} else {
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const float step = float(yDivs[y]);
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vy += step;
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ty += step / bitmapHeight;
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}
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generateVertices(vertex, vy, ty, xDivs, width, xStretch, xStretchTex,
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meshWidth, bitmapWidth);
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vertex += width + 2;
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}
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generateVertices(vertex, bottom - top, 1.0f, xDivs, width, xStretch, xStretchTex,
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meshWidth, bitmapWidth);
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}
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inline void Patch::generateVertices(TextureVertex* vertex, float y, float v,
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const int32_t xDivs[], uint32_t xCount, float xStretch, float xStretchTex,
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float width, float widthTex) {
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float vx = 0.0f;
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float tx = 0.0f;
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TextureVertex::set(vertex, vx, y, tx, v);
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vertex++;
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for (uint32_t x = 0; x < xCount; x++) {
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if (x & 1) {
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vx += xStretch;
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tx += xStretchTex;
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} else {
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const float step = float(xDivs[x]);
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vx += step;
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tx += step / widthTex;
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}
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TextureVertex::set(vertex, vx, y, tx, v);
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vertex++;
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}
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TextureVertex::set(vertex, width, y, 1.0f, v);
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vertex++;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Debug tools
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///////////////////////////////////////////////////////////////////////////////
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void Patch::dump() {
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LOGD("Vertices [");
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for (uint32_t y = 0; y < yCount; y++) {
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char buffer[512];
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buffer[0] = '\0';
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uint32_t offset = 0;
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for (uint32_t x = 0; x < xCount; x++) {
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TextureVertex* v = &vertices[y * xCount + x];
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offset += sprintf(&buffer[offset], " (%.4f,%.4f)-(%.4f,%.4f)",
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v->position[0], v->position[1], v->texture[0], v->texture[1]);
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}
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LOGD(" [%s ]", buffer);
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}
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LOGD("]\nIndices [ ");
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char buffer[4096];
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buffer[0] = '\0';
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uint32_t offset = 0;
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for (uint32_t i = 0; i < indicesCount; i++) {
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offset += sprintf(&buffer[offset], "%d ", indices[i]);
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}
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LOGD(" %s\n]", buffer);
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}
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}; // namespace uirenderer
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}; // namespace android
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