static void drawVertices(JNIEnv* env, jobject, jlong canvasHandle,
                         jint modeHandle, jint vertexCount,
                         jfloatArray jverts, jint vertIndex,
                         jfloatArray jtexs, jint texIndex,
                         jintArray jcolors, jint colorIndex,
                         jshortArray jindices, jint indexIndex,
                         jint indexCount, jlong paintHandle) {
    AutoJavaFloatArray  vertA(env, jverts, vertIndex + vertexCount);
    AutoJavaFloatArray  texA(env, jtexs, texIndex + vertexCount);
    AutoJavaIntArray    colorA(env, jcolors, colorIndex + vertexCount);
    AutoJavaShortArray  indexA(env, jindices, indexIndex + indexCount);

    const float* verts = vertA.ptr() + vertIndex;
    const float* texs = texA.ptr() + vertIndex;
    const int* colors = NULL;
    const uint16_t* indices = NULL;

    if (jcolors != NULL) {
        colors = colorA.ptr() + colorIndex;
    }
    if (jindices != NULL) {
        indices = (const uint16_t*)(indexA.ptr() + indexIndex);
    }

    SkCanvas::VertexMode mode = static_cast<SkCanvas::VertexMode>(modeHandle);
    const Paint* paint = reinterpret_cast<Paint*>(paintHandle);
    get_canvas(canvasHandle)->drawVertices(mode, vertexCount, verts, texs, colors,
                                           indices, indexCount, *paint);
}
Example #2
0
    static void drawVertices(JNIEnv* env, jobject, SkCanvas* canvas,
                             SkCanvas::VertexMode mode, int vertexCount,
                             jfloatArray jverts, int vertIndex,
                             jfloatArray jtexs, int texIndex,
                             jintArray jcolors, int colorIndex,
                             jshortArray jindices, int indexIndex,
                             int indexCount, const SkPaint* paint) {

        AutoJavaFloatArray  vertA(env, jverts, vertIndex + vertexCount);
        AutoJavaFloatArray  texA(env, jtexs, texIndex + vertexCount);
        AutoJavaIntArray    colorA(env, jcolors, colorIndex + vertexCount);
        AutoJavaShortArray  indexA(env, jindices, indexIndex + indexCount);

        const int ptCount = vertexCount >> 1;

        SkPoint* verts;
        SkPoint* texs = NULL;
#ifdef SK_SCALAR_IS_FLOAT
        verts = (SkPoint*)(vertA.ptr() + vertIndex);
        if (jtexs != NULL) {
            texs = (SkPoint*)(texA.ptr() + texIndex);
        }
#else
        int count = ptCount;    // for verts
        if (jtexs != NULL) {
            count += ptCount;   // += for texs
        }
        SkAutoMalloc storage(count * sizeof(SkPoint));
        verts = (SkPoint*)storage.get();        
        const float* src = vertA.ptr() + vertIndex;
        for (int i = 0; i < ptCount; i++) {
            verts[i].set(SkFloatToFixed(src[0]), SkFloatToFixed(src[1]));
            src += 2;
        }
        if (jtexs != NULL) {
            texs = verts + ptCount;
            src = texA.ptr() + texIndex;
            for (int i = 0; i < ptCount; i++) {
                texs[i].set(SkFloatToFixed(src[0]), SkFloatToFixed(src[1]));
                src += 2;
            }
        }
#endif

        const SkColor* colors = NULL;
        const uint16_t* indices = NULL;
        if (jcolors != NULL) {
            colors = (const SkColor*)(colorA.ptr() + colorIndex);
        }
        if (jindices != NULL) {
            indices = (const uint16_t*)(indexA.ptr() + indexIndex);
        }

        canvas->drawVertices(mode, ptCount, verts, texs, colors, NULL,
                             indices, indexCount, *paint);
    }
static void drawBitmapMesh(JNIEnv* env, jobject, jlong canvasHandle, jlong bitmapHandle,
                           jint meshWidth, jint meshHeight, jfloatArray jverts,
                           jint vertIndex, jintArray jcolors, jint colorIndex, jlong paintHandle) {
    const int ptCount = (meshWidth + 1) * (meshHeight + 1);
    AutoJavaFloatArray vertA(env, jverts, vertIndex + (ptCount << 1));
    AutoJavaIntArray colorA(env, jcolors, colorIndex + ptCount);

    const SkBitmap* bitmap = reinterpret_cast<SkBitmap*>(bitmapHandle);
    const Paint* paint = reinterpret_cast<Paint*>(paintHandle);
    get_canvas(canvasHandle)->drawBitmapMesh(*bitmap, meshWidth, meshHeight,
            vertA.ptr(), colorA.ptr(), paint);
}
Example #4
0
    static void drawBitmapMesh(JNIEnv* env, jobject, SkCanvas* canvas,
                          const SkBitmap* bitmap, int meshWidth, int meshHeight,
                          jfloatArray jverts, int vertIndex, jintArray jcolors,
                          int colorIndex, const SkPaint* paint) {

        const int ptCount = (meshWidth + 1) * (meshHeight + 1);
        const int indexCount = meshWidth * meshHeight * 6;

