1*e1eccf28SAndroid Build Coastguard Worker /* 2*e1eccf28SAndroid Build Coastguard Worker * Copyright (C) 2011 The Android Open Source Project 3*e1eccf28SAndroid Build Coastguard Worker * 4*e1eccf28SAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*e1eccf28SAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*e1eccf28SAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*e1eccf28SAndroid Build Coastguard Worker * 8*e1eccf28SAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*e1eccf28SAndroid Build Coastguard Worker * 10*e1eccf28SAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*e1eccf28SAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*e1eccf28SAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*e1eccf28SAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*e1eccf28SAndroid Build Coastguard Worker * limitations under the License. 15*e1eccf28SAndroid Build Coastguard Worker */ 16*e1eccf28SAndroid Build Coastguard Worker 17*e1eccf28SAndroid Build Coastguard Worker #ifndef ANDROID_RS_MESH_H 18*e1eccf28SAndroid Build Coastguard Worker #define ANDROID_RS_MESH_H 19*e1eccf28SAndroid Build Coastguard Worker 20*e1eccf28SAndroid Build Coastguard Worker 21*e1eccf28SAndroid Build Coastguard Worker #include "rsObjectBase.h" 22*e1eccf28SAndroid Build Coastguard Worker 23*e1eccf28SAndroid Build Coastguard Worker // --------------------------------------------------------------------------- 24*e1eccf28SAndroid Build Coastguard Worker namespace android { 25*e1eccf28SAndroid Build Coastguard Worker namespace renderscript { 26*e1eccf28SAndroid Build Coastguard Worker /***************************************************************************** 27*e1eccf28SAndroid Build Coastguard Worker * CAUTION 28*e1eccf28SAndroid Build Coastguard Worker * 29*e1eccf28SAndroid Build Coastguard Worker * Any layout changes for this class may require a corresponding change to be 30*e1eccf28SAndroid Build Coastguard Worker * made to frameworks/compile/libbcc/lib/ScriptCRT/rs_core.c, which contains 31*e1eccf28SAndroid Build Coastguard Worker * a partial copy of the information below. 32*e1eccf28SAndroid Build Coastguard Worker * 33*e1eccf28SAndroid Build Coastguard Worker *****************************************************************************/ 34*e1eccf28SAndroid Build Coastguard Worker 35*e1eccf28SAndroid Build Coastguard Worker // An element is a group of Components that occupies one cell in a structure. 36*e1eccf28SAndroid Build Coastguard Worker class Mesh : public ObjectBase { 37*e1eccf28SAndroid Build Coastguard Worker public: 38*e1eccf28SAndroid Build Coastguard Worker struct Hal { 39*e1eccf28SAndroid Build Coastguard Worker mutable void *drv; 40*e1eccf28SAndroid Build Coastguard Worker 41*e1eccf28SAndroid Build Coastguard Worker struct State { 42*e1eccf28SAndroid Build Coastguard Worker // Contains vertex data 43*e1eccf28SAndroid Build Coastguard Worker // Position, normal, texcoord, etc could either be strided in one allocation 44*e1eccf28SAndroid Build Coastguard Worker // of provided separetely in multiple ones 45*e1eccf28SAndroid Build Coastguard Worker Allocation **vertexBuffers; 46*e1eccf28SAndroid Build Coastguard Worker uint32_t vertexBuffersCount; 47*e1eccf28SAndroid Build Coastguard Worker 48*e1eccf28SAndroid Build Coastguard Worker // indexBuffers[i] could be nullptr, in which case only primitives[i] is used 49*e1eccf28SAndroid Build Coastguard Worker Allocation **indexBuffers; 50*e1eccf28SAndroid Build Coastguard Worker uint32_t indexBuffersCount; 51*e1eccf28SAndroid Build Coastguard Worker RsPrimitive *primitives; 52*e1eccf28SAndroid Build Coastguard Worker uint32_t primitivesCount; 53*e1eccf28SAndroid