diff -r 000000000000 -r 6474c204b198 gfx/skia/trunk/src/utils/SkNinePatch.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/skia/trunk/src/utils/SkNinePatch.cpp Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,335 @@ + +/* + * Copyright 2006 The Android Open Source Project + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + + +#include "SkNinePatch.h" +#include "SkCanvas.h" +#include "SkShader.h" + +static const uint16_t g3x3Indices[] = { + 0, 5, 1, 0, 4, 5, + 1, 6, 2, 1, 5, 6, + 2, 7, 3, 2, 6, 7, + + 4, 9, 5, 4, 8, 9, + 5, 10, 6, 5, 9, 10, + 6, 11, 7, 6, 10, 11, + + 8, 13, 9, 8, 12, 13, + 9, 14, 10, 9, 13, 14, + 10, 15, 11, 10, 14, 15 +}; + +static int fillIndices(uint16_t indices[], int xCount, int yCount) { + uint16_t* startIndices = indices; + + int n = 0; + for (int y = 0; y < yCount; y++) { + for (int x = 0; x < xCount; x++) { + *indices++ = n; + *indices++ = n + xCount + 2; + *indices++ = n + 1; + + *indices++ = n; + *indices++ = n + xCount + 1; + *indices++ = n + xCount + 2; + + n += 1; + } + n += 1; + } + return static_cast(indices - startIndices); +} + +// Computes the delta between vertices along a single axis +static SkScalar computeVertexDelta(bool isStretchyVertex, + SkScalar currentVertex, + SkScalar prevVertex, + SkScalar stretchFactor) { + // the standard delta between vertices if no stretching is required + SkScalar delta = currentVertex - prevVertex; + + // if the stretch factor is negative or zero we need to shrink the 9-patch + // to fit within the target bounds. This means that we will eliminate all + // stretchy areas and scale the fixed areas to fit within the target bounds. + if (stretchFactor <= 0) { + if (isStretchyVertex) + delta = 0; // collapse stretchable areas + else + delta = SkScalarMul(delta, -stretchFactor); // scale fixed areas + // if the stretch factor is positive then we use the standard delta for + // fixed and scale the stretchable areas to fill the target bounds. + } else if (isStretchyVertex) { + delta = SkScalarMul(delta, stretchFactor); + } + + return delta; +} + +static void fillRow(SkPoint verts[], SkPoint texs[], + const SkScalar vy, const SkScalar ty, + const SkRect& bounds, const int32_t xDivs[], int numXDivs, + const SkScalar stretchX, int width) { + SkScalar vx = bounds.fLeft; + verts->set(vx, vy); verts++; + texs->set(0, ty); texs++; + + SkScalar prev = 0; + for (int x = 0; x < numXDivs; x++) { + + const SkScalar tx = SkIntToScalar(xDivs[x]); + vx += computeVertexDelta(x & 1, tx, prev, stretchX); + prev = tx; + + verts->set(vx, vy); verts++; + texs->set(tx, ty); texs++; + } + verts->set(bounds.fRight, vy); verts++; + texs->set(SkIntToScalar(width), ty); texs++; +} + +struct Mesh { + const SkPoint* fVerts; + const SkPoint* fTexs; + const SkColor* fColors; + const uint16_t* fIndices; +}; + +void SkNinePatch::DrawMesh(SkCanvas* canvas, const SkRect& bounds, + const SkBitmap& bitmap, + const int32_t xDivs[], int numXDivs, + const int32_t yDivs[], int numYDivs, + const SkPaint* paint) { + if (bounds.isEmpty() || bitmap.width() == 0 || bitmap.height() == 0) { + return; + } + + // should try a quick-reject test before calling lockPixels + SkAutoLockPixels alp(bitmap); + // after the lock, it is valid