256 lines
7.1 KiB
C++
256 lines
7.1 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_RS_BUILD_FOR_HOST
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#include "rsContext.h"
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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#include <GLES/glext.h>
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#else
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#include "rsContextHostStub.h"
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#include <OpenGL/gl.h>
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#include <OpenGl/glext.h>
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#endif
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using namespace android;
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using namespace android::renderscript;
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SimpleMesh::SimpleMesh(Context *rsc) : ObjectBase(rsc)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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}
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SimpleMesh::~SimpleMesh()
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{
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delete[] mVertexTypes;
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delete[] mVertexBuffers;
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}
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void SimpleMesh::render(Context *rsc) const
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{
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if (mPrimitiveType.get()) {
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renderRange(rsc, 0, mPrimitiveType->getDimX());
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return;
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}
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if (mIndexType.get()) {
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renderRange(rsc, 0, mIndexType->getDimX());
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return;
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}
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renderRange(rsc, 0, mVertexTypes[0]->getDimX());
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}
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void SimpleMesh::renderRange(Context *rsc, uint32_t start, uint32_t len) const
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{
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if (len < 1) {
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return;
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}
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rsc->checkError("SimpleMesh::renderRange 1");
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VertexArray va;
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for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
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mVertexBuffers[ct]->uploadCheck(rsc);
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va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
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mVertexTypes[ct]->enableGLVertexBuffer(&va);
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}
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va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
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rsc->checkError("SimpleMesh::renderRange 2");
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if (mIndexType.get()) {
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mIndexBuffer->uploadCheck(rsc);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->getBufferObjectID());
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glDrawElements(mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
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} else {
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glDrawArrays(mGLPrimitive, start, len);
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}
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rsc->checkError("SimpleMesh::renderRange");
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}
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void SimpleMesh::uploadAll(Context *rsc)
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{
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for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
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if (mVertexBuffers[ct].get()) {
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mVertexBuffers[ct]->deferedUploadToBufferObject(rsc);
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}
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}
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if (mIndexBuffer.get()) {
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mIndexBuffer->deferedUploadToBufferObject(rsc);
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}
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if (mPrimitiveBuffer.get()) {
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mPrimitiveBuffer->deferedUploadToBufferObject(rsc);
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}
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rsc->checkError("SimpleMesh::uploadAll");
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}
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void SimpleMesh::updateGLPrimitive()
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{
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switch(mPrimitive) {
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case RS_PRIMITIVE_POINT: mGLPrimitive = GL_POINTS; break;
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case RS_PRIMITIVE_LINE: mGLPrimitive = GL_LINES; break;
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case RS_PRIMITIVE_LINE_STRIP: mGLPrimitive = GL_LINE_STRIP; break;
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case RS_PRIMITIVE_TRIANGLE: mGLPrimitive = GL_TRIANGLES; break;
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case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitive = GL_TRIANGLE_STRIP; break;
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case RS_PRIMITIVE_TRIANGLE_FAN: mGLPrimitive = GL_TRIANGLE_FAN; break;
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}
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}
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void SimpleMesh::serialize(OStream *stream) const
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{
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// Need to identify ourselves
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stream->addU32((uint32_t)getClassId());
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String8 name(getName());
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stream->addString(&name);
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// Add primitive type
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stream->addU8((uint8_t)mPrimitive);
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// And now serialize the allocations
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mIndexBuffer->serialize(stream);
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// We need to indicate if the primitive buffer is present
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if(mPrimitiveBuffer.get() != NULL) {
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// Write if the primitive buffer is present
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stream->addU32(1);
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mPrimitiveBuffer->serialize(stream);
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}
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else {
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// No buffer present, will need this when we read
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stream->addU32(0);
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}
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// Store number of vertex streams
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stream->addU32(mVertexTypeCount);
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for(uint32_t vCount = 0; vCount < mVertexTypeCount; vCount ++) {
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mVertexBuffers[vCount]->serialize(stream);
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}
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}
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SimpleMesh *SimpleMesh::createFromStream(Context *rsc, IStream *stream)
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{
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// First make sure we are reading the correct object
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RsA3DClassID classID = (RsA3DClassID)stream->loadU32();
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if(classID != RS_A3D_CLASS_ID_SIMPLE_MESH) {
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LOGE("simple mesh loading skipped due to invalid class id");
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return NULL;
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}
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SimpleMesh * mesh = new SimpleMesh(rsc);
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String8 name;
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stream->loadString(&name);
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mesh->setName(name.string(), name.size());
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mesh->mPrimitive = (RsPrimitive)stream->loadU8();
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mesh->updateGLPrimitive();
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Allocation *indexAlloc = Allocation::createFromStream(rsc, stream);
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const Type *indexType = indexAlloc->getType();
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mesh->mIndexBuffer.set(indexAlloc);
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mesh->mIndexType.set(indexType);
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bool isPrimitivePresent = stream->loadU32() != 0;
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if(isPrimitivePresent) {
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mesh->mPrimitiveBuffer.set(Allocation::createFromStream(rsc, stream));
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mesh->mPrimitiveType.set(mesh->mPrimitiveBuffer->getType());
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}
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mesh->mVertexTypeCount = stream->loadU32();
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if(mesh->mVertexTypeCount) {
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mesh->mVertexTypes = new ObjectBaseRef<const Type>[mesh->mVertexTypeCount];
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mesh->mVertexBuffers = new ObjectBaseRef<Allocation>[mesh->mVertexTypeCount];
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for(uint32_t vCount = 0; vCount < mesh->mVertexTypeCount; vCount ++) {
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Allocation *vertexAlloc = Allocation::createFromStream(rsc, stream);
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const Type *vertexType = vertexAlloc->getType();
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mesh->mVertexBuffers[vCount].set(vertexAlloc);
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mesh->mVertexTypes[vCount].set(vertexType);
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}
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}
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mesh->uploadAll(rsc);
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return mesh;
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}
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SimpleMeshContext::SimpleMeshContext()
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{
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}
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SimpleMeshContext::~SimpleMeshContext()
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{
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}
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namespace android {
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namespace renderscript {
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RsSimpleMesh rsi_SimpleMeshCreate(Context *rsc, RsType prim, RsType idx, RsType *vtx, uint32_t vtxCount, uint32_t primType)
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{
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SimpleMesh *sm = new SimpleMesh(rsc);
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sm->incUserRef();
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sm->mIndexType.set((const Type *)idx);
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sm->mPrimitiveType.set((const Type *)prim);
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sm->mVertexTypeCount = vtxCount;
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sm->mVertexTypes = new ObjectBaseRef<const Type>[vtxCount];
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sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
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for (uint32_t ct=0; ct < vtxCount; ct++) {
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sm->mVertexTypes[ct].set((const Type *)vtx[ct]);
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}
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sm->mPrimitive = (RsPrimitive)primType;
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sm->updateGLPrimitive();
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return sm;
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}
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void rsi_SimpleMeshBindVertex(Context *rsc, RsSimpleMesh mv, RsAllocation va, uint32_t slot)
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{
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SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
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rsAssert(slot < sm->mVertexTypeCount);
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sm->mVertexBuffers[slot].set((Allocation *)va);
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}
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void rsi_SimpleMeshBindIndex(Context *rsc, RsSimpleMesh mv, RsAllocation va)
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{
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SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
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sm->mIndexBuffer.set((Allocation *)va);
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}
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void rsi_SimpleMeshBindPrimitive(Context *rsc, RsSimpleMesh mv, RsAllocation va)
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{
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SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
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sm->mPrimitiveBuffer.set((Allocation *)va);
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}
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}}
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