Build Coastguard Worker }; 54*e1eccf28SAndroid Build Coastguard Worker State state; 55*e1eccf28SAndroid Build Coastguard Worker }; 56*e1eccf28SAndroid Build Coastguard Worker Hal mHal; 57*e1eccf28SAndroid Build Coastguard Worker 58*e1eccf28SAndroid Build Coastguard Worker explicit Mesh(Context *); 59*e1eccf28SAndroid Build Coastguard Worker Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount); 60*e1eccf28SAndroid Build Coastguard Worker ~Mesh(); 61*e1eccf28SAndroid Build Coastguard Worker 62*e1eccf28SAndroid Build Coastguard Worker virtual void serialize(Context *rsc, OStream *stream) const; getClassId()63*e1eccf28SAndroid Build Coastguard Worker virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; } 64*e1eccf28SAndroid Build Coastguard Worker static Mesh *createFromStream(Context *rsc, IStream *stream); 65*e1eccf28SAndroid Build Coastguard Worker void init(); 66*e1eccf28SAndroid Build Coastguard Worker setVertexBuffer(Allocation * vb,uint32_t index)67*e1eccf28SAndroid Build Coastguard Worker void setVertexBuffer(Allocation *vb, uint32_t index) { 68*e1eccf28SAndroid Build Coastguard Worker mVertexBuffers[index].set(vb); 69*e1eccf28SAndroid Build Coastguard Worker mHal.state.vertexBuffers[index] = vb; 70*e1eccf28SAndroid Build Coastguard Worker } 71*e1eccf28SAndroid Build Coastguard Worker setPrimitive(Allocation * idx,RsPrimitive prim,uint32_t index)72*e1eccf28SAndroid Build Coastguard Worker void setPrimitive(Allocation *idx, RsPrimitive prim, uint32_t index) { 73*e1eccf28SAndroid Build Coastguard Worker mIndexBuffers[index].set(idx); 74*e1eccf28SAndroid Build Coastguard Worker mHal.state.indexBuffers[index] = idx; 75*e1eccf28SAndroid Build Coastguard Worker mHal.state.primitives[index] = prim; 76*e1eccf28SAndroid Build Coastguard Worker } 77*e1eccf28SAndroid Build Coastguard Worker 78*e1eccf28SAndroid Build Coastguard Worker void render(Context *) const; 79*e1eccf28SAndroid Build Coastguard Worker void renderPrimitive(Context *, uint32_t primIndex) const; 80*e1eccf28SAndroid Build Coastguard Worker void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const; 81*e1eccf28SAndroid Build Coastguard Worker void uploadAll(Context *); 82*e1eccf28SAndroid Build Coastguard Worker 83*e1eccf28SAndroid Build Coastguard Worker // Bounding volumes 84*e1eccf28SAndroid Build Coastguard Worker float mBBoxMin[3]; 85*e1eccf28SAndroid Build Coastguard Worker float mBBoxMax[3]; 86*e1eccf28SAndroid Build Coastguard Worker void computeBBox(Context *rsc); 87*e1eccf28SAndroid Build Coastguard Worker protected: 88*e1eccf28SAndroid Build Coastguard Worker ObjectBaseRef<Allocation> *mVertexBuffers; 89*e1eccf28SAndroid Build Coastguard Worker ObjectBaseRef<Allocation> *mIndexBuffers; 90*e1eccf28SAndroid Build Coastguard Worker bool mInitialized; 91*e1eccf28SAndroid Build Coastguard Worker }; 92*e1eccf28SAndroid Build Coastguard Worker 93*e1eccf28SAndroid Build Coastguard Worker class MeshContext { 94*e1eccf28SAndroid Build Coastguard Worker public: MeshContext()95*e1eccf28SAndroid Build Coastguard Worker MeshContext() { 96*e1eccf28SAndroid Build Coastguard Worker } ~MeshContext()97*e1eccf28SAndroid Build Coastguard Worker ~MeshContext() { 98*e1eccf28SAndroid Build Coastguard Worker } 99*e1eccf28SAndroid Build Coastguard Worker }; 100*e1eccf28SAndroid Build Coastguard Worker 101*e1eccf28SAndroid Build Coastguard Worker } // namespace renderscript 102*e1eccf28SAndroid Build Coastguard Worker } // namespace android 103*e1eccf28SAndroid Build Coastguard Worker #endif //ANDROID_RS_MESH_H 104*e1eccf28SAndroid Build Coastguard Worker 105*e1eccf28SAndroid Build Coastguard Worker 106*e1eccf28SAndroid Build Coastguard Worker 107