| /* | 
 |  * Copyright (C) 2011 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_RSD_MESH_OBJ_H | 
 | #define ANDROID_RSD_MESH_OBJ_H | 
 |  | 
 | // --------------------------------------------------------------------------- | 
 | namespace android { | 
 | namespace renderscript { | 
 |  | 
 |     class Context; | 
 |     class Mesh; | 
 |     class Element; | 
 |  | 
 | } | 
 | } | 
 |  | 
 | #include "driver/rsdVertexArray.h" | 
 |  | 
 | // An element is a group of Components that occupies one cell in a structure. | 
 | class RsdMeshObj { | 
 | public: | 
 |     RsdMeshObj(const android::renderscript::Context *, | 
 |             const android::renderscript::Mesh *); | 
 |     ~RsdMeshObj(); | 
 |  | 
 |     void renderPrimitiveRange(const android::renderscript::Context *, | 
 |                               uint32_t primIndex, uint32_t start, uint32_t len) const; | 
 |  | 
 |     bool init(const android::renderscript::Context *rsc); | 
 |  | 
 | protected: | 
 |     const android::renderscript::Mesh *mRSMesh; | 
 |  | 
 |     uint32_t *mGLPrimitives; | 
 |     void updateGLPrimitives(const android::renderscript::Context *rsc); | 
 |  | 
 |     bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx); | 
 |     // Attribues that allow us to map to GL | 
 |     RsdVertexArray::Attrib *mAttribs; | 
 |     // This allows us to figure out which allocation the attribute | 
 |     // belongs to. In the event the allocation is uploaded to GL | 
 |     // buffer, it lets us properly map it | 
 |     uint32_t *mAttribAllocationIndex; | 
 |     uint32_t mAttribCount; | 
 | }; | 
 |  | 
 | #endif //ANDROID_RSD_MESH_OBJ_H | 
 |  | 
 |  | 
 |  |