Removed all the simple mesh related calls and temporary objects. Change-Id: Ic64a72a894e0314f216f10e1cfc0d45b17e2e182
275 lines
7.8 KiB
C++
275 lines
7.8 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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Mesh::Mesh(Context *rsc) : ObjectBase(rsc)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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mPrimitives = NULL;
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mPrimitivesCount = 0;
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mVertexBuffers = NULL;
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mVertexBufferCount = 0;
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}
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Mesh::~Mesh()
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{
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if(mVertexBuffers) {
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delete[] mVertexBuffers;
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}
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if(mPrimitives) {
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for(uint32_t i = 0; i < mPrimitivesCount; i ++) {
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delete mPrimitives[i];
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}
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delete[] mPrimitives;
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}
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}
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void Mesh::render(Context *rsc) const
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{
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for(uint32_t ct = 0; ct < mPrimitivesCount; ct ++) {
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renderPrimitive(rsc, ct);
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}
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}
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void Mesh::renderPrimitive(Context *rsc, uint32_t primIndex) const {
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if (primIndex >= mPrimitivesCount) {
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LOGE("Invalid primitive index");
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return;
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}
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Primitive_t *prim = mPrimitives[primIndex];
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if (prim->mIndexBuffer.get()) {
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renderPrimitiveRange(rsc, primIndex, 0, prim->mIndexBuffer->getType()->getDimX());
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return;
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}
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renderPrimitiveRange(rsc, primIndex, 0, mVertexBuffers[0]->getType()->getDimX());
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}
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void Mesh::renderPrimitiveRange(Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const
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{
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if (len < 1 || primIndex >= mPrimitivesCount) {
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return;
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}
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rsc->checkError("Mesh::renderPrimitiveRange 1");
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VertexArray va;
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for (uint32_t ct=0; ct < mVertexBufferCount; ct++) {
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mVertexBuffers[ct]->uploadCheck(rsc);
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if (mVertexBuffers[ct]->getIsBufferObject()) {
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va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
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} else {
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va.setActiveBuffer(mVertexBuffers[ct]->getPtr());
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}
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mVertexBuffers[ct]->getType()->enableGLVertexBuffer(&va);
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}
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va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
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rsc->checkError("Mesh::renderPrimitiveRange 2");
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Primitive_t *prim = mPrimitives[primIndex];
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if (prim->mIndexBuffer.get()) {
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prim->mIndexBuffer->uploadCheck(rsc);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prim->mIndexBuffer->getBufferObjectID());
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glDrawElements(prim->mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
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} else {
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glDrawArrays(prim->mGLPrimitive, start, len);
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}
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rsc->checkError("Mesh::renderPrimitiveRange");
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}
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void Mesh::uploadAll(Context *rsc)
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{
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for (uint32_t ct = 0; ct < mVertexBufferCount; 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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for (uint32_t ct = 0; ct < mPrimitivesCount; ct ++) {
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if (mPrimitives[ct]->mIndexBuffer.get()) {
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mPrimitives[ct]->mIndexBuffer->deferedUploadToBufferObject(rsc);
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}
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}
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rsc->checkError("Mesh::uploadAll");
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}
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void Mesh::updateGLPrimitives()
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{
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for(uint32_t i = 0; i < mPrimitivesCount; i ++) {
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switch(mPrimitives[i]->mPrimitive) {
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case RS_PRIMITIVE_POINT: mPrimitives[i]->mGLPrimitive = GL_POINTS; break;
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case RS_PRIMITIVE_LINE: mPrimitives[i]->mGLPrimitive = GL_LINES; break;
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case RS_PRIMITIVE_LINE_STRIP: mPrimitives[i]->mGLPrimitive = GL_LINE_STRIP; break;
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case RS_PRIMITIVE_TRIANGLE: mPrimitives[i]->mGLPrimitive = GL_TRIANGLES; break;
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case RS_PRIMITIVE_TRIANGLE_STRIP: mPrimitives[i]->mGLPrimitive = GL_TRIANGLE_STRIP; break;
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case RS_PRIMITIVE_TRIANGLE_FAN: mPrimitives[i]->mGLPrimitive = GL_TRIANGLE_FAN; break;
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}
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}
