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1 |
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2 /* |
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3 * Copyright 2006 The Android Open Source Project |
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4 * |
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5 * Use of this source code is governed by a BSD-style license that can be |
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6 * found in the LICENSE file. |
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7 */ |
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8 |
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9 |
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10 #include "SkNinePatch.h" |
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11 #include "SkCanvas.h" |
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12 #include "SkShader.h" |
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13 |
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14 static const uint16_t g3x3Indices[] = { |
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15 0, 5, 1, 0, 4, 5, |
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16 1, 6, 2, 1, 5, 6, |
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17 2, 7, 3, 2, 6, 7, |
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18 |
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19 4, 9, 5, 4, 8, 9, |
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20 5, 10, 6, 5, 9, 10, |
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21 6, 11, 7, 6, 10, 11, |
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22 |
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23 8, 13, 9, 8, 12, 13, |
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24 9, 14, 10, 9, 13, 14, |
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25 10, 15, 11, 10, 14, 15 |
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26 }; |
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27 |
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28 static int fillIndices(uint16_t indices[], int xCount, int yCount) { |
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29 uint16_t* startIndices = indices; |
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30 |
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31 int n = 0; |
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32 for (int y = 0; y < yCount; y++) { |
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33 for (int x = 0; x < xCount; x++) { |
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34 *indices++ = n; |
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35 *indices++ = n + xCount + 2; |
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36 *indices++ = n + 1; |
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37 |
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38 *indices++ = n; |
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39 *indices++ = n + xCount + 1; |
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40 *indices++ = n + xCount + 2; |
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41 |
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42 n += 1; |
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43 } |
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44 n += 1; |
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45 } |
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46 return static_cast<int>(indices - startIndices); |
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47 } |
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48 |
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49 // Computes the delta between vertices along a single axis |
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50 static SkScalar computeVertexDelta(bool isStretchyVertex, |
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51 SkScalar currentVertex, |
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52 SkScalar prevVertex, |
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53 SkScalar stretchFactor) { |
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54 // the standard delta between vertices if no stretching is required |
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55 SkScalar delta = currentVertex - prevVertex; |
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56 |
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57 // if the stretch factor is negative or zero we need to shrink the 9-patch |
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58 // to fit within the target bounds. This means that we will eliminate all |
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59 // stretchy areas and scale the fixed areas to fit within the target bounds. |
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60 if (stretchFactor <= 0) { |
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61 if (isStretchyVertex) |
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62 delta = 0; // collapse stretchable areas |
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63 else |
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64 delta = SkScalarMul(delta, -stretchFactor); // scale fixed areas |
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65 // if the stretch factor is positive then we use the standard delta for |
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66 // fixed and scale the stretchable areas to fill the target bounds. |
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67 } else if (isStretchyVertex) { |
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68 delta = SkScalarMul(delta, stretchFactor); |
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69 } |
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70 |
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71 return delta; |
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72 } |
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73 |
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74 static void fillRow(SkPoint verts[], SkPoint texs[], |
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75 const SkScalar vy, const SkScalar ty, |
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76 const SkRect& bounds, const int32_t xDivs[], int numXDivs, |
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77 const SkScalar stretchX, int width) { |
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78 SkScalar vx = bounds.fLeft; |
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79 verts->set(vx, vy); verts++; |
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80 texs->set(0, ty); texs++; |
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81 |
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82 SkScalar prev = 0; |
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83 for (int x = 0; x < numXDivs; x++) { |
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84 |
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85 const SkScalar tx = SkIntToScalar(xDivs[x]); |
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86 vx += computeVertexDelta(x & 1, tx, prev, stretchX); |
