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Jason Sams110195f2009-08-04 18:47:46 -07001/*
2 * Copyright (C) 2008 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
Robert Ly11518ac2011-02-09 13:57:06 -080017 /**
18 * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in
19 * the graphics pipeline responsible for manipulating geometric data in a user-defined way.
20 * The object is constructed by providing the Renderscript system with the following data:</p>
21 * <ul>
22 * <li>Element describing its varying inputs or attributes</li>
23 * <li>GLSL shader string that defines the body of the program</li>
24 * <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li>
25 * </ul>
26 *
27 * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for
28 * all subsequent draw calls until you bind a new program. If the program has constant inputs,
29 * the user needs to bind an allocation containing those inputs. The allocation's type must match
30 * the one provided during creation. The Renderscript library then does all the necessary plumbing
31 * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal,
32 * and texture coordinates are matched by name between the input Element and the Mesh object being drawn.
33 * The signatures don't have to be exact or in any strict order. As long as the input name in the shader
34 * matches a channel name and size available on the mesh, the runtime takes care of connecting the
35 * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p>
36 *
37 **/
Jason Sams110195f2009-08-04 18:47:46 -070038package android.renderscript;
39
40
Alex Sakhartchoukc984dd72010-09-14 09:50:43 -070041import android.graphics.Matrix;
Jason Sams110195f2009-08-04 18:47:46 -070042import android.util.Log;
43
44
45/**
Alex Sakhartchoukdf272022011-01-09 11:34:03 -080046 * ProgramVertex, also know as a vertex shader, describes a
47 * stage in the graphics pipeline responsible for manipulating
48 * geometric data in a user-defined way.
Jason Sams110195f2009-08-04 18:47:46 -070049 *
50 **/
Jason Sams0011bcf2009-12-15 12:58:36 -080051public class ProgramVertex extends Program {
Jason Sams0011bcf2009-12-15 12:58:36 -080052
Jason Sams110195f2009-08-04 18:47:46 -070053 ProgramVertex(int id, RenderScript rs) {
Jason Sams0011bcf2009-12-15 12:58:36 -080054 super(id, rs);
Jason Sams110195f2009-08-04 18:47:46 -070055 }
56
Alex Sakhartchoukdf272022011-01-09 11:34:03 -080057 /**
58 * Builder class for creating ProgramVertex objects.
59 * The builder starts empty and the user must minimally provide
60 * the GLSL shader code, and the varying inputs. Constant, or
61 * uniform parameters to the shader may optionally be provided as
62 * well.
63 *
64 **/
Alex Sakhartchoukb4d7bb62010-12-21 14:42:26 -080065 public static class Builder extends BaseProgramBuilder {
Alex Sakhartchoukdf272022011-01-09 11:34:03 -080066 /**
67 * Create a builder object.
68 *
Alex Sakhartchoukf5c876e2011-01-13 14:53:43 -080069 * @param rs Context to which the program will belong.
Alex Sakhartchoukdf272022011-01-09 11:34:03 -080070 */
Alex Sakhartchoukb4d7bb62010-12-21 14:42:26 -080071 public Builder(RenderScript rs) {
Jason Sams0011bcf2009-12-15 12:58:36 -080072 super(rs);
Jason Sams110195f2009-08-04 18:47:46 -070073 }
74
Alex Sakhartchoukdf272022011-01-09 11:34:03 -080075 /**
76 * Add varying inputs to the program
77 *
78 * @param e element describing the layout of the varying input
79 * structure
80 * @return self
81 */
Alex Sakhartchoukb4d7bb62010-12-21 14:42:26 -080082 public Builder addInput(Element e) throws IllegalStateException {
83 // Should check for consistant and non-conflicting names...
84 if(mInputCount >= MAX_INPUT) {
85 throw new RSIllegalArgumentException("Max input count exceeded.");
86 }
87 if (e.isComplex()) {
88 throw new RSIllegalArgumentException("Complex elements not allowed.");
89 }
90 mInputs[mInputCount++] = e;
91 return this;
92 }
93
Alex Sakhartchoukdf272022011-01-09 11:34:03 -080094 /**
95 * Creates ProgramVertex from the current state of the builder
96 *
97 * @return ProgramVertex
98 */
Jason Sams110195f2009-08-04 18:47:46 -070099 public ProgramVertex create() {
Jason Sams771bebb2009-12-07 12:40:12 -0800100 mRS.validate();
Alex Sakhartchouk67f2e442010-11-18 15:22:43 -0800101 int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
Jason Sams0011bcf2009-12-15 12:58:36 -0800102 int idx = 0;
103
104 for (int i=0; i < mInputCount; i++) {
Alex Sakhartchouk67f2e442010-11-18 15:22:43 -0800105 tmp[idx++] = ProgramParam.INPUT.mID;
Jason Sams06d69de2010-11-09 17:11:40 -0800106 tmp[idx++] = mInputs[i].getID();
Jason Sams0011bcf2009-12-15 12:58:36 -0800107 }
108 for (int i=0; i < mOutputCount; i++) {
Alex Sakhartchouk67f2e442010-11-18 15:22:43 -0800109 tmp[idx++] = ProgramParam.OUTPUT.mID;
Jason Sams06d69de2010-11-09 17:11:40 -0800110 tmp[idx++] = mOutputs[i].getID();
Jason Sams0011bcf2009-12-15 12:58:36 -0800111 }
112 for (int i=0; i < mConstantCount; i++) {
Alex Sakhartchouk67f2e442010-11-18 15:22:43 -0800113 tmp[idx++] = ProgramParam.CONSTANT.mID;
Jason Sams06d69de2010-11-09 17:11:40 -0800114 tmp[idx++] = mConstants[i].getID();
Jason Sams0011bcf2009-12-15 12:58:36 -0800115 }
Alex Sakhartchouk67f2e442010-11-18 15:22:43 -0800116 for (int i=0; i < mTextureCount; i++) {
117 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
118 tmp[idx++] = mTextureTypes[i].mID;
119 }
Jason Sams0011bcf2009-12-15 12:58:36 -0800120
Alex Sakhartchoukb89aaac2010-09-23 16:16:33 -0700121 int id = mRS.nProgramVertexCreate(mShader, tmp);
Jason Sams0011bcf2009-12-15 12:58:36 -0800122 ProgramVertex pv = new ProgramVertex(id, mRS);
123 initProgram(pv);
124 return pv;
Jason Sams110195f2009-08-04 18:47:46 -0700125 }
126 }
127
Jason Sams110195f2009-08-04 18:47:46 -0700128}