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/*
* 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;
Mesh::Mesh(Context *rsc) : ObjectBase(rsc)
{
mAllocFile = __FILE__;
mAllocLine = __LINE__;
mVerticies = NULL;
mVerticiesCount = 0;
mPrimitives = NULL;
mPrimitivesCount = 0;
}
Mesh::~Mesh()
{
}
void Mesh::serialize(OStream *stream) const
{
// Need to identify ourselves
stream->addU32((uint32_t)getClassId());
String8 name(getName());
stream->addString(&name);
stream->addU32(mVerticiesCount);
for(uint32_t vCount = 0; vCount < mVerticiesCount; vCount ++) {
Verticies_t *verts = mVerticies[vCount];
stream->addU32(verts->mAllocationCount);
for (uint32_t aCount = 0; aCount < verts->mAllocationCount; aCount++) {
verts->mAllocations[aCount]->serialize(stream);
}
stream->addU32(verts->mVertexDataSize);
stream->addU32(verts->mOffsetCoord);
stream->addU32(verts->mOffsetTex);
stream->addU32(verts->mOffsetNorm);
stream->addU32(verts->mSizeCoord);
stream->addU32(verts->mSizeTex);
stream->addU32(verts->mSizeNorm );
}
stream->addU32(mPrimitivesCount);
// Store the primitives
for (uint32_t pCount = 0; pCount < mPrimitivesCount; pCount ++) {
Primitive_t * prim = mPrimitives[pCount];
stream->addU8((uint8_t)prim->mType);
// We store the index to the vertices
// So iterate over our vertices to find which one we point to
uint32_t vertexIndex = 0;
for(uint32_t vCount = 0; vCount < mVerticiesCount; vCount ++) {
if(prim->mVerticies == mVerticies[vCount]) {
vertexIndex = vCount;
break;
}
}
stream->addU32(vertexIndex);
stream->addU32(prim->mIndexCount);
for (uint32_t ct = 0; ct < prim->mIndexCount; ct++) {
stream->addU16(prim->mIndicies[ct]);
}
stream->addU32(prim->mRestartCounts);
for (uint32_t ct = 0; ct < prim->mRestartCounts; ct++) {
stream->addU16(prim->mRestarts[ct]);
}
}
}
Mesh *Mesh::createFromStream(Context *rsc, IStream *stream)
{
// First make sure we are reading the correct object
RsA3DClassID classID = (RsA3DClassID)stream->loadU32();
if(classID != RS_A3D_CLASS_ID_MESH) {
LOGE("mesh loading skipped due to invalid class id");
return NULL;
}
Mesh * mesh = new Mesh(rsc);
String8 name;
stream->loadString(&name);
mesh->setName(name.string(), name.size());
mesh->mVerticiesCount = stream->loadU32();
if(mesh->mVerticiesCount) {
mesh->mVerticies = new Verticies_t *[mesh->mVerticiesCount];
}
else {
mesh->mVerticies = NULL;
}
for(uint32_t vCount = 0; vCount < mesh->mVerticiesCount; vCount ++) {
Verticies_t *verts = new Verticies_t();
// Store our vertices one the mesh
mesh->mVerticies[vCount] = verts;
verts->mAllocationCount = stream->loadU32();
verts->mAllocations = new Allocation *[verts->mAllocationCount];
LOGE("processChunk_Verticies count %i", verts->mAllocationCount);
for (uint32_t aCount = 0; aCount < verts->mAllocationCount; aCount++) {
verts->mAllocations[aCount] = Allocation::createFromStream(rsc, stream);
}
verts->mVertexDataSize = stream->loadU32();
verts->mOffsetCoord = stream->loadU32();
verts->mOffsetTex = stream->loadU32();
verts->mOffsetNorm = stream->loadU32();
verts->mSizeCoord = stream->loadU32();
verts->mSizeTex = stream->loadU32();
verts->mSizeNorm = stream->loadU32();
}
mesh->mPrimitivesCount = stream->loadU32();
if(mesh->mPrimitivesCount) {
mesh->mPrimitives = new Primitive_t *[mesh->mPrimitivesCount];
}
else {
mesh->mPrimitives = NULL;
}
// load all primitives
for (uint32_t pCount = 0; pCount < mesh->mPrimitivesCount; pCount ++) {
Primitive_t * prim = new Primitive_t;
mesh->mPrimitives[pCount] = prim;
prim->mType = (RsPrimitive)stream->loadU8();
// We store the index to the vertices
uint32_t vertexIndex = stream->loadU32();
if(vertexIndex < mesh->mVerticiesCount) {
prim->mVerticies = mesh->mVerticies[vertexIndex];
}
else {
prim->mVerticies = NULL;
}
prim->mIndexCount = stream->loadU32();
if(prim->mIndexCount){
prim->mIndicies = new uint16_t[prim->mIndexCount];
for (uint32_t ct = 0; ct < prim->mIndexCount; ct++) {
prim->mIndicies[ct] = stream->loadU16();
}
}
else {
prim->mIndicies = NULL;
}
prim->mRestartCounts = stream->loadU32();
if (prim->mRestartCounts) {
prim->mRestarts = new uint16_t[prim->mRestartCounts];
for (uint32_t ct = 0; ct < prim->mRestartCounts; ct++) {
prim->mRestarts[ct] = stream->loadU16();
}
}
else {
prim->mRestarts = NULL;
}
}
return mesh;
}
MeshContext::MeshContext()
{
}
MeshContext::~MeshContext()
{
}