Index: skia/effects/SkNinePatch.cpp |
=================================================================== |
--- skia/effects/SkNinePatch.cpp (revision 16859) |
+++ skia/effects/SkNinePatch.cpp (working copy) |
@@ -1,287 +0,0 @@ |
-/* |
-** Copyright 2006, 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. |
-*/ |
- |
-#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 indices - startIndices; |
-} |
- |
-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++; |
- for (int x = 0; x < numXDivs; x++) { |
- SkScalar tx = SkIntToScalar(xDivs[x]); |
- if (x & 1) { |
- vx += stretchX; |
- } else { |
- vx += 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) { |
- BITMAP_RECT: |
-// SkDebugf("------ drawasamesh revert to bitmaprect\n"); |
- 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]; |
- } |
- int fixed = bitmap.width() - stretchSize; |
- stretchX = (bounds.width() - SkIntToScalar(fixed)) / numXStretch; |
- if (stretchX < 0) { |
- goto BITMAP_RECT; |
- } |
- } |
- |
- if (numYStretch > 0) { |
- int stretchSize = 0; |
- for (int i = 1; i < numYDivs; i += 2) { |
- stretchSize += yDivs[i] - yDivs[i-1]; |
- } |
- int fixed = bitmap.height() - stretchSize; |
- stretchY = (bounds.height() - SkIntToScalar(fixed)) / numYStretch; |
- if (stretchY < 0) { |
- goto BITMAP_RECT; |
- } |
- } |
- |
-#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 { |
- 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 (y & 1) { |
- vy += stretchY; |
- } else { |
- vy += ty; |
- } |
- 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() |
- }; |
- const SkScalar dstX[4] = { |
- dst.fLeft, dst.fLeft + SkIntToScalar(margins.fLeft), |
- dst.fRight - SkIntToScalar(margins.fRight), dst.fRight |
- }; |
- const SkScalar dstY[4] = { |
- dst.fTop, dst.fTop + SkIntToScalar(margins.fTop), |
- dst.fBottom - SkIntToScalar(margins.fBottom), dst.fBottom |
- }; |
- |
- 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 (canvas->getViewport(NULL)) { // returns true for OpenGL |
- 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; |
- |
- SkNinePatch::DrawMesh(canvas, bounds, bitmap, |
- xDivs, 2, yDivs, 2, paint); |
- } else { |
- drawNineViaRects(canvas, bounds, bitmap, margins, paint); |
- } |
-} |