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}
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void Mesh::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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// Store number of vertex streams
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stream->addU32(mVertexBufferCount);
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for(uint32_t vCount = 0; vCount < mVertexBufferCount; vCount ++) {
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mVertexBuffers[vCount]->serialize(stream);
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}
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stream->addU32(mPrimitivesCount);
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// Store the primitives
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for (uint32_t pCount = 0; pCount < mPrimitivesCount; pCount ++) {
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Primitive_t * prim = mPrimitives[pCount];
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stream->addU8((uint8_t)prim->mPrimitive);
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if(prim->mIndexBuffer.get()) {
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stream->addU32(1);
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prim->mIndexBuffer->serialize(stream);
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}
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else {
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stream->addU32(0);
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}
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}
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}
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Mesh *Mesh::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_MESH) {
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LOGE("mesh loading skipped due to invalid class id");
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return NULL;
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}
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Mesh * mesh = new Mesh(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->mVertexBufferCount = stream->loadU32();
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if(mesh->mVertexBufferCount) {
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mesh->mVertexBuffers = new ObjectBaseRef<Allocation>[mesh->mVertexBufferCount];
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for(uint32_t vCount = 0; vCount < mesh->mVertexBufferCount; vCount ++) {
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Allocation *vertexAlloc = Allocation::createFromStream(rsc, stream);
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mesh->mVertexBuffers[vCount].set(vertexAlloc);
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}
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}
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mesh->mPrimitivesCount = stream->loadU32();
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if(mesh->mPrimitivesCount) {
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mesh->mPrimitives = new Primitive_t *[mesh->mPrimitivesCount];
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// load all primitives
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for (uint32_t pCount = 0; pCount < mesh->mPrimitivesCount; pCount ++) {
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Primitive_t * prim = new Primitive_t;
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mesh->mPrimitives[pCount] = prim;
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prim->mPrimitive = (RsPrimitive)stream->loadU8();
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// Check to see if the index buffer was stored
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uint32_t isIndexPresent = stream->loadU32();
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if(isIndexPresent) {
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Allocation *indexAlloc = Allocation::createFromStream(rsc, stream);
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prim->mIndexBuffer.set(indexAlloc);
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}
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}
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}
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mesh->updateGLPrimitives();
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mesh->uploadAll(rsc);
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return mesh;
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}
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MeshContext::MeshContext()
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{
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}
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MeshContext::~MeshContext()
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{
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}
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namespace android {
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namespace renderscript {
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RsMesh rsi_MeshCreate(Context *rsc, uint32_t vtxCount, uint32_t idxCount)
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{
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Mesh *sm = new Mesh(rsc);
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sm->incUserRef();
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sm->mPrimitivesCount = idxCount;
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sm->mPrimitives = new Mesh::Primitive_t *[sm->mPrimitivesCount];
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for(uint32_t ct = 0; ct < idxCount; ct ++) {
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sm->mPrimitives[ct] = new Mesh::Primitive_t;
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}
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sm->mVertexBufferCount = vtxCount;
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sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
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return sm;
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}
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void rsi_MeshBindVertex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t slot)
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{
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Mesh *sm = static_cast<Mesh *>(mv);
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rsAssert(slot < sm->mVertexBufferCount);
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sm->mVertexBuffers[slot].set((Allocation *)va);
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}
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void rsi_MeshBindIndex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t primType, uint32_t slot)
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{
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Mesh *sm = static_cast<Mesh *>(mv);
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rsAssert(slot < sm->mPrimitivesCount);
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sm->mPrimitives[slot]->mIndexBuffer.set((Allocation *)va);
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sm->mPrimitives[slot]->mPrimitive = (RsPrimitive)primType;
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sm->updateGLPrimitives();
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}
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}}
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