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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_VERTEX_ARRAY_H
#define ANDROID_VERTEX_ARRAY_H
#include "rsObjectBase.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class ShaderCache;
// An element is a group of Components that occupies one cell in a structure.
class VertexArray
{
public:
VertexArray();
virtual ~VertexArray();
enum AttribName {
POSITION,
COLOR,
NORMAL,
POINT_SIZE,
TEXTURE_0,
TEXTURE_1,
_LAST
};
typedef struct {
uint32_t buffer;
uint32_t offset;
uint32_t type;
uint32_t size;
uint32_t stride;
bool normalized;
} Attrib;
void clearAll();
void clear(AttribName);
void setActiveBuffer(uint32_t id) {mActiveBuffer = id;}
void setPosition(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset);
void setColor(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset);
void setNormal(uint32_t type, uint32_t stride, uint32_t offset);
void setPointSize(uint32_t type, uint32_t stride, uint32_t offset);
void setTexture(uint32_t size, uint32_t type, uint32_t stride, uint32_t offset, uint32_t num);
void setupGL(const Context *rsc, class VertexArrayState *) const;
void setupGL2(const Context *rsc, class VertexArrayState *, ShaderCache *) const;
void logAttrib(uint32_t idx) const;
protected:
uint32_t mActiveBuffer;
Attrib mAttribs[_LAST];
};
class VertexArrayState {
public:
void init(Context *);
VertexArray::Attrib mAttribs[VertexArray::_LAST];
};
}
}
#endif //ANDROID_LIGHT_H