/* * 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. */ #include "rsContext.h" #include #include using namespace android; using namespace android::renderscript; VertexArray::VertexArray() { mActiveBuffer = 0; } VertexArray::~VertexArray() { } void VertexArray::clearAll() { for (uint32_t ct=0; ct < RS_MAX_ATTRIBS; ct++) { mAttribs[ct].clear(); } mActiveBuffer = 0; } VertexArray::Attrib::Attrib() { clear(); } void VertexArray::Attrib::set(const Attrib &a) { buffer = a.buffer; offset = a.offset; type = a.type; size = a.size; stride = a.stride; normalized = a.normalized; name.setTo(a.name); } void VertexArray::Attrib::clear() { buffer = 0; offset = 0; type = 0; size = 0; stride = 0; normalized = false; name.setTo(""); } void VertexArray::clear(AttribName n) { mAttribs[n].clear(); } void VertexArray::setPosition(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset) { mAttribs[POSITION].buffer = mActiveBuffer; mAttribs[POSITION].type = type; mAttribs[POSITION].size = size; mAttribs[POSITION].offset = offset; mAttribs[POSITION].stride = stride; mAttribs[POSITION].normalized = false; } void VertexArray::setColor(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset) { mAttribs[COLOR].buffer = mActiveBuffer; mAttribs[COLOR].type = type; mAttribs[COLOR].size = size; mAttribs[COLOR].offset = offset; mAttribs[COLOR].stride = stride; mAttribs[COLOR].normalized = type != GL_FLOAT; } void VertexArray::setNormal(uint32_t type, uint32_t stride, uint32_t offset) { mAttribs[NORMAL].buffer = mActiveBuffer; mAttribs[NORMAL].type = type; mAttribs[NORMAL].size = 3; mAttribs[NORMAL].offset = offset; mAttribs[NORMAL].stride = stride; mAttribs[NORMAL].normalized = type != GL_FLOAT; } void VertexArray::setPointSize(uint32_t type, uint32_t stride, uint32_t offset) { mAttribs[POINT_SIZE].buffer = mActiveBuffer; mAttribs[POINT_SIZE].type = type; mAttribs[POINT_SIZE].size = 1; mAttribs[POINT_SIZE].offset = offset; mAttribs[POINT_SIZE].stride = stride; mAttribs[POINT_SIZE].normalized = false; } void VertexArray::setTexture(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset) { mAttribs[TEXTURE].buffer = mActiveBuffer; mAttribs[TEXTURE].type = type; mAttribs[TEXTURE].size = size; mAttribs[TEXTURE].offset = offset; mAttribs[TEXTURE].stride = stride; mAttribs[TEXTURE].normalized = false; } void VertexArray::setUser(const Attrib &a, uint32_t stride) { // Find empty slot, some may be taken by legacy 1.1 slots. uint32_t slot = 0; while (mAttribs[slot].size) slot++; rsAssert(slot < RS_MAX_ATTRIBS); mAttribs[slot].set(a); mAttribs[slot].buffer = mActiveBuffer; mAttribs[slot].stride = stride; } void VertexArray::logAttrib(uint32_t idx, uint32_t slot) const { LOGE("va %i: slot=%i name=%s buf=%i size=%i type=0x%x stride=0x%x norm=%i offset=0x%x", idx, slot, mAttribs[idx].name.string(), mAttribs[idx].buffer, mAttribs[idx].size, mAttribs[idx].type, mAttribs[idx].stride, mAttribs[idx].normalized, mAttribs[idx].offset); } void VertexArray::setupGL(const Context *rsc, class VertexArrayState *state) const { if (mAttribs[POSITION].size) { //logAttrib(POSITION); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[POSITION].buffer); glVertexPointer(mAttribs[POSITION].size, mAttribs[POSITION].type, mAttribs[POSITION].stride, (void *)mAttribs[POSITION].offset); } else { rsAssert(0); } if (mAttribs[NORMAL].size) { //logAttrib(NORMAL); glEnableClientState(GL_NORMAL_ARRAY); rsAssert(mAttribs[NORMAL].size == 3); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[NORMAL].buffer); glNormalPointer(mAttribs[NORMAL].type, mAttribs[NORMAL].stride, (void *)mAttribs[NORMAL].offset); } else { glDisableClientState(GL_NORMAL_ARRAY); } if (mAttribs[COLOR].size) { //logAttrib(COLOR); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[COLOR].buffer); glColorPointer(mAttribs[COLOR].size, mAttribs[COLOR].type, mAttribs[COLOR].stride, (void *)mAttribs[COLOR].offset); } else { glDisableClientState(GL_COLOR_ARRAY); } glClientActiveTexture(GL_TEXTURE0); if (mAttribs[TEXTURE].size) { //logAttrib(TEXTURE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[TEXTURE].buffer); glTexCoordPointer(mAttribs[TEXTURE].size, mAttribs[TEXTURE].type, mAttribs[TEXTURE].stride, (void *)mAttribs[TEXTURE].offset); } else { glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (mAttribs[POINT_SIZE].size) { //logAttrib(POINT_SIZE); glEnableClientState(GL_POINT_SIZE_ARRAY_OES); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[POINT_SIZE].buffer); glPointSizePointerOES(mAttribs[POINT_SIZE].type, mAttribs[POINT_SIZE].stride, (void *)mAttribs[POINT_SIZE].offset); } else { glDisableClientState(GL_POINT_SIZE_ARRAY_OES); } rsc->checkError("VertexArray::setupGL"); } void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, ShaderCache *sc) const { for (int ct=1; ct < _LAST; ct++) { glDisableVertexAttribArray(ct); } for (uint32_t ct=0; ct < RS_MAX_ATTRIBS; ct++) { if (mAttribs[ct].size && (sc->vtxAttribSlot(ct) >= 0)) { //logAttrib(ct, sc->vtxAttribSlot(ct)); glEnableVertexAttribArray(sc->vtxAttribSlot(ct)); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glVertexAttribPointer(sc->vtxAttribSlot(ct), mAttribs[ct].size, mAttribs[ct].type, mAttribs[ct].normalized, mAttribs[ct].stride, (void *)mAttribs[ct].offset); } } rsc->checkError("VertexArray::setupGL2"); } //////////////////////////////////////////// void VertexArrayState::init(Context *) { }