/* * Copyright (C) 2010 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. */ #define LOG_TAG "OpenGLRenderer" #include "Caches.h" namespace android { #ifdef USE_OPENGL_RENDERER using namespace uirenderer; ANDROID_SINGLETON_STATIC_INSTANCE(Caches); #endif namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Constructors/destructor /////////////////////////////////////////////////////////////////////////////// Caches::Caches(): Singleton(), blend(false), lastSrcMode(GL_ZERO), lastDstMode(GL_ZERO), currentProgram(NULL) { GLint maxTextureUnits; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); } glGenBuffers(1, &meshBuffer); glBindBuffer(GL_ARRAY_BUFFER, meshBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(gMeshVertices), gMeshVertices, GL_STATIC_DRAW); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); mCurrentBuffer = meshBuffer; mRegionMesh = NULL; } Caches::~Caches() { delete[] mRegionMesh; } /////////////////////////////////////////////////////////////////////////////// // VBO /////////////////////////////////////////////////////////////////////////////// void Caches::bindMeshBuffer() { bindMeshBuffer(meshBuffer); } void Caches::bindMeshBuffer(const GLuint buffer) { if (mCurrentBuffer != buffer) { glBindBuffer(GL_ARRAY_BUFFER, buffer); mCurrentBuffer = buffer; } } void Caches::unbindMeshBuffer() { if (mCurrentBuffer) { glBindBuffer(GL_ARRAY_BUFFER, 0); mCurrentBuffer = 0; } } TextureVertex* Caches::getRegionMesh() { // Create the mesh, 2 triangles and 4 vertices per rectangle in the region if (!mRegionMesh) { mRegionMesh = new TextureVertex[REGION_MESH_QUAD_COUNT * 4]; uint16_t* regionIndices = new uint16_t[REGION_MESH_QUAD_COUNT * 6]; for (int i = 0; i < REGION_MESH_QUAD_COUNT; i++) { uint16_t quad = i * 4; int index = i * 6; regionIndices[index ] = quad; // top-left regionIndices[index + 1] = quad + 1; // top-right regionIndices[index + 2] = quad + 2; // bottom-left regionIndices[index + 3] = quad + 2; // bottom-left regionIndices[index + 4] = quad + 1; // top-right regionIndices[index + 5] = quad + 3; // bottom-right } glGenBuffers(1, &mRegionMeshIndices); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices); glBufferData(GL_ELEMENT_ARRAY_BUFFER, REGION_MESH_QUAD_COUNT * 6 * sizeof(uint16_t), regionIndices, GL_STATIC_DRAW); delete[] regionIndices; } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices); } return mRegionMesh; } }; // namespace uirenderer }; // namespace android