        AutoJavaFloatArray  vertA(env, jverts, vertIndex + (ptCount << 1));
        AutoJavaIntArray    colorA(env, jcolors, colorIndex + ptCount);
        
        /*  Our temp storage holds 2 or 3 arrays.
            texture points [ptCount * sizeof(SkPoint)]
            optionally vertex points [ptCount * sizeof(SkPoint)] if we need a
                copy to convert from float to fixed
            indices [ptCount * sizeof(uint16_t)]
        */
        ssize_t storageSize = ptCount * sizeof(SkPoint); // texs[]
#ifdef SK_SCALAR_IS_FIXED
        storageSize += ptCount * sizeof(SkPoint);  // storage for verts
#endif
        storageSize += indexCount * sizeof(uint16_t);  // indices[]

        SkAutoMalloc storage(storageSize);
        SkPoint* texs = (SkPoint*)storage.get();
        SkPoint* verts;
        uint16_t* indices;
#ifdef SK_SCALAR_IS_FLOAT
        verts = (SkPoint*)(vertA.ptr() + vertIndex);
        indices = (uint16_t*)(texs + ptCount);
#else
        verts = texs + ptCount;
        indices = (uint16_t*)(verts + ptCount);
        // convert floats to fixed
        {
            const float* src = vertA.ptr() + vertIndex;
            for (int i = 0; i < ptCount; i++) {
                verts[i].set(SkFloatToFixed(src[0]), SkFloatToFixed(src[1]));
                src += 2;
            }
        }
#endif

        // cons up texture coordinates and indices
        {
            const SkScalar w = SkIntToScalar(bitmap->width());
            const SkScalar h = SkIntToScalar(bitmap->height());
            const SkScalar dx = w / meshWidth;
            const SkScalar dy = h / meshHeight;
            
            SkPoint* texsPtr = texs;
            SkScalar y = 0;
            for (int i = 0; i <= meshHeight; i++) {
                if (i == meshHeight) {
                    y = h;  // to ensure numerically we hit h exactly
                }
                SkScalar x = 0;
                for (int j = 0; j < meshWidth; j++) {
                    texsPtr->set(x, y);
                    texsPtr += 1;
                    x += dx;
                }
                texsPtr->set(w, y);
                texsPtr += 1;
                y += dy;
            }
            SkASSERT(texsPtr - texs == ptCount);
        }
        
        // cons up indices
        {
            uint16_t* indexPtr = indices;
            int index = 0;
            for (int i = 0; i < meshHeight; i++) {
                for (int j = 0; j < meshWidth; j++) {
                    // lower-left triangle
                    *indexPtr++ = index;
                    *indexPtr++ = index + meshWidth + 1;
                    *indexPtr++ = index + meshWidth + 2;
                    // upper-right triangle
                    *indexPtr++ = index;
                    *indexPtr++ = index + meshWidth + 2;
                    *indexPtr++ = index + 1;
                    // bump to the next cell
                    index += 1;
                }
                // bump to the next row
                index += 1;
            }
            SkASSERT(indexPtr - indices == indexCount);
            SkASSERT((char*)indexPtr - (char*)storage.get() == storageSize);
        }

        // double-check that we have legal indices
#ifdef SK_DEBUG
        {
            for (int i = 0; i < indexCount; i++) {
                SkASSERT((unsigned)indices[i] < (unsigned)ptCount);
            }
        }
#endif

        // cons-up a shader for the bitmap
        SkPaint tmpPaint;
        if (paint) {
            tmpPaint = *paint;
        }
        SkShader* shader = SkShader::CreateBitmapShader(*bitmap,
                        SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
        tmpPaint.setShader(shader)->safeUnref();

        canvas->drawVertices(SkCanvas::kTriangles_VertexMode, ptCount, verts,
                             texs, (const SkColor*)colorA.ptr(), NULL, indices,
                             indexCount, tmpPaint);
    }