android_frameworks_base/libs/rs/rsSimpleMesh.cpp
Jason Sams 8cb39de03a Remove RS_KIND from vertex arrays types.
Legacy vertex programs now bind by name just like the user programs.
This removes the need for two different ways of declairing the same
information.

Change-Id: I0178c0962842a1bbffb6726984ae1b8f5bb7529c
2010-06-01 15:47:01 -07:00

254 lines
7.1 KiB
C++

/*
* Copyright (C) 2009 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_RS_BUILD_FOR_HOST
#include "rsContext.h"
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES/glext.h>
#else
#include "rsContextHostStub.h"
#include <OpenGL/gl.h>
#include <OpenGl/glext.h>
#endif
using namespace android;
using namespace android::renderscript;
SimpleMesh::SimpleMesh(Context *rsc) : ObjectBase(rsc)
{
mAllocFile = __FILE__;
mAllocLine = __LINE__;
}
SimpleMesh::~SimpleMesh()
{
delete[] mVertexTypes;
delete[] mVertexBuffers;
}
void SimpleMesh::render(Context *rsc) const
{
if (mPrimitiveType.get()) {
renderRange(rsc, 0, mPrimitiveType->getDimX());
return;
}
if (mIndexType.get()) {
renderRange(rsc, 0, mIndexType->getDimX());
return;
}
renderRange(rsc, 0, mVertexTypes[0]->getDimX());
}
void SimpleMesh::renderRange(Context *rsc, uint32_t start, uint32_t len) const
{
if (len < 1) {
return;
}
rsc->checkError("SimpleMesh::renderRange 1");
VertexArray va;
for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
mVertexBuffers[ct]->uploadCheck(rsc);
va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
mVertexTypes[ct]->enableGLVertexBuffer(&va);
}
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
rsc->checkError("SimpleMesh::renderRange 2");
if (mIndexType.get()) {
mIndexBuffer->uploadCheck(rsc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->getBufferObjectID());
glDrawElements(mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
} else {
glDrawArrays(mGLPrimitive, start, len);
}
rsc->checkError("SimpleMesh::renderRange");
}
void SimpleMesh::uploadAll(Context *rsc)
{
for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
if (mVertexBuffers[ct].get()) {
mVertexBuffers[ct]->deferedUploadToBufferObject(rsc);
}
}
if (mIndexBuffer.get()) {
mIndexBuffer->deferedUploadToBufferObject(rsc);
}
if (mPrimitiveBuffer.get()) {
mPrimitiveBuffer->deferedUploadToBufferObject(rsc);
}
rsc->checkError("SimpleMesh::uploadAll");
}
void SimpleMesh::updateGLPrimitive()
{
switch(mPrimitive) {
case RS_PRIMITIVE_POINT: mGLPrimitive = GL_POINTS; break;
case RS_PRIMITIVE_LINE: mGLPrimitive = GL_LINES; break;
case RS_PRIMITIVE_LINE_STRIP: mGLPrimitive = GL_LINE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE: mGLPrimitive = GL_TRIANGLES; break;
case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitive = GL_TRIANGLE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE_FAN: mGLPrimitive = GL_TRIANGLE_FAN; break;
}
}
void SimpleMesh::serialize(OStream *stream) const
{
// Need to identify ourselves
stream->addU32((uint32_t)getClassId());
String8 name(getName());
stream->addString(&name);
// Add primitive type
stream->addU8((uint8_t)mPrimitive);
// And now serialize the allocations
mIndexBuffer->serialize(stream);
// We need to indicate if the primitive buffer is present
if(mPrimitiveBuffer.get() != NULL) {
// Write if the primitive buffer is present
stream->addU32(1);
mPrimitiveBuffer->serialize(stream);
}
else {
// No buffer present, will need this when we read
stream->addU32(0);
}
// Store number of vertex streams
stream->addU32(mVertexTypeCount);
for(uint32_t vCount = 0; vCount < mVertexTypeCount; vCount ++) {
mVertexBuffers[vCount]->serialize(stream);
}
}
SimpleMesh *SimpleMesh::createFromStream(Context *rsc, IStream *stream)
{
// First make sure we are reading the correct object
A3DClassID classID = (A3DClassID)stream->loadU32();
if(classID != A3D_CLASS_ID_SIMPLE_MESH) {
LOGE("simple mesh loading skipped due to invalid class id");
return NULL;
}
SimpleMesh * mesh = new SimpleMesh(rsc);
String8 name;
stream->loadString(&name);
mesh->setName(name.string(), name.size());
mesh->mPrimitive = (RsPrimitive)stream->loadU8();
mesh->updateGLPrimitive();
Allocation *indexAlloc = Allocation::createFromStream(rsc, stream);
const Type *indexType = indexAlloc->getType();
mesh->mIndexBuffer.set(indexAlloc);
mesh->mIndexType.set(indexType);
bool isPrimitivePresent = stream->loadU32() != 0;
if(isPrimitivePresent) {
mesh->mPrimitiveBuffer.set(Allocation::createFromStream(rsc, stream));
mesh->mPrimitiveType.set(mesh->mPrimitiveBuffer->getType());
}
mesh->mVertexTypeCount = stream->loadU32();
if(mesh->mVertexTypeCount) {
mesh->mVertexTypes = new ObjectBaseRef<const Type>[mesh->mVertexTypeCount];
mesh->mVertexBuffers = new ObjectBaseRef<Allocation>[mesh->mVertexTypeCount];
for(uint32_t vCount = 0; vCount < mesh->mVertexTypeCount; vCount ++) {
Allocation *vertexAlloc = Allocation::createFromStream(rsc, stream);
const Type *vertexType = vertexAlloc->getType();
mesh->mVertexBuffers[vCount].set(vertexAlloc);
mesh->mVertexTypes[vCount].set(vertexType);
}
}
return mesh;
}
SimpleMeshContext::SimpleMeshContext()
{
}
SimpleMeshContext::~SimpleMeshContext()
{
}
namespace android {
namespace renderscript {
RsSimpleMesh rsi_SimpleMeshCreate(Context *rsc, RsType prim, RsType idx, RsType *vtx, uint32_t vtxCount, uint32_t primType)
{
SimpleMesh *sm = new SimpleMesh(rsc);
sm->incUserRef();
sm->mIndexType.set((const Type *)idx);
sm->mPrimitiveType.set((const Type *)prim);
sm->mVertexTypeCount = vtxCount;
sm->mVertexTypes = new ObjectBaseRef<const Type>[vtxCount];
sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
for (uint32_t ct=0; ct < vtxCount; ct++) {
sm->mVertexTypes[ct].set((const Type *)vtx[ct]);
}
sm->mPrimitive = (RsPrimitive)primType;
sm->updateGLPrimitive();
return sm;
}
void rsi_SimpleMeshBindVertex(Context *rsc, RsSimpleMesh mv, RsAllocation va, uint32_t slot)
{
SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
rsAssert(slot < sm->mVertexTypeCount);
sm->mVertexBuffers[slot].set((Allocation *)va);
}
void rsi_SimpleMeshBindIndex(Context *rsc, RsSimpleMesh mv, RsAllocation va)
{
SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
sm->mIndexBuffer.set((Allocation *)va);
}
void rsi_SimpleMeshBindPrimitive(Context *rsc, RsSimpleMesh mv, RsAllocation va)
{
SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
sm->mPrimitiveBuffer.set((Allocation *)va);
}
}}