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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.
*/
#include "rsContext.h"
using namespace android;
using namespace android::renderscript;
#include <GLES/gl.h>
#include <GLES/glext.h>
SimpleMesh::SimpleMesh(Context *rsc) : ObjectBase(rsc)
{
mAllocFile = __FILE__;
mAllocLine = __LINE__;
}
SimpleMesh::~SimpleMesh()
{
delete[] mVertexTypes;
delete[] mVertexBuffers;
}
void SimpleMesh::render(Context *rsc) const
{
if (mPrimitiveType.get()) {
renderRange(rsc, 0, mPrimitiveType->getDimX());
return;
}
if (mIndexType.get()) {
renderRange(rsc, 0, mIndexType->getDimX());
return;
}
renderRange(rsc, 0, mVertexTypes[0]->getDimX());
}
void SimpleMesh::renderRange(Context *rsc, uint32_t start, uint32_t len) const
{
if (len < 1) {
return;
}
rsc->checkError("SimpleMesh::renderRange 1");
VertexArray va;
if (rsc->checkVersion2_0()) {
for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
mVertexBuffers[ct]->uploadCheck(rsc);
va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
mVertexTypes[ct]->enableGLVertexBuffer2(&va);
}
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
} else {
for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
mVertexBuffers[ct]->uploadCheck(rsc);
va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
mVertexTypes[ct]->enableGLVertexBuffer(&va);
}
va.setupGL(rsc, 0);
}
rsc->checkError("SimpleMesh::renderRange 2");
if (mIndexType.get()) {
mIndexBuffer->uploadCheck(rsc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->getBufferObjectID());
glDrawElements(mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
} else {
glDrawArrays(mGLPrimitive, start, len);
}
rsc->checkError("SimpleMesh::renderRange");
}
void SimpleMesh::uploadAll(Context *rsc)
{
for (uint32_t ct=0; ct < mVertexTypeCount; ct++) {
if (mVertexBuffers[ct].get()) {
mVertexBuffers[ct]->deferedUploadToBufferObject(rsc);
}
}
if (mIndexBuffer.get()) {
mIndexBuffer->deferedUploadToBufferObject(rsc);
}
if (mPrimitiveBuffer.get()) {
mPrimitiveBuffer->deferedUploadToBufferObject(rsc);
}
rsc->checkError("SimpleMesh::uploadAll");
}
SimpleMeshContext::SimpleMeshContext()
{
}
SimpleMeshContext::~SimpleMeshContext()
{
}
namespace android {
namespace renderscript {
RsSimpleMesh rsi_SimpleMeshCreate(Context *rsc, RsType prim, RsType idx, RsType *vtx, uint32_t vtxCount, uint32_t primType)
{
SimpleMesh *sm = new SimpleMesh(rsc);
sm->incUserRef();
sm->mIndexType.set((const Type *)idx);
sm->mPrimitiveType.set((const Type *)prim);
sm->mVertexTypeCount = vtxCount;
sm->mVertexTypes = new ObjectBaseRef<const Type>[vtxCount];
sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
for (uint32_t ct=0; ct < vtxCount; ct++) {
sm->mVertexTypes[ct].set((const Type *)vtx[ct]);
}
sm->mPrimitive = (RsPrimitive)primType;
switch(sm->mPrimitive) {
case RS_PRIMITIVE_POINT: sm->mGLPrimitive = GL_POINTS; break;
case RS_PRIMITIVE_LINE: sm->mGLPrimitive = GL_LINES; break;
case RS_PRIMITIVE_LINE_STRIP: sm->mGLPrimitive = GL_LINE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE: sm->mGLPrimitive = GL_TRIANGLES; break;
case RS_PRIMITIVE_TRIANGLE_STRIP: sm->mGLPrimitive = GL_TRIANGLE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE_FAN: sm->mGLPrimitive = GL_TRIANGLE_FAN; break;
}
return sm;
}
void rsi_SimpleMeshBindVertex(Context *rsc, RsSimpleMesh mv, RsAllocation va, uint32_t slot)
{
SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
rsAssert(slot < sm->mVertexTypeCount);
sm->mVertexBuffers[slot].set((Allocation *)va);
}
void rsi_SimpleMeshBindIndex(Context *rsc, RsSimpleMesh mv, RsAllocation va)
{
SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
sm->mIndexBuffer.set((Allocation *)va);
}
void rsi_SimpleMeshBindPrimitive(Context *rsc, RsSimpleMesh mv, RsAllocation va)
{
SimpleMesh *sm = static_cast<SimpleMesh *>(mv);
sm->mPrimitiveBuffer.set((Allocation *)va);
}
}}