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/*
* Copyright (C) 2009 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 ANDROID_RS_MESH_H
#define ANDROID_RS_MESH_H
#include "RenderScript.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
// An element is a group of Components that occupies one cell in a structure.
class Mesh : public ObjectBase {
public:
Mesh(Context *);
~Mesh();
// Contains vertex data
// Position, normal, texcoord, etc could either be strided in one allocation
// of provided separetely in multiple ones
ObjectBaseRef<Allocation> *mVertexBuffers;
uint32_t mVertexBufferCount;
// Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference
// If both are null, mPrimitive only would be used to render the mesh
struct Primitive_t
{
ObjectBaseRef<Allocation> mIndexBuffer;
RsPrimitive mPrimitive;
uint32_t mGLPrimitive;
};
Primitive_t ** mPrimitives;
uint32_t mPrimitivesCount;
virtual void serialize(OStream *stream) const;
virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; }
static Mesh *createFromStream(Context *rsc, IStream *stream);
#ifndef ANDROID_RS_SERIALIZE
void render(Context *) const;
void renderPrimitive(Context *, uint32_t primIndex) const;
void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const;
void uploadAll(Context *);
void updateGLPrimitives();
// Bounding volumes
float mBBoxMin[3];
float mBBoxMax[3];
void computeBBox();
void initVertexAttribs();
protected:
bool isValidGLComponent(const Element *elem, uint32_t fieldIdx);
// Attribues that allow us to map to GL
VertexArray::Attrib *mAttribs;
// This allows us to figure out which allocation the attribute
// belongs to. In the event the allocation is uploaded to GL
// buffer, it lets us properly map it
uint32_t *mAttribAllocationIndex;
uint32_t mAttribCount;
#endif
};
class MeshContext {
public:
MeshContext() {
}
~MeshContext() {
}
};
}
}
#endif //ANDROID_RS_TRIANGLE_MESH_H