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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 _SIMPLE_MESH_H_
#define _SIMPLE_MESH_H_
#include <rsContext.h>
#include <rsMesh.h>
#include <string>
using namespace android;
using namespace android::renderscript;
class SimpleMesh {
public:
struct Channel {
std::vector<float> mData;
std::string mName;
uint32_t mStride;
};
// Vertex channels (position, normal)
// This assumes all the data array are the same size
std::vector<Channel> mChannels;
// Triangle list index data
std::vector<std::vector<uint32_t> > mTriangleLists;
// Names of all the triangle lists
std::vector<std::string> mTriangleListNames;
// Name of the entire object
std::string mName;
// Adds another index set to the mesh
void appendFaceList(std::string name) {
mTriangleListNames.push_back(name);
mTriangleLists.push_back(std::vector<uint32_t>());
}
// Adds another data channel (position, normal, etc.)
void appendChannel(std::string name, uint32_t stride) {
mChannels.push_back(Channel());
static const uint32_t reserveVtx = 128;
mChannels.back().mData.reserve(reserveVtx*stride);
mChannels.back().mName = name;
mChannels.back().mStride = stride;
}
SimpleMesh() {
// reserve some data in the vectors
// simply letting it grow by itself tends to waste a lot of time on
// rallocations / copies when dealing with geometry data
static const uint32_t reserveFaces = 8;
static const uint32_t reserveChannels = 8;
mTriangleLists.reserve(reserveFaces);
mTriangleListNames.reserve(reserveFaces);
mChannels.reserve(reserveChannels);
}
// Generates a renderscript mesh that could be used for a3d serialization
Mesh *getRsMesh(Context *rsc) {
if (mChannels.size() == 0) {
return NULL;
}
// Generate the element that describes our channel layout
Element::Builder vtxBuilder;
for (uint32_t c = 0; c < mChannels.size(); c ++) {
// Skip empty channels
if (mChannels[c].mData.size() == 0) {
continue;
}
ObjectBaseRef<const Element> subElem = Element::createRef(rsc,
RS_TYPE_FLOAT_32,
RS_KIND_USER,
false,
mChannels[c].mStride);
vtxBuilder.add(subElem.get(), mChannels[c].mName.c_str(), 1);
}
ObjectBaseRef<const Element> vertexDataElem = vtxBuilder.create(rsc);
uint32_t numVerts = mChannels[0].mData.size()/mChannels[0].mStride;
ObjectBaseRef<Type> vertexDataType = Type::getTypeRef(rsc, vertexDataElem.get(),
numVerts, 0, 0, false, false);
vertexDataType->compute();
Allocation *vertexAlloc = Allocation::createAllocation(rsc, vertexDataType.get(),
RS_ALLOCATION_USAGE_SCRIPT);
uint32_t vertexSize = vertexDataElem->getSizeBytes()/sizeof(float);
// Fill this allocation with some data
float *dataPtr = (float*)vertexAlloc->getPtr();
for (uint32_t i = 0; i < numVerts; i ++) {
// Find the pointer to the current vertex's data
uint32_t vertexPos = i*vertexSize;
float *vertexPtr = dataPtr + vertexPos;
for (uint32_t c = 0; c < mChannels.size(); c ++) {
// Skip empty channels
if (mChannels[c].mData.size() == 0) {
continue;
}
for (uint32_t cStride = 0; cStride < mChannels[c].mStride; cStride ++) {
*(vertexPtr++) = mChannels[c].mData[i * mChannels[c].mStride + cStride];
}
}
}
// Now lets write index data
ObjectBaseRef<const Element> indexElem = Element::createRef(rsc, RS_TYPE_UNSIGNED_16,
RS_KIND_USER, false, 1);
Mesh *mesh = new Mesh(rsc, 1, mTriangleLists.size());
mesh->setName(mName.c_str());
mesh->setVertexBuffer(vertexAlloc, 0);
// load all primitives
for (uint32_t pCount = 0; pCount < mTriangleLists.size(); pCount ++) {
uint32_t numIndicies = mTriangleLists[pCount].size();
ObjectBaseRef<Type> indexType = Type::getTypeRef(rsc, indexElem.get(),
numIndicies, 0, 0, false, false );
indexType->compute();
Allocation *indexAlloc = Allocation::createAllocation(rsc, indexType.get(),
RS_ALLOCATION_USAGE_SCRIPT);
uint16_t *indexPtr = (uint16_t*)indexAlloc->getPtr();
const std::vector<uint32_t> &indexList = mTriangleLists[pCount];
uint32_t numTries = numIndicies / 3;
for (uint32_t i = 0; i < numTries; i ++) {
indexPtr[i * 3 + 0] = (uint16_t)indexList[i * 3 + 0];
indexPtr[i * 3 + 1] = (uint16_t)indexList[i * 3 + 1];
indexPtr[i * 3 + 2] = (uint16_t)indexList[i * 3 + 2];
}
indexAlloc->setName(mTriangleListNames[pCount].c_str());
mesh->setPrimitive(indexAlloc, RS_PRIMITIVE_TRIANGLE, pCount);
}
return mesh;
}
};
#endif