Add support for drawBitmapMesh().
Change-Id: Ic77f9c534bb90dc7b9458299544bd50b8b6ae6a5
diff --git a/libs/hwui/DisplayListRenderer.cpp b/libs/hwui/DisplayListRenderer.cpp
index a74a95f..bdf056c 100644
--- a/libs/hwui/DisplayListRenderer.cpp
+++ b/libs/hwui/DisplayListRenderer.cpp
@@ -100,6 +100,7 @@
"DrawBitmap",
"DrawBitmapMatrix",
"DrawBitmapRect",
+ "DrawBitmapMesh",
"DrawPatch",
"DrawColor",
"DrawRect",
@@ -308,6 +309,19 @@
getFloat(), getFloat(), getFloat(), getFloat(), getPaint());
}
break;
+ case DrawBitmapMesh: {
+ int verticesCount = 0;
+ uint32_t colorsCount = 0;
+
+ SkBitmap* bitmap = getBitmap();
+ uint32_t meshWidth = getInt();
+ uint32_t meshHeight = getInt();
+ float* vertices = getFloats(verticesCount);
+ bool hasColors = getInt();
+ int* colors = hasColors ? getInts(colorsCount) : NULL;
+
+ renderer.drawBitmapMesh(bitmap, meshWidth, meshHeight, vertices, colors, getPaint());
+ }
case DrawPatch: {
int32_t* xDivs = NULL;
int32_t* yDivs = NULL;
@@ -587,6 +601,22 @@
addPaint(paint);
}
+void DisplayListRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
+ float* vertices, int* colors, SkPaint* paint) {
+ addOp(DisplayList::DrawBitmapMesh);
+ addBitmap(bitmap);
+ addInt(meshWidth);
+ addInt(meshHeight);
+ addFloats(vertices, (meshWidth + 1) * (meshHeight + 1) * 2);
+ if (colors) {
+ addInt(1);
+ addInts(colors, (meshWidth + 1) * (meshHeight + 1));
+ } else {
+ addInt(0);
+ }
+ addPaint(paint);
+}
+
void DisplayListRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint) {
diff --git a/libs/hwui/DisplayListRenderer.h b/libs/hwui/DisplayListRenderer.h
index 4b727f6..7f9db8a 100644
--- a/libs/hwui/DisplayListRenderer.h
+++ b/libs/hwui/DisplayListRenderer.h
@@ -107,6 +107,7 @@
DrawBitmap,
DrawBitmapMatrix,
DrawBitmapRect,
+ DrawBitmapMesh,
DrawPatch,
DrawColor,
DrawRect,
@@ -267,6 +268,8 @@
void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
+ void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
+ float* vertices, int* colors, SkPaint* paint);
void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 9528dbb..b06bbd0 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1077,6 +1077,61 @@
restore();
}
+void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
+ float* vertices, int* colors, SkPaint* paint) {
+ // TODO: Do a quickReject
+ if (!vertices || mSnapshot->isIgnored()) {
+ return;
+ }
+
+ glActiveTexture(gTextureUnits[0]);
+ Texture* texture = mCaches.textureCache.get(bitmap);
+ if (!texture) return;
+ const AutoTexture autoCleanup(texture);
+ setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
+
+ int alpha;
+ SkXfermode::Mode mode;
+ getAlphaAndMode(paint, &alpha, &mode);
+
+ // TODO: Support the colors array
+ const uint32_t count = meshWidth * meshHeight * 6;
+ TextureVertex mesh[count];
+
+ TextureVertex* vertex = mesh;
+ for (int32_t y = 0; y < meshHeight; y++) {
+ for (int32_t x = 0; x < meshWidth; x++) {
+ uint32_t i = (y * (meshWidth + 1) + x) * 2;
+
+ float u1 = float(x) / meshWidth;
+ float u2 = float(x + 1) / meshWidth;
+ float v1 = float(y) / meshHeight;
+ float v2 = float(y + 1) / meshHeight;
+
+ int ax = i + (meshWidth + 1) * 2;
+ int ay = ax + 1;
+ int bx = i;
+ int by = bx + 1;
+ int cx = i + 2;
+ int cy = cx + 1;
+ int dx = i + (meshWidth + 1) * 2 + 2;
+ int dy = dx + 1;
+
+ TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
+ TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1);
+ TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
+
+ TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2);
+ TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1);
+ TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2);
+ }
+ }
+
+ drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f,
+ mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0],
+ GL_TRIANGLES, count);
+}
+
void OpenGLRenderer::drawBitmap(SkBitmap* bitmap,
float srcLeft, float srcTop, float srcRight, float srcBottom,
float dstLeft, float dstTop, float dstRight, float dstBottom,
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index a43660b..42e93ad 100644
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -102,6 +102,8 @@
virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop,
float srcRight, float srcBottom, float dstLeft, float dstTop,
float dstRight, float dstBottom, SkPaint* paint);
+ virtual void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight,
+ float* vertices, int* colors, SkPaint* paint);
virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs,
const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors,
float left, float top, float right, float bottom, SkPaint* paint);