Now using android utils lib. collada_to_a3d seems to work with android util libs. Integrating old changelist Changing assert to rsAssrt in VertexArray making context compile. Change-Id: I33890defa777f09253bfab630d97782359ec49d7 Added serialization code to rsLib Integrated old changelist Change-Id: Ie4746113f6d1817fbb3264f97fdddde25b779311 Added serialization code to rsLib Change-Id: Ie4746113f6d1817fbb3264f97fdddde25b779311
214 lines
5.9 KiB
C++
214 lines
5.9 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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mVerticies = NULL;
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mVerticiesCount = 0;
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mPrimitives = NULL;
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mPrimitivesCount = 0;
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}
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Mesh::~Mesh()
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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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stream->addU32(mVerticiesCount);
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for(uint32_t vCount = 0; vCount < mVerticiesCount; vCount ++) {
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Verticies_t *verts = mVerticies[vCount];
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stream->addU32(verts->mAllocationCount);
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for (uint32_t aCount = 0; aCount < verts->mAllocationCount; aCount++) {
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verts->mAllocations[aCount]->serialize(stream);
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}
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stream->addU32(verts->mVertexDataSize);
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stream->addU32(verts->mOffsetCoord);
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stream->addU32(verts->mOffsetTex);
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stream->addU32(verts->mOffsetNorm);
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stream->addU32(verts->mSizeCoord);
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stream->addU32(verts->mSizeTex);
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stream->addU32(verts->mSizeNorm );
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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->mType);
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// We store the index to the vertices
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// So iterate over our vertices to find which one we point to
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uint32_t vertexIndex = 0;
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for(uint32_t vCount = 0; vCount < mVerticiesCount; vCount ++) {
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if(prim->mVerticies == mVerticies[vCount]) {
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vertexIndex = vCount;
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break;
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}
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}
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stream->addU32(vertexIndex);
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stream->addU32(prim->mIndexCount);
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for (uint32_t ct = 0; ct < prim->mIndexCount; ct++) {
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stream->addU16(prim->mIndicies[ct]);
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}
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stream->addU32(prim->mRestartCounts);
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for (uint32_t ct = 0; ct < prim->mRestartCounts; ct++) {
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stream->addU16(prim->mRestarts[ct]);
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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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A3DClassID classID = (A3DClassID)stream->loadU32();
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if(classID != 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->mVerticiesCount = stream->loadU32();
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if(mesh->mVerticiesCount) {
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mesh->mVerticies = new Verticies_t *[mesh->mVerticiesCount];
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}
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else {
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mesh->mVerticies = NULL;
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}
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for(uint32_t vCount = 0; vCount < mesh->mVerticiesCount; vCount ++) {
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Verticies_t *verts = new Verticies_t();
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// Store our vertices one the mesh
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mesh->mVerticies[vCount] = verts;
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verts->mAllocationCount = stream->loadU32();
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verts->mAllocations = new Allocation *[verts->mAllocationCount];
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LOGE("processChunk_Verticies count %i", verts->mAllocationCount);
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for (uint32_t aCount = 0; aCount < verts->mAllocationCount; aCount++) {
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verts->mAllocations[aCount] = Allocation::createFromStream(rsc, stream);
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}
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verts->mVertexDataSize = stream->loadU32();
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verts->mOffsetCoord = stream->loadU32();
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verts->mOffsetTex = stream->loadU32();
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verts->mOffsetNorm = stream->loadU32();
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verts->mSizeCoord = stream->loadU32();
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verts->mSizeTex = stream->loadU32();
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verts->mSizeNorm = stream->loadU32();
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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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}
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else {
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mesh->mPrimitives = NULL;
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}
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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->mType = (RsPrimitive)stream->loadU8();
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// We store the index to the vertices
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uint32_t vertexIndex = stream->loadU32();
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if(vertexIndex < mesh->mVerticiesCount) {
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prim->mVerticies = mesh->mVerticies[vertexIndex];
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}
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else {
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prim->mVerticies = NULL;
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}
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prim->mIndexCount = stream->loadU32();
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if(prim->mIndexCount){
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prim->mIndicies = new uint16_t[prim->mIndexCount];
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for (uint32_t ct = 0; ct < prim->mIndexCount; ct++) {
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prim->mIndicies[ct] = stream->loadU16();
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}
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}
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else {
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prim->mIndicies = NULL;
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}
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prim->mRestartCounts = stream->loadU32();
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if (prim->mRestartCounts) {
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prim->mRestarts = new uint16_t[prim->mRestartCounts];
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for (uint32_t ct = 0; ct < prim->mRestartCounts; ct++) {
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prim->mRestarts[ct] = stream->loadU16();
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}
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}
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else {
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prim->mRestarts = NULL;
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}
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}
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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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