207 lines
6.6 KiB
C++
207 lines
6.6 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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#include "rsContext.h"
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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using namespace android;
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using namespace android::renderscript;
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VertexArray::VertexArray()
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{
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memset(mAttribs, 0, sizeof(mAttribs));
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mActiveBuffer = 0;
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}
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VertexArray::~VertexArray()
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{
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}
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void VertexArray::clearAll()
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{
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memset(mAttribs, 0, sizeof(mAttribs));
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mActiveBuffer = 0;
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}
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void VertexArray::clear(AttribName n)
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{
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mAttribs[n].size = 0;
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}
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void VertexArray::setPosition(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset)
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{
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mAttribs[POSITION].buffer = mActiveBuffer;
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mAttribs[POSITION].type = type;
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mAttribs[POSITION].size = size;
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mAttribs[POSITION].offset = offset;
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mAttribs[POSITION].stride = stride;
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mAttribs[POSITION].normalized = false;
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}
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void VertexArray::setColor(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset)
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{
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mAttribs[COLOR].buffer = mActiveBuffer;
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mAttribs[COLOR].type = type;
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mAttribs[COLOR].size = size;
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mAttribs[COLOR].offset = offset;
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mAttribs[COLOR].stride = stride;
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mAttribs[COLOR].normalized = type != GL_FLOAT;
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}
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void VertexArray::setNormal(uint32_t type, uint32_t stride, uint32_t offset)
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{
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mAttribs[NORMAL].buffer = mActiveBuffer;
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mAttribs[NORMAL].type = type;
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mAttribs[NORMAL].size = 3;
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mAttribs[NORMAL].offset = offset;
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mAttribs[NORMAL].stride = stride;
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mAttribs[NORMAL].normalized = type != GL_FLOAT;
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}
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void VertexArray::setPointSize(uint32_t type, uint32_t stride, uint32_t offset)
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{
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mAttribs[POINT_SIZE].buffer = mActiveBuffer;
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mAttribs[POINT_SIZE].type = type;
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mAttribs[POINT_SIZE].size = 1;
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mAttribs[POINT_SIZE].offset = offset;
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mAttribs[POINT_SIZE].stride = stride;
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mAttribs[POINT_SIZE].normalized = false;
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}
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void VertexArray::setTexture(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset, uint32_t num)
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{
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mAttribs[TEXTURE_0 + num].buffer = mActiveBuffer;
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mAttribs[TEXTURE_0 + num].type = type;
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mAttribs[TEXTURE_0 + num].size = size;
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mAttribs[TEXTURE_0 + num].offset = offset;
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mAttribs[TEXTURE_0 + num].stride = stride;
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mAttribs[TEXTURE_0 + num].normalized = false;
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}
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void VertexArray::logAttrib(uint32_t idx) const {
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LOGE("va %i: buf=%i size=%i type=0x%x stride=0x%x norm=%i offset=0x%x", idx,
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mAttribs[idx].buffer,
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mAttribs[idx].size,
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mAttribs[idx].type,
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mAttribs[idx].stride,
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mAttribs[idx].normalized,
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mAttribs[idx].offset);
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}
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void VertexArray::setupGL(const Context *rsc, class VertexArrayState *state) const
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{
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if (mAttribs[POSITION].size) {
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//logAttrib(POSITION);
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glEnableClientState(GL_VERTEX_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[POSITION].buffer);
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glVertexPointer(mAttribs[POSITION].size,
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mAttribs[POSITION].type,
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mAttribs[POSITION].stride,
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(void *)mAttribs[POSITION].offset);
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} else {
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rsAssert(0);
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}
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if (mAttribs[NORMAL].size) {
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//logAttrib(NORMAL);
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glEnableClientState(GL_NORMAL_ARRAY);
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rsAssert(mAttribs[NORMAL].size == 3);
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[NORMAL].buffer);
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glNormalPointer(mAttribs[NORMAL].type,
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mAttribs[NORMAL].stride,
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(void *)mAttribs[NORMAL].offset);
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} else {
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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if (mAttribs[COLOR].size) {
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//logAttrib(COLOR);
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[COLOR].buffer);
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glColorPointer(mAttribs[COLOR].size,
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mAttribs[COLOR].type,
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mAttribs[COLOR].stride,
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(void *)mAttribs[COLOR].offset);
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} else {
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glDisableClientState(GL_COLOR_ARRAY);
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}
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for (uint32_t ct=0; ct < RS_MAX_TEXTURE; ct++) {
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glClientActiveTexture(GL_TEXTURE0 + ct);
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if (mAttribs[TEXTURE_0 + ct].size) {
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//logAttrib(TEXTURE_0 + ct);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[TEXTURE_0 + ct].buffer);
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glTexCoordPointer(mAttribs[TEXTURE_0 + ct].size,
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mAttribs[TEXTURE_0 + ct].type,
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mAttribs[TEXTURE_0 + ct].stride,
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(void *)mAttribs[TEXTURE_0 + ct].offset);
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} else {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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glClientActiveTexture(GL_TEXTURE0);
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if (mAttribs[POINT_SIZE].size) {
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//logAttrib(POINT_SIZE);
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glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[POINT_SIZE].buffer);
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glPointSizePointerOES(mAttribs[POINT_SIZE].type,
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mAttribs[POINT_SIZE].stride,
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(void *)mAttribs[POINT_SIZE].offset);
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} else {
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glDisableClientState(GL_POINT_SIZE_ARRAY_OES);
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}
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rsc->checkError("VertexArray::setupGL");
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}
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void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, ShaderCache *sc) const
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{
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for (int ct=1; ct < _LAST; ct++) {
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glDisableVertexAttribArray(ct);
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}
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for (int ct=0; ct < _LAST; ct++) {
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if (mAttribs[ct].size) {
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//logAttrib(ct);
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glEnableVertexAttribArray(sc->vtxAttribSlot(ct));
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer);
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//LOGV("attp %i %i", ct, sc->vtxAttribSlot(ct));
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glVertexAttribPointer(sc->vtxAttribSlot(ct),
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mAttribs[ct].size,
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mAttribs[ct].type,
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mAttribs[ct].normalized,
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mAttribs[ct].stride,
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(void *)mAttribs[ct].offset);
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} else {
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//glDisableVertexAttribArray(ct);
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rsAssert(ct);
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}
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}
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rsc->checkError("VertexArray::setupGL2");
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}
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////////////////////////////////////////////
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void VertexArrayState::init(Context *) {
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memset(this, 0, sizeof(this));
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}
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