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Jason Samsa89371c2009-06-30 14:13:04 -07001/*
2 * Copyright (C) 2009 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#ifndef ANDROID_RS_MESH_H
18#define ANDROID_RS_MESH_H
19
20
21#include "RenderScript.h"
22
23// ---------------------------------------------------------------------------
24namespace android {
25namespace renderscript {
26
27
28// An element is a group of Components that occupies one cell in a structure.
Alex Sakhartchoukafb743a2010-11-09 17:00:54 -080029class Mesh : public ObjectBase {
Jason Samsa89371c2009-06-30 14:13:04 -070030public:
Jason Samse514b452009-09-25 14:51:22 -070031 Mesh(Context *);
Jason Samsa89371c2009-06-30 14:13:04 -070032 ~Mesh();
33
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070034 // Contains vertex data
35 // Position, normal, texcoord, etc could either be strided in one allocation
36 // of provided separetely in multiple ones
37 ObjectBaseRef<Allocation> *mVertexBuffers;
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070038 uint32_t mVertexBufferCount;
Jason Samsa5597fc2009-07-08 18:01:53 -070039
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070040 // Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference
41 // If both are null, mPrimitive only would be used to render the mesh
Jason Samsa89371c2009-06-30 14:13:04 -070042 struct Primitive_t
43 {
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070044 ObjectBaseRef<Allocation> mIndexBuffer;
Jason Samsa89371c2009-06-30 14:13:04 -070045
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070046 RsPrimitive mPrimitive;
47 uint32_t mGLPrimitive;
Jason Samsa89371c2009-06-30 14:13:04 -070048 };
49
Jason Samsa5597fc2009-07-08 18:01:53 -070050 Primitive_t ** mPrimitives;
51 uint32_t mPrimitivesCount;
52
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070053 void render(Context *) const;
54 void renderPrimitive(Context *, uint32_t primIndex) const;
55 void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const;
56 void uploadAll(Context *);
57 void updateGLPrimitives();
58
Alex Sakhartchoukfb6b6142010-05-21 12:53:13 -070059 virtual void serialize(OStream *stream) const;
Alex Sakhartchoukb825f672010-06-04 10:06:50 -070060 virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; }
Alex Sakhartchoukfb6b6142010-05-21 12:53:13 -070061 static Mesh *createFromStream(Context *rsc, IStream *stream);
Alex Sakhartchoukb825f672010-06-04 10:06:50 -070062
Alex Sakhartchoukba4aa5c2010-08-13 14:32:23 -070063 // Bounding volumes
64 float mBBoxMin[3];
65 float mBBoxMax[3];
66 void computeBBox();
67
Alex Sakhartchouk54929cc2010-11-08 15:10:52 -080068 void initVertexAttribs();
69
Jason Samsa89371c2009-06-30 14:13:04 -070070protected:
Alex Sakhartchouk54929cc2010-11-08 15:10:52 -080071 bool isValidGLComponent(const Element *elem, uint32_t fieldIdx);
72 // Attribues that allow us to map to GL
73 VertexArray::Attrib *mAttribs;
74 // This allows us to figure out which allocation the attribute
75 // belongs to. In the event the allocation is uploaded to GL
76 // buffer, it lets us properly map it
77 uint32_t *mAttribAllocationIndex;
78 uint32_t mAttribCount;
Jason Samsa89371c2009-06-30 14:13:04 -070079};
80
Alex Sakhartchoukafb743a2010-11-09 17:00:54 -080081class MeshContext {
Jason Samsa89371c2009-06-30 14:13:04 -070082public:
83 MeshContext();
84 ~MeshContext();
Jason Samsa89371c2009-06-30 14:13:04 -070085};
86
Jason Samsa89371c2009-06-30 14:13:04 -070087}
88}
89#endif //ANDROID_RS_TRIANGLE_MESH_H
90
91
Alex Sakhartchouk4e9a7a82010-07-01 16:14:06 -070092