| /* |
| * 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 <cstring> |
| #include <cmath> |
| |
| #include <utils/Log.h> |
| |
| #include "Patch.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Constructors/destructor |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| Patch::Patch(const uint32_t xCount, const uint32_t yCount) { |
| // 2 triangles per patch, 3 vertices per triangle |
| verticesCount = (xCount + 1) * (yCount + 1) * 2 * 3; |
| vertices = new TextureVertex[verticesCount]; |
| memset(vertices, 0, sizeof(TextureVertex) * verticesCount); |
| } |
| |
| Patch::~Patch() { |
| delete vertices; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Vertices management |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void Patch::updateVertices(const SkBitmap* bitmap, float left, float top, float right, |
| float bottom, const int32_t* xDivs, const int32_t* yDivs, const uint32_t width, |
| const uint32_t height) { |
| const uint32_t xStretchCount = (width + 1) >> 1; |
| const uint32_t yStretchCount = (height + 1) >> 1; |
| |
| float stretchX = 0.0f; |
| float stretchY = 0.0; |
| |
| const float meshWidth = right - left; |
| |
| const float bitmapWidth = float(bitmap->width()); |
| const float bitmapHeight = float(bitmap->height()); |
| |
| if (xStretchCount > 0) { |
| uint32_t stretchSize = 0; |
| for (uint32_t i = 1; i < width; i += 2) { |
| stretchSize += xDivs[i] - xDivs[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 < height; i += 2) { |
| stretchSize += yDivs[i] - yDivs[i - 1]; |
| } |
| const float yStretchTex = stretchSize; |
| const float fixed = bitmapHeight - stretchSize; |
| const float yStretch = bottom - top - fixed; |
| stretchY = yStretch / yStretchTex; |
| } |
| |
| TextureVertex* vertex = vertices; |
| |
| float previousStepY = 0.0f; |
| |
| float y1 = 0.0f; |
| float v1 = 0.0f; |
| |
| for (uint32_t i = 0; i < height; i++) { |
| float stepY = yDivs[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, xDivs, width, stretchX, |
| right - left, bitmapWidth); |
| |
| y1 = y2; |
| v1 = (stepY + 0.5f) / bitmapHeight; |
| |
| previousStepY = stepY; |
| } |
| |
| generateRow(vertex, y1, bottom - top, v1, 1.0f, xDivs, width, stretchX, |
| right - left, bitmapWidth); |
| } |
| |
| inline void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2, |
| const int32_t xDivs[], uint32_t xCount, float stretchX, float width, float bitmapWidth) { |
| float previousStepX = 0.0f; |
| |
| float x1 = 0.0f; |
| float u1 = 0.0f; |
| |
| // Generate the row quad by quad |
| for (uint32_t i = 0; i < xCount; i++) { |
| float stepX = xDivs[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); |
| |
| x1 = x2; |
| u1 = (stepX + 0.5f) / bitmapWidth; |
| |
| previousStepX = stepX; |
| } |
| |
| generateQuad(vertex, x1, y1, width, y2, u1, v1, 1.0f, v2); |
| } |
| |
| inline void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, |
| float u1, float v1, float u2, float v2) { |
| // 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 |