Renaming the define to be more in line with what it does and removing the host stub header file. Change-Id: Ibd3a0a6a398c7f81cc661f71e4478707fe1679ed
99 lines
2.7 KiB
C++
99 lines
2.7 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_MESH_H
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#define ANDROID_RS_MESH_H
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#include "RenderScript.h"
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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// An element is a group of Components that occupies one cell in a structure.
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class Mesh : public ObjectBase {
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public:
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Mesh(Context *);
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~Mesh();
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// Contains vertex data
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// Position, normal, texcoord, etc could either be strided in one allocation
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// of provided separetely in multiple ones
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ObjectBaseRef<Allocation> *mVertexBuffers;
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uint32_t mVertexBufferCount;
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// Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference
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// If both are null, mPrimitive only would be used to render the mesh
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struct Primitive_t
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{
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ObjectBaseRef<Allocation> mIndexBuffer;
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RsPrimitive mPrimitive;
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uint32_t mGLPrimitive;
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};
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Primitive_t ** mPrimitives;
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uint32_t mPrimitivesCount;
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virtual void serialize(OStream *stream) const;
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virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; }
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static Mesh *createFromStream(Context *rsc, IStream *stream);
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#ifndef ANDROID_RS_SERIALIZE
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void render(Context *) const;
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void renderPrimitive(Context *, uint32_t primIndex) const;
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void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const;
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void uploadAll(Context *);
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void updateGLPrimitives();
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// Bounding volumes
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float mBBoxMin[3];
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float mBBoxMax[3];
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void computeBBox();
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void initVertexAttribs();
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protected:
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bool isValidGLComponent(const Element *elem, uint32_t fieldIdx);
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// Attribues that allow us to map to GL
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VertexArray::Attrib *mAttribs;
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// This allows us to figure out which allocation the attribute
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// belongs to. In the event the allocation is uploaded to GL
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// buffer, it lets us properly map it
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uint32_t *mAttribAllocationIndex;
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uint32_t mAttribCount;
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#endif
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};
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class MeshContext {
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public:
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MeshContext() {
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}
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~MeshContext() {
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}
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};
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}
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}
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#endif //ANDROID_RS_TRIANGLE_MESH_H
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