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/*
* Copyright (C) 2015 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.
*/
#include "renderstate/MeshState.h"
#include "Program.h"
namespace android {
namespace uirenderer {
MeshState::MeshState()
: mCurrentIndicesBuffer(0)
, mCurrentPixelBuffer(0)
, mCurrentPositionPointer(this)
, mCurrentPositionStride(0)
, mCurrentTexCoordsPointer(this)
, mCurrentTexCoordsStride(0)
, mTexCoordsArrayEnabled(false)
, mQuadListIndices(0) {
glGenBuffers(1, &mUnitQuadBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mUnitQuadBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(kUnitQuadVertices), kUnitQuadVertices, GL_STATIC_DRAW);
mCurrentBuffer = mUnitQuadBuffer;
uint16_t regionIndices[kMaxNumberOfQuads * 6];
for (uint32_t i = 0; i < kMaxNumberOfQuads; i++) {
uint16_t quad = i * 4;
int index = i * 6;
regionIndices[index] = quad; // top-left
regionIndices[index + 1] = quad + 1; // top-right
regionIndices[index + 2] = quad + 2; // bottom-left
regionIndices[index + 3] = quad + 2; // bottom-left
regionIndices[index + 4] = quad + 1; // top-right
regionIndices[index + 5] = quad + 3; // bottom-right
}
glGenBuffers(1, &mQuadListIndices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mQuadListIndices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(regionIndices), regionIndices, GL_STATIC_DRAW);
mCurrentIndicesBuffer = mQuadListIndices;
// position attribute always enabled
glEnableVertexAttribArray(Program::kBindingPosition);
}
MeshState::~MeshState() {
glDeleteBuffers(1, &mUnitQuadBuffer);
mCurrentBuffer = 0;
glDeleteBuffers(1, &mQuadListIndices);
mQuadListIndices = 0;
}
void MeshState::dump() {
ALOGD("MeshState VBOs: unitQuad %d, current %d", mUnitQuadBuffer, mCurrentBuffer);
ALOGD("MeshState IBOs: quadList %d, current %d", mQuadListIndices, mCurrentIndicesBuffer);
ALOGD("MeshState vertices: vertex data %p, stride %d", mCurrentPositionPointer,
mCurrentPositionStride);
ALOGD("MeshState texCoord: data %p, stride %d", mCurrentTexCoordsPointer,
mCurrentTexCoordsStride);
}
///////////////////////////////////////////////////////////////////////////////
// Buffer Objects
///////////////////////////////////////////////////////////////////////////////
void MeshState::bindMeshBuffer(GLuint buffer) {
if (mCurrentBuffer != buffer) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
mCurrentBuffer = buffer;
// buffer has changed, so invalidate cached vertex pos/texcoord pointers
resetVertexPointers();
}
}
void MeshState::unbindMeshBuffer() {
return bindMeshBuffer(0);
}
void MeshState::genOrUpdateMeshBuffer(GLuint* buffer, GLsizeiptr size, const void* data,
GLenum usage) {
if (!*buffer) {
glGenBuffers(1, buffer);
}
bindMeshBuffer(*buffer);
glBufferData(GL_ARRAY_BUFFER, size, data, usage);
}
void MeshState::updateMeshBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size,
const void* data) {
bindMeshBuffer(buffer);
glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
}
void MeshState::deleteMeshBuffer(GLuint buffer) {
if (buffer == mCurrentBuffer) {
// GL defines that deleting the currently bound VBO rebinds to 0 (no VBO).
// Reflect this in our cached value.
mCurrentBuffer = 0;
}
glDeleteBuffers(1, &buffer);
}
///////////////////////////////////////////////////////////////////////////////
// Vertices
///////////////////////////////////////////////////////////////////////////////
void MeshState::bindPositionVertexPointer(const GLvoid* vertices, GLsizei stride) {
// update pos coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
if (mCurrentBuffer == 0 || vertices != mCurrentPositionPointer ||
stride != mCurrentPositionStride) {
glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices);
mCurrentPositionPointer = vertices;
mCurrentPositionStride = stride;
}
}
void MeshState::bindTexCoordsVertexPointer(const GLvoid* vertices, GLsizei stride) {
// update tex coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
if (mCurrentBuffer == 0 || vertices != mCurrentTexCoordsPointer ||
stride != mCurrentTexCoordsStride) {
glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices);
mCurrentTexCoordsPointer = vertices;
mCurrentTexCoordsStride = stride;
}
}
void MeshState::resetVertexPointers() {
mCurrentPositionPointer = this;
mCurrentTexCoordsPointer = this;
}
void MeshState::enableTexCoordsVertexArray() {
if (!mTexCoordsArrayEnabled) {
glEnableVertexAttribArray(Program::kBindingTexCoords);
mCurrentTexCoordsPointer = this;
mTexCoordsArrayEnabled = true;
}
}
void MeshState::disableTexCoordsVertexArray() {
if (mTexCoordsArrayEnabled) {
glDisableVertexAttribArray(Program::kBindingTexCoords);
mTexCoordsArrayEnabled = false;
}
}
///////////////////////////////////////////////////////////////////////////////
// Indices
///////////////////////////////////////////////////////////////////////////////
void MeshState::bindIndicesBuffer(const GLuint buffer) {
if (mCurrentIndicesBuffer != buffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
mCurrentIndicesBuffer = buffer;
}
}
void MeshState::unbindIndicesBuffer() {
if (mCurrentIndicesBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
mCurrentIndicesBuffer = 0;
}
}
} /* namespace uirenderer */
} /* namespace android */