blob: 8c7bc920dd7f97734fc1930ab5e9434c125994c0 [file] [log] [blame]
/*
* 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.
*/
#include "rsContext.h"
using namespace android;
using namespace android::renderscript;
#include <GLES/gl.h>
#include <GLES/glext.h>
TriangleMesh::TriangleMesh()
{
mVertexElement = NULL;
mIndexElement = NULL;
mVertexData = NULL;
mIndexData = NULL;
mTriangleCount = 0;
mVertexDataSize = 0;
mIndexDataSize = 0;
mBufferObjects[0] = 0;
mBufferObjects[1] = 0;
mOffsetCoord = 0;
mOffsetTex = 0;
mOffsetNorm = 0;
mSizeCoord = 0;
mSizeTex = 0;
mSizeNorm = 0;
}
TriangleMesh::~TriangleMesh()
{
free(mVertexData);
free(mIndexData);
}
TriangleMeshContext::TriangleMeshContext()
{
clear();
}
TriangleMeshContext::~TriangleMeshContext()
{
}
void TriangleMeshContext::clear()
{
mVertexElement = NULL;
mVertexSizeBits = 0;
mIndexElement = NULL;
mIndexSizeBits = 0;
mTriangleCount = 0;
mVertexData.clear();
mIndexData.clear();
}
void TriangleMesh::analyzeElement()
{
for (uint32_t ct=0; ct < mVertexElement->getComponentCount(); ct++) {
const Component *c = mVertexElement->getComponent(ct);
if (c->getKind() == Component::X) {
rsAssert(mSizeCoord == 0);
mSizeCoord = 1;
mOffsetCoord = ct;
}
if (c->getKind() == Component::Y) {
rsAssert(mSizeCoord == 1);
mSizeCoord = 2;
}
if (c->getKind() == Component::Z) {
rsAssert(mSizeCoord == 2);
mSizeCoord = 3;
}
if (c->getKind() == Component::W) {
rsAssert(mSizeCoord == 4);
mSizeCoord = 4;
}
if (c->getKind() == Component::NX) {
rsAssert(mSizeNorm == 0);
mSizeNorm = 1;
mOffsetNorm = ct;
}
if (c->getKind() == Component::NY) {
rsAssert(mSizeNorm == 1);
mSizeNorm = 2;
}
if (c->getKind() == Component::NZ) {
rsAssert(mSizeNorm == 2);
mSizeNorm = 3;
}
if (c->getKind() == Component::S) {
rsAssert(mSizeTex == 0);
mSizeTex = 1;
mOffsetTex = ct;
}
if (c->getKind() == Component::T) {
rsAssert(mSizeTex == 1);
mSizeTex = 2;
}
}
LOGV("TriangleMesh %i,%i %i,%i %i,%i", mSizeCoord, mOffsetCoord, mSizeNorm, mOffsetNorm, mSizeTex, mOffsetTex);
}
namespace android {
namespace renderscript {
void rsi_TriangleMeshBegin(Context *rsc, RsElement vertex, RsElement index)
{
TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
tmc->clear();
tmc->mVertexElement = static_cast<Element *>(vertex);
tmc->mVertexSizeBits = tmc->mVertexElement->getSizeBits();
tmc->mIndexElement = static_cast<Element *>(index);
tmc->mIndexSizeBits = tmc->mIndexElement->getSizeBits();
assert(!(tmc->mVertexSizeBits & 0x7));
assert(!(tmc->mIndexSizeBits & 0x7));
}
void rsi_TriangleMeshAddVertex(Context *rsc, const void *data)
{
TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
// todo: Make this efficient.
for (uint32_t ct = 0; (ct * 8) < tmc->mVertexSizeBits; ct++) {
tmc->mVertexData.add(static_cast<const uint8_t *>(data) [ct]);
}
}
void rsi_TriangleMeshAddTriangle(Context *rsc, uint32_t idx1, uint32_t idx2, uint32_t idx3)
{
TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
// todo: Make this efficient.
switch(tmc->mIndexSizeBits) {
case 16:
tmc->mIndexData.add(idx1);
tmc->mIndexData.add(idx2);
tmc->mIndexData.add(idx3);
break;
default:
assert(0);
}
tmc->mTriangleCount++;
}
RsTriangleMesh rsi_TriangleMeshCreate(Context *rsc)
{
TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
TriangleMesh * tm = new TriangleMesh();
if (!tm) {
LOGE("rsTriangleMeshCreate: Error OUT OF MEMORY");
// error
return 0;
}
tm->mTriangleCount = tmc->mTriangleCount;
tm->mIndexDataSize = tmc->mIndexData.size() * tmc->mIndexSizeBits >> 3;
tm->mVertexDataSize = tmc->mVertexData.size();
tm->mIndexElement = tmc->mIndexElement;
tm->mVertexElement = tmc->mVertexElement;
tm->mIndexData = malloc(tm->mIndexDataSize);
tm->mVertexData = malloc(tm->mVertexDataSize);
if (!tm->mIndexData || !tm->mVertexData) {
LOGE("rsTriangleMeshCreate: Error OUT OF MEMORY");
delete tm;
return 0;
}
memcpy(tm->mVertexData, tmc->mVertexData.array(), tm->mVertexDataSize);
memcpy(tm->mIndexData, tmc->mIndexData.array(), tm->mIndexDataSize);
tm->analyzeElement();
return tm;
}
void rsi_TriangleMeshDestroy(Context *rsc, RsTriangleMesh vtm)
{
TriangleMeshContext *tmc = &rsc->mStateTriangleMesh;
TriangleMesh * tm = static_cast<TriangleMesh *>(vtm);
free(tm->mIndexData);
free(tm->mVertexData);
delete tm;
}
void rsi_TriangleMeshRenderRange(Context *rsc, RsTriangleMesh vtm, uint32_t first, uint32_t count)
{
TriangleMesh * tm = static_cast<TriangleMesh *>(vtm);
rsc->setupCheck();
if (!tm->mBufferObjects[0]) {
glGenBuffers(2, &tm->mBufferObjects[0]);
glBindBuffer(GL_ARRAY_BUFFER, tm->mBufferObjects[0]);
glBufferData(GL_ARRAY_BUFFER, tm->mVertexDataSize, tm->mVertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, tm->mIndexDataSize, tm->mIndexData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (first >= tm->mTriangleCount) {
return;
}
if (count >= (tm->mTriangleCount - first)) {
count = tm->mTriangleCount - first;
}
if (!count) {
return;
}
const float *f = (const float *)tm->mVertexData;
glBindBuffer(GL_ARRAY_BUFFER, tm->mBufferObjects[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(tm->mSizeCoord,
GL_FLOAT,
tm->mVertexElement->getSizeBytes(),
(void *)tm->mVertexElement->getComponentOffsetBytes(tm->mOffsetCoord));
if (tm->mSizeTex) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(tm->mSizeTex,
GL_FLOAT,
tm->mVertexElement->getSizeBytes(),
(void *)tm->mVertexElement->getComponentOffsetBytes(tm->mOffsetTex));
} else {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (tm->mSizeNorm) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT,
tm->mVertexElement->getSizeBytes(),
(void *)tm->mVertexElement->getComponentOffsetBytes(tm->mOffsetNorm));
} else {
glDisableClientState(GL_NORMAL_ARRAY);
}
glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_SHORT, (GLvoid *)(first * 3 * 2));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void rsi_TriangleMeshRender(Context *rsc, RsTriangleMesh vtm)
{
rsi_TriangleMeshRenderRange(rsc, vtm, 0, 0xffffff);
}
}}