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87 prev = tx; |
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88 |
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89 verts->set(vx, vy); verts++; |
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90 texs->set(tx, ty); texs++; |
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91 } |
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92 verts->set(bounds.fRight, vy); verts++; |
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93 texs->set(SkIntToScalar(width), ty); texs++; |
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94 } |
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95 |
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96 struct Mesh { |
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97 const SkPoint* fVerts; |
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98 const SkPoint* fTexs; |
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99 const SkColor* fColors; |
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100 const uint16_t* fIndices; |
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101 }; |
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102 |
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103 void SkNinePatch::DrawMesh(SkCanvas* canvas, const SkRect& bounds, |
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104 const SkBitmap& bitmap, |
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105 const int32_t xDivs[], int numXDivs, |
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106 const int32_t yDivs[], int numYDivs, |
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107 const SkPaint* paint) { |
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108 if (bounds.isEmpty() || bitmap.width() == 0 || bitmap.height() == 0) { |
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109 return; |
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110 } |
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111 |
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112 // should try a quick-reject test before calling lockPixels |
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113 SkAutoLockPixels alp(bitmap); |
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114 // after the lock, it is valid to check |
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115 if (!bitmap.readyToDraw()) { |
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116 return; |
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117 } |
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118 |
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119 // check for degenerate divs (just an optimization, not required) |
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120 { |
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121 int i; |
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122 int zeros = 0; |
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123 for (i = 0; i < numYDivs && yDivs[i] == 0; i++) { |
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124 zeros += 1; |
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125 } |
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126 numYDivs -= zeros; |
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127 yDivs += zeros; |
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128 for (i = numYDivs - 1; i >= 0 && yDivs[i] == bitmap.height(); --i) { |
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129 numYDivs -= 1; |
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130 } |
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131 } |
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132 |
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133 Mesh mesh; |
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134 |
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135 const int numXStretch = (numXDivs + 1) >> 1; |
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136 const int numYStretch = (numYDivs + 1) >> 1; |
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137 |
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138 if (numXStretch < 1 && numYStretch < 1) { |
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139 canvas->drawBitmapRect(bitmap, NULL, bounds, paint); |
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140 return; |
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141 } |
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142 |
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143 if (false) { |
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144 int i; |
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145 for (i = 0; i < numXDivs; i++) { |
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146 SkDebugf("--- xdivs[%d] %d\n", i, xDivs[i]); |
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147 } |
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148 for (i = 0; i < numYDivs; i++) { |
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149 SkDebugf("--- ydivs[%d] %d\n", i, yDivs[i]); |
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150 } |
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151 } |
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152 |
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153 SkScalar stretchX = 0, stretchY = 0; |
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154 |
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155 if (numXStretch > 0) { |
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156 int stretchSize = 0; |
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157 for (int i = 1; i < numXDivs; i += 2) { |
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158 stretchSize += xDivs[i] - xDivs[i-1]; |
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159 } |
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160 const SkScalar fixed = SkIntToScalar(bitmap.width() - stretchSize); |
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161 if (bounds.width() >= fixed) |
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162 stretchX = (bounds.width() - fixed) / stretchSize; |
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163 else // reuse stretchX, but keep it negative as a signal |
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164 stretchX = SkScalarDiv(-bounds.width(), fixed); |
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165 } |
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166 |
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167 if (numYStretch > 0) { |
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168 int stretchSize = 0; |
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169 for (int i = 1; i < numYDivs; i += 2) { |
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170 stretchSize += yDivs[i] - yDivs[i-1]; |
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171 } |
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172 const SkScalar fixed = SkIntToScalar(bitmap.height() - stretchSize); |
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173 if (bounds.height() >= fixed) |
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174 stretchY = (bounds.height() - fixed) / stretchSize; |
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175 else // reuse stretchX, but keep it negative as a signal |
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176 stretchY = SkScalarDiv(-bounds.height(), fixed); |
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177 } |
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178 |
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179 #if 0 |
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180 SkDebugf("---- drawasamesh [%d %d] -> [%g %g] <%d %d> (%g %g)\n", |
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181 bitmap.width(), bitmap.height(), |
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182 SkScalarToFloat(bounds.width()), SkScalarToFloat(bounds.height()), |
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183 numXDivs + 1, numYDivs + 1, |
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184 SkScalarToFloat(stretchX), SkScalarToFloat(stretchY)); |
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185 #endif |
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186 |
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187 const int vCount = (numXDivs + 2) * (numYDivs + 2); |
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188 // number of celss * 2 (tris per cell) * 3 (verts per tri) |
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189 const int indexCount = (numXDivs + 1) * (numYDivs + 1) * 2 * 3; |
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190 // allocate 2 times, one for verts, one for texs, plus indices |
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191 SkAutoMalloc storage(vCount * sizeof(SkPoint) * 2 + |
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192 indexCount * sizeof(uint16_t)); |
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193 SkPoint* verts = (SkPoint*)storage.get(); |
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194 SkPoint* texs = verts + vCount; |
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195 uint16_t* indices = (uint16_t*)(texs + vCount); |
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196 |
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197 mesh.fVerts = verts; |
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198 mesh.fTexs = texs; |
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199 mesh.fColors = NULL; |
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200 mesh.fIndices = NULL; |
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201 |
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202 // we use <= for YDivs, since the prebuild indices work for 3x2 and 3x1 too |
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203 if (numXDivs == 2 && numYDivs <= 2) { |
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204 mesh.fIndices = g3x3Indices; |
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205 } else { |
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206 SkDEBUGCODE(int n =) fillIndices(indices, numXDivs + 1, numYDivs + 1); |
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207 SkASSERT(n == indexCount); |
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208 mesh.fIndices = indices; |
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209 } |
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210 |
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211 SkScalar vy = bounds.fTop; |
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212 fillRow(verts, texs, vy, 0, bounds, xDivs, numXDivs, |
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213 stretchX, bitmap.width()); |
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214 verts += numXDivs + 2; |
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215 texs += numXDivs + 2; |
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216 for (int y = 0; y < numYDivs; y++) { |
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217 const SkScalar ty = SkIntToScalar(yDivs[y]); |
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218 if (stretchY >= 0) { |
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219 if (y & 1) { |
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220 vy += stretchY; |
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221 } else { |
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222 vy += ty; |
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223 } |
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224 } else { // shrink fixed sections, and collaps stretchy sections |
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225 if (y & 1) { |
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226 ;// do nothing |
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227 } else { |
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228 vy += SkScalarMul(ty, -stretchY); |
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229 } |
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230 } |
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231 fillRow(verts, texs, vy, ty, bounds, xDivs, numXDivs, |
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232 stretchX, bitmap.width()); |
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233 verts += numXDivs + 2; |
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234 texs += numXDivs + 2; |
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235 } |
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236 fillRow(verts, texs, bounds.fBottom, SkIntToScalar(bitmap.height()), |
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237 bounds, xDivs, numXDivs, stretchX, bitmap.width()); |
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238 |
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239 SkShader* shader = SkShader::CreateBitmapShader(bitmap, |
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240 SkShader::kClamp_TileMode, |
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241 SkShader::kClamp_TileMode); |
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242 SkPaint p; |
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243 if (paint) { |
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244 p = *paint; |
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245 } |
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246 p.setShader(shader)->unref(); |
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247 canvas->drawVertices(SkCanvas::kTriangles_VertexMode, vCount, |
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248 mesh.fVerts, mesh.fTexs, mesh.fColors, NULL, |
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249 mesh.fIndices, indexCount, p); |
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250 } |
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251 |
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252 /////////////////////////////////////////////////////////////////////////////// |
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253 |
