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/*
* Copyright (C) 2015 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 RENDERSTATE_MESHSTATE_H
#define RENDERSTATE_MESHSTATE_H
#include "Vertex.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <memory>
namespace android {
namespace uirenderer {
class Program;
// Maximum number of quads that pre-allocated meshes can draw
const uint32_t kMaxNumberOfQuads = 2048;
// This array is never used directly but used as a memcpy source in the
// OpenGLRenderer constructor
const TextureVertex kMeshVertices[] = {
{ 0, 0, 0, 0 },
{ 1, 0, 1, 0 },
{ 0, 1, 0, 1 },
{ 1, 1, 1, 1 },
};
const GLsizei kVertexStride = sizeof(Vertex);
const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
const GLsizei kTextureVertexStride = sizeof(TextureVertex);
const GLsizei kMeshTextureOffset = 2 * sizeof(float);
const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
const GLsizei kMeshCount = 4;
class MeshState {
private:
friend class RenderState;
public:
~MeshState();
///////////////////////////////////////////////////////////////////////////////
// Buffer objects
///////////////////////////////////////////////////////////////////////////////
/**
* Binds the VBO used to render simple textured quads.
*/
bool bindMeshBuffer();
/**
* Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
*/
bool bindMeshBuffer(GLuint buffer);
/**
* Unbinds the VBO used to render simple textured quads.
*/
bool unbindMeshBuffer();
///////////////////////////////////////////////////////////////////////////////
// Vertices
///////////////////////////////////////////////////////////////////////////////
/**
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gTextureVertexStride and a size of 2.
*/
void bindPositionVertexPointer(const Program* currentProgram, bool force,
const GLvoid* vertices, GLsizei stride = kTextureVertexStride);
/**
* Binds an attrib to the specified float vertex pointer.
* Assumes a stride of gTextureVertexStride and a size of 2.
*/
void bindTexCoordsVertexPointer(const Program* currentProgram, bool force,
const GLvoid* vertices, GLsizei stride = kTextureVertexStride);
/**
* Resets the vertex pointers.
*/
void resetVertexPointers();
void resetTexCoordsVertexPointer();
void enableTexCoordsVertexArray();
void disableTexCoordsVertexArray();
///////////////////////////////////////////////////////////////////////////////
// Indices
///////////////////////////////////////////////////////////////////////////////
/**
* Binds a global indices buffer that can draw up to
* gMaxNumberOfQuads quads.
*/
bool bindQuadIndicesBuffer();
bool bindShadowIndicesBuffer();
bool unbindIndicesBuffer();
private:
MeshState();
bool bindIndicesBufferInternal(const GLuint buffer);
// VBO to draw with
GLuint meshBuffer;
GLuint mCurrentBuffer;
GLuint mCurrentIndicesBuffer;
GLuint mCurrentPixelBuffer;
const void* mCurrentPositionPointer;
GLsizei mCurrentPositionStride;
const void* mCurrentTexCoordsPointer;
GLsizei mCurrentTexCoordsStride;
bool mTexCoordsArrayEnabled;
// Global index buffer
GLuint mQuadListIndices;
GLuint mShadowStripsIndices;
};
} /* namespace uirenderer */
} /* namespace android */
#endif // RENDERSTATE_MESHSTATE_H