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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.
*/
#include "renderstate/MeshState.h"
#include "Program.h"
#include "ShadowTessellator.h"
namespace android {
namespace uirenderer {
MeshState::MeshState()
: mCurrentPositionPointer(this)
, mCurrentPositionStride(0)
, mCurrentTexCoordsPointer(this)
, mCurrentTexCoordsStride(0)
, mTexCoordsArrayEnabled(false) {
glGenBuffers(1, &mUnitQuadBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mUnitQuadBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kUnitQuadVertices), kUnitQuadVertices, GL_STATIC_DRAW);
mCurrentBuffer = mUnitQuadBuffer;
mCurrentIndicesBuffer = 0;
mCurrentPixelBuffer = 0;
mQuadListIndices = 0;
mShadowStripsIndices = 0;
// position attribute always enabled
glEnableVertexAttribArray(Program::kBindingPosition);
}
MeshState::~MeshState() {
glDeleteBuffers(1, &mUnitQuadBuffer);
mCurrentBuffer = 0;
glDeleteBuffers(1, &mQuadListIndices);
mQuadListIndices = 0;
glDeleteBuffers(1, &mShadowStripsIndices);
mShadowStripsIndices = 0;
}
///////////////////////////////////////////////////////////////////////////////
// Buffer Objects
///////////////////////////////////////////////////////////////////////////////
bool MeshState::bindMeshBuffer() {
return bindMeshBuffer(mUnitQuadBuffer);
}
bool MeshState::bindMeshBuffer(GLuint buffer) {
if (!buffer) buffer = mUnitQuadBuffer;
if (mCurrentBuffer != buffer) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
mCurrentBuffer = buffer;
return true;
}
return false;
}
bool MeshState::unbindMeshBuffer() {
if (mCurrentBuffer) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
mCurrentBuffer = 0;
return true;
}
return false;
}
///////////////////////////////////////////////////////////////////////////////
// Vertices
///////////////////////////////////////////////////////////////////////////////
void MeshState::bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices);
mCurrentPositionPointer = vertices;
mCurrentPositionStride = stride;
}
}
void MeshState::bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) {
glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices);
mCurrentTexCoordsPointer = vertices;
mCurrentTexCoordsStride = stride;
}
}
void MeshState::resetVertexPointers() {
mCurrentPositionPointer = this;
mCurrentTexCoordsPointer = this;
}
void MeshState::resetTexCoordsVertexPointer() {
mCurrentTexCoordsPointer = this;
}
void MeshState::enableTexCoordsVertexArray() {
if (!mTexCoordsArrayEnabled) {
glEnableVertexAttribArray(Program::kBindingTexCoords);
mCurrentTexCoordsPointer = this;
mTexCoordsArrayEnabled = true;
}
}
void MeshState::disableTexCoordsVertexArray() {
if (mTexCoordsArrayEnabled) {
glDisableVertexAttribArray(Program::kBindingTexCoords);
mTexCoordsArrayEnabled = false;
}
}
///////////////////////////////////////////////////////////////////////////////
// Indices
///////////////////////////////////////////////////////////////////////////////
bool MeshState::bindIndicesBufferInternal(const GLuint buffer) {
if (mCurrentIndicesBuffer != buffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
mCurrentIndicesBuffer = buffer;
return true;
}
return false;
}
bool MeshState::bindQuadIndicesBuffer() {
if (!mQuadListIndices) {
std::unique_ptr<uint16_t[]> regionIndices(new uint16_t[kMaxNumberOfQuads * 6]);
for (uint32_t i = 0; i < kMaxNumberOfQuads; 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, &mQuadListIndices);
bool force = bindIndicesBufferInternal(mQuadListIndices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, kMaxNumberOfQuads * 6 * sizeof(uint16_t),
regionIndices.get(), GL_STATIC_DRAW);
return force;
}
return bindIndicesBufferInternal(mQuadListIndices);
}
bool MeshState::bindShadowIndicesBuffer() {
if (!mShadowStripsIndices) {
std::unique_ptr<uint16_t[]> shadowIndices(new uint16_t[MAX_SHADOW_INDEX_COUNT]);
ShadowTessellator::generateShadowIndices(shadowIndices.get());
glGenBuffers(1, &mShadowStripsIndices);
bool force = bindIndicesBufferInternal(mShadowStripsIndices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_SHADOW_INDEX_COUNT * sizeof(uint16_t),
shadowIndices.get(), GL_STATIC_DRAW);
return force;
}
return bindIndicesBufferInternal(mShadowStripsIndices);
}
bool MeshState::unbindIndicesBuffer() {
if (mCurrentIndicesBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
mCurrentIndicesBuffer = 0;
return true;
}
return false;
}
} /* namespace uirenderer */
} /* namespace android */