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254 static void drawNineViaRects(SkCanvas* canvas, const SkRect& dst, |
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255 const SkBitmap& bitmap, const SkIRect& margins, |
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256 const SkPaint* paint) { |
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257 const int32_t srcX[4] = { |
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258 0, margins.fLeft, bitmap.width() - margins.fRight, bitmap.width() |
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259 }; |
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260 const int32_t srcY[4] = { |
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261 0, margins.fTop, bitmap.height() - margins.fBottom, bitmap.height() |
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262 }; |
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263 SkScalar dstX[4] = { |
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264 dst.fLeft, dst.fLeft + SkIntToScalar(margins.fLeft), |
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265 dst.fRight - SkIntToScalar(margins.fRight), dst.fRight |
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266 }; |
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267 SkScalar dstY[4] = { |
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268 dst.fTop, dst.fTop + SkIntToScalar(margins.fTop), |
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269 dst.fBottom - SkIntToScalar(margins.fBottom), dst.fBottom |
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270 }; |
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271 |
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272 if (dstX[1] > dstX[2]) { |
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273 dstX[1] = dstX[0] + (dstX[3] - dstX[0]) * SkIntToScalar(margins.fLeft) / |
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274 (SkIntToScalar(margins.fLeft) + SkIntToScalar(margins.fRight)); |
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275 dstX[2] = dstX[1]; |
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276 } |
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277 |
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278 if (dstY[1] > dstY[2]) { |
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279 dstY[1] = dstY[0] + (dstY[3] - dstY[0]) * SkIntToScalar(margins.fTop) / |
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280 (SkIntToScalar(margins.fTop) + SkIntToScalar(margins.fBottom)); |
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281 dstY[2] = dstY[1]; |
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282 } |
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283 |
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284 SkIRect s; |
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285 SkRect d; |
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286 for (int y = 0; y < 3; y++) { |
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287 s.fTop = srcY[y]; |
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288 s.fBottom = srcY[y+1]; |
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289 d.fTop = dstY[y]; |
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290 d.fBottom = dstY[y+1]; |
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291 for (int x = 0; x < 3; x++) { |
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292 s.fLeft = srcX[x]; |
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293 s.fRight = srcX[x+1]; |
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294 d.fLeft = dstX[x]; |
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295 d.fRight = dstX[x+1]; |
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296 canvas->drawBitmapRect(bitmap, &s, d, paint); |
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297 } |
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298 } |
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299 } |
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300 |
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301 void SkNinePatch::DrawNine(SkCanvas* canvas, const SkRect& bounds, |
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302 const SkBitmap& bitmap, const SkIRect& margins, |
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303 const SkPaint* paint) { |
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304 /** Our vertices code has numerical precision problems if the transformed |
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305 coordinates land directly on a 1/2 pixel boundary. To work around that |
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306 for now, we only take the vertices case if we are in opengl. Also, |
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307 when not in GL, the vertices impl is slower (more math) than calling |
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308 the viaRects code. |
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309 */ |
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310 if (false /* is our canvas backed by a gpu?*/) { |
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311 int32_t xDivs[2]; |
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312 int32_t yDivs[2]; |
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313 |
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314 xDivs[0] = margins.fLeft; |
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315 xDivs[1] = bitmap.width() - margins.fRight; |
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316 yDivs[0] = margins.fTop; |
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317 yDivs[1] = bitmap.height() - margins.fBottom; |
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318 |
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319 if (xDivs[0] > xDivs[1]) { |
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320 xDivs[0] = bitmap.width() * margins.fLeft / |
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321 (margins.fLeft + margins.fRight); |
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322 xDivs[1] = xDivs[0]; |
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323 } |
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324 if (yDivs[0] > yDivs[1]) { |
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325 yDivs[0] = bitmap.height() * margins.fTop / |
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326 (margins.fTop + margins.fBottom); |
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327 yDivs[1] = yDivs[0]; |
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328 } |
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329 |
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330 SkNinePatch::DrawMesh(canvas, bounds, bitmap, |
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331 xDivs, 2, yDivs, 2, paint); |
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332 } else { |
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333 drawNineViaRects(canvas, bounds, bitmap, margins, paint); |
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334 } |
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335 } |