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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;
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
RsA3DClassID classID = (RsA3DClassID)stream->loadU32();
if(classID != RS_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);
}
}
mesh->uploadAll(rsc);
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);
}
}}