to check + if (!bitmap.readyToDraw()) { + return; + } + + // check for degenerate divs (just an optimization, not required) + { + int i; + int zeros = 0; + for (i = 0; i < numYDivs && yDivs[i] == 0; i++) { + zeros += 1; + } + numYDivs -= zeros; + yDivs += zeros; + for (i = numYDivs - 1; i >= 0 && yDivs[i] == bitmap.height(); --i) { + numYDivs -= 1; + } + } + + Mesh mesh; + + const int numXStretch = (numXDivs + 1) >> 1; + const int numYStretch = (numYDivs + 1) >> 1; + + if (numXStretch < 1 && numYStretch < 1) { + canvas->drawBitmapRect(bitmap, NULL, bounds, paint); + return; + } + + if (false) { + int i; + for (i = 0; i < numXDivs; i++) { + SkDebugf("--- xdivs[%d] %d\n", i, xDivs[i]); + } + for (i = 0; i < numYDivs; i++) { + SkDebugf("--- ydivs[%d] %d\n", i, yDivs[i]); + } + } + + SkScalar stretchX = 0, stretchY = 0; + + if (numXStretch > 0) { + int stretchSize = 0; + for (int i = 1; i < numXDivs; i += 2) { + stretchSize += xDivs[i] - xDivs[i-1]; + } + const SkScalar fixed = SkIntToScalar(bitmap.width() - stretchSize); + if (bounds.width() >= fixed) + stretchX = (bounds.width() - fixed) / stretchSize; + else // reuse stretchX, but keep it negative as a signal + stretchX = SkScalarDiv(-bounds.width(), fixed); + } + + if (numYStretch > 0) { + int stretchSize = 0; + for (int i = 1; i < numYDivs; i += 2) { + stretchSize += yDivs[i] - yDivs[i-1]; + } + const SkScalar fixed = SkIntToScalar(bitmap.height() - stretchSize); + if (bounds.height() >= fixed) + stretchY = (bounds.height() - fixed) / stretchSize; + else // reuse stretchX, but keep it negative as a signal + stretchY = SkScalarDiv(-bounds.height(), fixed); + } + +#if 0 + SkDebugf("---- drawasamesh [%d %d] -> [%g %g] <%d %d> (%g %g)\n", + bitmap.width(), bitmap.height(), + SkScalarToFloat(bounds.width()), SkScalarToFloat(bounds.height()), + numXDivs + 1, numYDivs + 1, + SkScalarToFloat(stretchX), SkScalarToFloat(stretchY)); +#endif + + const int vCount = (numXDivs + 2) * (numYDivs + 2); + // number of celss * 2 (tris per cell) * 3 (verts per tri) + const int indexCount = (numXDivs + 1) * (numYDivs + 1) * 2 * 3; + // allocate 2 times, one for verts, one for texs, plus indices + SkAutoMalloc storage(vCount * sizeof(SkPoint) * 2 + + indexCount * sizeof(uint16_t)); + SkPoint* verts = (SkPoint*)storage.get(); + SkPoint* texs = verts + vCount; + uint16_t* indices = (uint16_t*)(texs + vCount); + + mesh.fVerts = verts; + mesh.fTexs = texs; + mesh.fColors = NULL; + mesh.fIndices = NULL; + + // we use <= for YDivs, since the prebuild indices work for 3x2 and 3x1 too + if (numXDivs == 2 && numYDivs <= 2) { + mesh.fIndices = g3x3Indices; + } else { + SkDEBUGCODE(int n =) fillIndices(indices, numXDivs + 1, numYDivs + 1); + SkASSERT(n == indexCount); + mesh.fIndices = indices; + } + + SkScalar vy = bounds.fTop; + fillRow(verts, texs, vy, 0, bounds, xDivs, numXDivs, + stretchX, bitmap.width()); + verts += numXDivs + 2; + texs += numXDivs + 2; + for (int y = 0; y < numYDivs; y++) { + const SkScalar ty = SkIntToScalar(yDivs[y]); + if (stretchY >= 0) { + if (y & 1) { + vy += stretchY; + } else { + vy += ty; + } + } else { // shrink fixed sections, and collaps stretchy sections + if (y & 1) { + ;// do nothing + } else { + vy += SkScalarMul(ty, -stretchY); + } + } + fillRow(verts, texs, vy, ty, bounds, xDivs, numXDivs, + stretchX, bitmap.width()); + verts += numXDivs + 2; + texs += numXDivs + 2; + } + fillRow(verts, texs, bounds.fBottom, SkIntToScalar(bitmap.height()), + bounds, xDivs, numXDivs, stretchX, bitmap.width()); + + SkShader* shader = SkShader::CreateBitmapShader(bitmap, + SkShader::kClamp_TileMode, + SkShader::kClamp_TileMode); + SkPaint p; + if (paint) { + p = *paint; + } + p.setShader(shader)->unref(); + canvas->drawVertices(SkCanvas::kTriangles_VertexMode, vCount, + mesh.fVerts, mesh.fTexs, mesh.fColors, NULL, + mesh.fIndices, indexCount, p); +} + +/////////////////////////////////////////////////////////////////////////////// + +static void drawNineViaRects(SkCanvas* canvas, const SkRect& dst, + const SkBitmap& bitmap, const SkIRect& margins, + const SkPaint* paint) { + const int32_t srcX[4] = { + 0, margins.fLeft, bitmap.width() - margins.fRight, bitmap.width() + }; + const int32_t srcY[4] = { + 0, margins.fTop, bitmap.height() - margins.fBottom, bitmap.height() + }; + SkScalar dstX[4] = { + dst.fLeft, dst.fLeft + SkIntToScalar(margins.fLeft), + dst.fRight - SkIntToScalar(margins.fRight), dst.fRight + }; + SkScalar dstY[4] = { + dst.fTop, dst.fTop + SkIntToScalar(margins.fTop), + dst.fBottom - SkIntToScalar(margins.fBottom), dst.fBottom + }; + + if (dstX[1] > dstX[2]) { + dstX[1] = dstX[0] + (dstX[3] - dstX[0]) * SkIntToScalar(margins.fLeft) / + (SkIntToScalar(margins.fLeft) + SkIntToScalar(margins.fRight)); + dstX[2] = dstX[1]; + } + + if (dstY[1] > dstY[2]) { + dstY[1] = dstY[0] + (dstY[3] - dstY[0]) * SkIntToScalar(margins.fTop) / + (SkIntToScalar(margins.fTop) + SkIntToScalar(margins.fBottom)); + dstY[2] = dstY[1]; + } + + SkIRect s; + SkRect d; + for (int y = 0; y < 3; y++) { + s.fTop = srcY[y]; + s.fBottom = srcY[y+1]; + d.fTop = dstY[y]; + d.fBottom = dstY[y+1]; + for (int x = 0; x < 3; x++) { + s.fLeft = srcX[x]; + s.fRight = srcX[x+1]; + d.fLeft = dstX[x]; + d.fRight = dstX[x+1]; + canvas->drawBitmapRect(bitmap, &s, d, paint); + } + } +} + +void SkNinePatch::DrawNine(SkCanvas* canvas, const SkRect& bounds, + const SkBitmap& bitmap, const SkIRect& margins, + const SkPaint* paint) { + /** Our vertices code has numerical precision problems if the transformed + coordinates land directly on a 1/2 pixel boundary. To work around that + for now, we only take the vertices case if we are in opengl. Also, + when not in GL, the vertices impl is slower (more math) than calling + the viaRects code. + */ + if (false /* is our canvas backed by a gpu?*/) { + int32_t xDivs[2]; + int32_t yDivs[2]; + + xDivs[0] = margins.fLeft; + xDivs[1] = bitmap.width() - margins.fRight; + yDivs[0] = margins.fTop; + yDivs[1] = bitmap.height() - margins.fBottom; + + if (xDivs[0] > xDivs[1]) { + xDivs[0] = bitmap.width() * margins.fLeft / + (margins.fLeft + margins.fRight); + xDivs[1] = xDivs[0]; + } + if (yDivs[0] > yDivs[1]) { + yDivs[0] = bitmap.height() * margins.fTop / + (margins.fTop + margins.fBottom); + yDivs[1] = yDivs[0]; + } + + SkNinePatch::DrawMesh(canvas, bounds, bitmap, + xDivs, 2, yDivs, 2, paint); + } else { + drawNineViaRects(canvas, bounds, bitmap, margins, paint); + } +}