| /* |
| * Copyright (C) 2010 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. |
| */ |
| |
| #define LOG_TAG "OpenGLRenderer" |
| |
| #include "Caches.h" |
| |
| namespace android { |
| |
| #ifdef USE_OPENGL_RENDERER |
| using namespace uirenderer; |
| ANDROID_SINGLETON_STATIC_INSTANCE(Caches); |
| #endif |
| |
| namespace uirenderer { |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Constructors/destructor |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| Caches::Caches(): Singleton<Caches>(), blend(false), lastSrcMode(GL_ZERO), |
| lastDstMode(GL_ZERO), currentProgram(NULL) { |
| GLint maxTextureUnits; |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); |
| if (maxTextureUnits < REQUIRED_TEXTURE_UNITS_COUNT) { |
| LOGW("At least %d texture units are required!", REQUIRED_TEXTURE_UNITS_COUNT); |
| } |
| |
| glGenBuffers(1, &meshBuffer); |
| glBindBuffer(GL_ARRAY_BUFFER, meshBuffer); |
| glBufferData(GL_ARRAY_BUFFER, sizeof(gMeshVertices), gMeshVertices, GL_STATIC_DRAW); |
| |
| glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); |
| |
| mCurrentBuffer = meshBuffer; |
| mRegionMesh = NULL; |
| } |
| |
| Caches::~Caches() { |
| delete[] mRegionMesh; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // VBO |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void Caches::bindMeshBuffer() { |
| bindMeshBuffer(meshBuffer); |
| } |
| |
| void Caches::bindMeshBuffer(const GLuint buffer) { |
| if (mCurrentBuffer != buffer) { |
| glBindBuffer(GL_ARRAY_BUFFER, buffer); |
| mCurrentBuffer = buffer; |
| } |
| } |
| |
| void Caches::unbindMeshBuffer() { |
| if (mCurrentBuffer) { |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| mCurrentBuffer = 0; |
| } |
| } |
| |
| TextureVertex* Caches::getRegionMesh() { |
| // Create the mesh, 2 triangles and 4 vertices per rectangle in the region |
| if (!mRegionMesh) { |
| mRegionMesh = new TextureVertex[REGION_MESH_QUAD_COUNT * 4]; |
| |
| uint16_t* regionIndices = new uint16_t[REGION_MESH_QUAD_COUNT * 6]; |
| for (int i = 0; i < REGION_MESH_QUAD_COUNT; i++) { |
| uint16_t quad = i * 4; |
| int index = i * 6; |
| regionIndices[index ] = quad; // top-left |
| regionIndices[index + 1] = quad + 1; // top-right |
| regionIndices[index + 2] = quad + 2; // bottom-left |
| regionIndices[index + 3] = quad + 2; // bottom-left |
| regionIndices[index + 4] = quad + 1; // top-right |
| regionIndices[index + 5] = quad + 3; // bottom-right |
| } |
| |
| glGenBuffers(1, &mRegionMeshIndices); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices); |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, REGION_MESH_QUAD_COUNT * 6 * sizeof(uint16_t), |
| regionIndices, GL_STATIC_DRAW); |
| |
| delete[] regionIndices; |
| } else { |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mRegionMeshIndices); |
| } |
| |
| return mRegionMesh; |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |