/*
-* Copyright (c) 2021 Samsung Electronics Co., Ltd.
+* Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* @param[in] indices The indices to generate the geometry from
* @return The geometry formed from the vertices and indices
*/
-Geometry GenerateGeometry(const Vector<Vector2>& vertices, const Vector<unsigned short>& indices)
+Geometry GenerateGeometry(const Vector<Vector2>& vertices, const Vector<uint16_t>& indices)
{
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
* @param[in] rowIdx The row index to start the quad
* @param[in] nextRowIdx The index to the next row
*/
-void AddQuadIndices(Vector<unsigned short>& indices, unsigned int rowIdx, unsigned int nextRowIdx)
+void AddQuadIndices(Vector<uint16_t>& indices, uint32_t rowIdx, uint32_t nextRowIdx)
{
indices.PushBack(rowIdx);
indices.PushBack(nextRowIdx + 1);
* @param[in] x The x value of vector
* @param[in] y The y value of vector
*/
-void AddVertex(Vector<Vector2>& vertices, unsigned int x, unsigned int y)
+void AddVertex(Vector<Vector2>& vertices, uint32_t x, uint32_t y)
{
vertices.PushBack(Vector2(x, y));
}
// Create vertices
Vector<Vector2> vertices;
- vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
+ vertices.Reserve((gridWidth + 1u) * (gridHeight + 1u));
- for(int y = 0; y < gridHeight + 1; ++y)
+ for(uint32_t y = 0u; y < gridHeight + 1u; ++y)
{
- for(int x = 0; x < gridWidth + 1; ++x)
+ for(uint32_t x = 0u; x < gridWidth + 1u; ++x)
{
AddVertex(vertices, x, y);
}
}
// Create indices
- Vector<unsigned short> indices;
- indices.Reserve(gridWidth * gridHeight * 6);
+ Vector<uint16_t> indices;
+ indices.Reserve(gridWidth * gridHeight * 6u);
- unsigned int rowIdx = 0;
- unsigned int nextRowIdx = gridWidth + 1;
- for(int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx)
+ uint32_t rowIdx = 0u;
+ uint32_t nextRowIdx = gridWidth + 1u;
+ for(uint32_t y = 0u; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx)
{
- for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
+ for(uint32_t x = 0u; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
{
AddQuadIndices(indices, rowIdx, nextRowIdx);
}
// Create vertices
Vector<Vector2> vertices;
- vertices.Reserve((gridWidth + 1) * (gridHeight + 1));
+ vertices.Reserve((gridWidth + 1u) * (gridHeight + 1u));
//top
- int y = 0;
- for(; y < 2; ++y)
+ uint16_t y = 0u;
+ for(; y < 2u; ++y)
{
- for(int x = 0; x < gridWidth + 1; ++x)
+ for(uint16_t x = 0; x < gridWidth + 1u; ++x)
{
AddVertex(vertices, x, y);
}
}
- for(; y < gridHeight - 1; ++y)
+ for(; y < gridHeight - 1u; ++y)
{
//left
- AddVertex(vertices, 0, y);
- AddVertex(vertices, 1, y);
+ AddVertex(vertices, 0u, y);
+ AddVertex(vertices, 1u, y);
//right
- AddVertex(vertices, gridWidth - 1, y);
+ AddVertex(vertices, gridWidth - 1u, y);
AddVertex(vertices, gridWidth, y);
}
//bottom
- for(; y < gridHeight + 1; ++y)
+ for(; y < gridHeight + 1u; ++y)
{
- for(int x = 0; x < gridWidth + 1; ++x)
+ for(uint16_t x = 0; x < gridWidth + 1u; ++x)
{
AddVertex(vertices, x, y);
}
}
// Create indices
- Vector<unsigned short> indices;
- indices.Reserve(gridWidth * gridHeight * 6);
+ Vector<uint16_t> indices;
+ indices.Reserve(gridWidth * gridHeight * 6u);
//top
- unsigned int rowIdx = 0;
