| /* |
| * 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 */ |
| |