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/*
* Copyright (C) 2011 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_RSD_MESH_OBJ_H
#define ANDROID_RSD_MESH_OBJ_H
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class Context;
class Mesh;
class Element;
}
}
#include "driver/rsdVertexArray.h"
// An element is a group of Components that occupies one cell in a structure.
class RsdMeshObj {
public:
RsdMeshObj(const android::renderscript::Context *,
const android::renderscript::Mesh *);
~RsdMeshObj();
void renderPrimitiveRange(const android::renderscript::Context *,
uint32_t primIndex, size_t start, uint32_t len) const;
bool init(const android::renderscript::Context *rsc);
protected:
const android::renderscript::Mesh *mRSMesh;
uint32_t *mGLPrimitives;
void updateGLPrimitives(const android::renderscript::Context *rsc);
bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx);
// Attribues that allow us to map to GL
RsdVertexArray::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 //ANDROID_RSD_MESH_OBJ_H