- unsigned int nextRowIdx = gridWidth + 1;
- for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
+ uint32_t rowIdx = 0u;
+ uint32_t nextRowIdx = gridWidth + 1u;
+ for(uint16_t x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
{
AddQuadIndices(indices, rowIdx, nextRowIdx);
}
- if(gridHeight > 2)
+ if(gridHeight > 2u)
{
- rowIdx = gridWidth + 1;
- nextRowIdx = (gridWidth + 1) * 2;
+ rowIdx = gridWidth + 1u;
+ nextRowIdx = (gridWidth + 1u) * 2u;
- unsigned increment = gridWidth - 1;
- if(gridHeight > 3)
+ uint16_t increment = gridWidth - 1u;
+ if(gridHeight > 3u)
{
- increment = 2;
+ increment = 2u;
//second row left
AddQuadIndices(indices, rowIdx, nextRowIdx);
- rowIdx = gridWidth * 2;
- nextRowIdx = (gridWidth + 1) * 2 + 2;
+ rowIdx = gridWidth * 2u;
+ nextRowIdx = (gridWidth + 1u) * 2u + 2u;
//second row right
AddQuadIndices(indices, rowIdx, nextRowIdx);
//left and right
- rowIdx = nextRowIdx - 2;
- nextRowIdx = rowIdx + 4;
- for(int y = 2; y < 2 * (gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
+ rowIdx = nextRowIdx - 2u;
+ nextRowIdx = rowIdx + 4u;
+ for(uint16_t y = 2u; y < 2u * (gridHeight - 3u); ++y, rowIdx += 2u, nextRowIdx += 2u)
{
AddQuadIndices(indices, rowIdx, nextRowIdx);
}
AddQuadIndices(indices, rowIdx, nextRowIdx);
rowIdx += increment;
- nextRowIdx += gridWidth - 1;
+ nextRowIdx += gridWidth - 1u;
//second row right
AddQuadIndices(indices, rowIdx, nextRowIdx);
}
//bottom
- rowIdx = nextRowIdx - gridWidth + 1;
- nextRowIdx = rowIdx + gridWidth + 1;
- for(int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
+ rowIdx = nextRowIdx - gridWidth + 1u;
+ nextRowIdx = rowIdx + gridWidth + 1u;
+ for(uint16_t x = 0u; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx)
{
AddQuadIndices(indices, rowIdx, nextRowIdx);
}
void RegisterStretchProperties(Renderer& renderer, const char* uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent)
{
- uint16_t prevEnd = 0;
- uint16_t prevFix = 0;
- uint16_t prevStretch = 0;
- unsigned int i = 1;
+ uint16_t prevEnd = 0;
+ uint16_t prevFix = 0;
+ uint16_t prevStretch = 0;
+ uint32_t i = 1;
for(NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i)
{
uint16_t start = it->GetX();
void ApplyTextureAndUniforms(Renderer& renderer, const Internal::NPatchData* data)
{
- TextureSet textureSet;
+ TextureSet textureSet;
textureSet = data->GetTextures();
- if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
+ if(data->GetStretchPixelsX().Size() == 1u && data->GetStretchPixelsY().Size() == 1u)
{
//special case for 9 patch
Uint16Pair stretchX = data->GetStretchPixelsX()[0];
Uint16Pair stretchY = data->GetStretchPixelsY()[0];
- uint16_t stretchWidth = (stretchX.GetY() >= stretchX.GetX()) ? stretchX.GetY() - stretchX.GetX() : 0;
- uint16_t stretchHeight = (stretchY.GetY() >= stretchY.GetX()) ? stretchY.GetY() - stretchY.GetX() : 0;
+ uint16_t stretchWidth = (stretchX.GetY() >= stretchX.GetX()) ? stretchX.GetY() - stretchX.GetX() : 0u;
+ uint16_t stretchHeight = (stretchY.GetY() >= stretchY.GetX()) ? stretchY.GetY() - stretchY.GetX() : 0u;
renderer.RegisterProperty("uFixed[0]", Vector2::ZERO);
renderer.RegisterProperty("uFixed[1]", Vector2(stretchX.GetX(), stretchY.GetX()));