| /* |
| * 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 |
| |
| |
| |