/* * Copyright (C) 2009 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. */ #ifndef ANDROID_VERTEX_ARRAY_H #define ANDROID_VERTEX_ARRAY_H #include "rsObjectBase.h" // --------------------------------------------------------------------------- namespace android { namespace renderscript { class ShaderCache; // An element is a group of Components that occupies one cell in a structure. class VertexArray { public: VertexArray(); virtual ~VertexArray(); enum AttribName { POSITION, COLOR, NORMAL, POINT_SIZE, TEXTURE_0, TEXTURE_1, _LAST }; typedef struct { uint32_t buffer; uint32_t offset; uint32_t type; uint32_t size; uint32_t stride; bool normalized; } Attrib; void clearAll(); void clear(AttribName); void setActiveBuffer(uint32_t id) {mActiveBuffer = id;} void setPosition(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset); void setColor(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset); void setNormal(uint32_t type, uint32_t stride, uint32_t offset); void setPointSize(uint32_t type, uint32_t stride, uint32_t offset); void setTexture(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset, uint32_t num); void setupGL(const Context *rsc, class VertexArrayState *) const; void setupGL2(const Context *rsc, class VertexArrayState *, ShaderCache *) const; void logAttrib(uint32_t idx) const; protected: uint32_t mActiveBuffer; Attrib mAttribs[_LAST]; }; class VertexArrayState { public: void init(Context *); VertexArray::Attrib mAttribs[VertexArray::_LAST]; }; } } #endif //ANDROID_LIGHT_H