145 lines
4.4 KiB
C++
145 lines
4.4 KiB
C++
/*
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* Copyright (C) 2015 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 RENDERSTATE_MESHSTATE_H
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#define RENDERSTATE_MESHSTATE_H
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#include "Vertex.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <memory>
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namespace android {
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namespace uirenderer {
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class Program;
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// Maximum number of quads that pre-allocated meshes can draw
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const uint32_t kMaxNumberOfQuads = 2048;
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// This array is never used directly but used as a memcpy source in the
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// OpenGLRenderer constructor
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const TextureVertex kUnitQuadVertices[] = {
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{ 0, 0, 0, 0 },
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{ 1, 0, 1, 0 },
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{ 0, 1, 0, 1 },
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{ 1, 1, 1, 1 },
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};
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const GLsizei kVertexStride = sizeof(Vertex);
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const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
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const GLsizei kTextureVertexStride = sizeof(TextureVertex);
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const GLsizei kColorTextureVertexStride = sizeof(ColorTextureVertex);
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const GLsizei kMeshTextureOffset = 2 * sizeof(float);
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const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
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const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
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const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
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const GLsizei kUnitQuadCount = 4;
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class MeshState {
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private:
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friend class RenderState;
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public:
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~MeshState();
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void dump();
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///////////////////////////////////////////////////////////////////////////////
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// Buffer objects
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Binds the VBO used to render simple textured quads.
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*/
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bool bindMeshBuffer();
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/**
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* Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
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*/
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bool bindMeshBuffer(GLuint buffer);
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/**
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* Unbinds the VBO used to render simple textured quads.
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*/
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bool unbindMeshBuffer();
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///////////////////////////////////////////////////////////////////////////////
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// Vertices
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Binds an attrib to the specified float vertex pointer.
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* Assumes a stride of gTextureVertexStride and a size of 2.
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*/
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void bindPositionVertexPointer(bool force, const GLvoid* vertices,
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GLsizei stride = kTextureVertexStride);
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/**
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* Binds an attrib to the specified float vertex pointer.
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* Assumes a stride of gTextureVertexStride and a size of 2.
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*/
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void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices,
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GLsizei stride = kTextureVertexStride);
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/**
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* Resets the vertex pointers.
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*/
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void resetVertexPointers();
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void resetTexCoordsVertexPointer();
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void enableTexCoordsVertexArray();
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void disableTexCoordsVertexArray();
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///////////////////////////////////////////////////////////////////////////////
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// Indices
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Binds a global indices buffer that can draw up to
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* gMaxNumberOfQuads quads.
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*/
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bool bindQuadIndicesBuffer();
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bool unbindIndicesBuffer();
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///////////////////////////////////////////////////////////////////////////////
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// Getters - for use in Glop building
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///////////////////////////////////////////////////////////////////////////////
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GLuint getUnitQuadVBO() { return mUnitQuadBuffer; }
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GLuint getQuadListIBO() { return mQuadListIndices; }
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private:
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MeshState();
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bool bindMeshBufferInternal(const GLuint buffer);
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bool bindIndicesBufferInternal(const GLuint buffer);
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GLuint mUnitQuadBuffer;
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GLuint mCurrentBuffer;
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GLuint mCurrentIndicesBuffer;
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GLuint mCurrentPixelBuffer;
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const void* mCurrentPositionPointer;
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GLsizei mCurrentPositionStride;
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const void* mCurrentTexCoordsPointer;
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GLsizei mCurrentTexCoordsStride;
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bool mTexCoordsArrayEnabled;
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// Global index buffer
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GLuint mQuadListIndices;
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};
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} /* namespace uirenderer */
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} /* namespace android */
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#endif // RENDERSTATE_MESHSTATE_H
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