blob: 7c73eb91937fddcb536c5c8692d73e15d4e4c83b [file] [log] [blame]
/*
* 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.
*/
#include "rsContext.h"
using namespace android;
using namespace android::renderscript;
#include <GLES/gl.h>
#include <GLES/glext.h>
SimpleMesh::SimpleMesh()
{
}
SimpleMesh::~SimpleMesh()
{
}
void SimpleMesh::render() const
{
if (mPrimitiveType.get()) {
renderRange(0, mPrimitiveType->getDimX());
return;
}
if (mIndexType.get()) {
renderRange(0, mIndexType->getDimX());
return;
}
renderRange(0, mVertexTypes[0]->getDimX());
}
void SimpleMesh::renderRange(uint32_t start, uint32_t len) const
{
if (len < 1) {
return;
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
for (uint32_t ct=0; ct < RS_MAX_TEXTURE; ct++) {
glClientActiveTexture(GL_TEXTURE0 + ct);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glClientActiveTexture(GL_TEXTURE0);
for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffers[ct]->getBufferObjectID());
mVertexTypes[ct]->enableGLVertexBuffer();
}
if (mIndexType.get()) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->getBufferObjectID());
glDrawElements(mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
} else {
glDrawArrays(mGLPrimitive, start, len);
}
}
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();
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;
switch(sm->mPrimitive) {
case RS_PRIMITIVE_POINT: sm->mGLPrimitive = GL_POINTS; break;
case RS_PRIMITIVE_LINE: sm->mGLPrimitive = GL_LINES; break;
case RS_PRIMITIVE_LINE_STRIP: sm->mGLPrimitive = GL_LINE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE: sm->mGLPrimitive = GL_TRIANGLES; break;
case RS_PRIMITIVE_TRIANGLE_STRIP: sm->mGLPrimitive = GL_TRIANGLE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE_FAN: sm->mGLPrimitive = GL_TRIANGLE_FAN; break;
}
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);
}
}}