ProgramVertex.java revision 43a17654cf4bfe7f1ec22bd8b7b32daccdf27c09
1/* 2 * Copyright (C) 2008 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 /** 18 * <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in 19 * the graphics pipeline responsible for manipulating geometric data in a user-defined way. 20 * The object is constructed by providing the Renderscript system with the following data:</p> 21 * <ul> 22 * <li>Element describing its varying inputs or attributes</li> 23 * <li>GLSL shader string that defines the body of the program</li> 24 * <li>a Type that describes the layout of an Allocation containing constant or uniform inputs</li> 25 * </ul> 26 * 27 * <p>Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for 28 * all subsequent draw calls until you bind a new program. If the program has constant inputs, 29 * the user needs to bind an allocation containing those inputs. The allocation's type must match 30 * the one provided during creation. The Renderscript library then does all the necessary plumbing 31 * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal, 32 * and texture coordinates are matched by name between the input Element and the Mesh object being drawn. 33 * The signatures don't have to be exact or in any strict order. As long as the input name in the shader 34 * matches a channel name and size available on the mesh, the runtime takes care of connecting the 35 * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.</p> 36 * 37 **/ 38package android.renderscript; 39 40 41import android.graphics.Matrix; 42import android.util.Log; 43 44 45/** 46 * ProgramVertex, also know as a vertex shader, describes a 47 * stage in the graphics pipeline responsible for manipulating 48 * geometric data in a user-defined way. 49 * 50 **/ 51public class ProgramVertex extends Program { 52 53 ProgramVertex(int id, RenderScript rs) { 54 super(id, rs); 55 } 56 57 /** 58 * Builder class for creating ProgramVertex objects. 59 * The builder starts empty and the user must minimally provide 60 * the GLSL shader code, and the varying inputs. Constant, or 61 * uniform parameters to the shader may optionally be provided as 62 * well. 63 * 64 **/ 65 public static class Builder extends BaseProgramBuilder { 66 /** 67 * Create a builder object. 68 * 69 * @param rs Context to which the program will belong. 70 */ 71 public Builder(RenderScript rs) { 72 super(rs); 73 } 74 75 /** 76 * Add varying inputs to the program 77 * 78 * @param e element describing the layout of the varying input 79 * structure 80 * @return self 81 */ 82 public Builder addInput(Element e) throws IllegalStateException { 83 // Should check for consistant and non-conflicting names... 84 if(mInputCount >= MAX_INPUT) { 85 throw new RSIllegalArgumentException("Max input count exceeded."); 86 } 87 if (e.isComplex()) { 88 throw new RSIllegalArgumentException("Complex elements not allowed."); 89 } 90 mInputs[mInputCount++] = e; 91 return this; 92 } 93 94 /** 95 * Creates ProgramVertex from the current state of the builder 96 * 97 * @return ProgramVertex 98 */ 99 public ProgramVertex create() { 100 mRS.validate(); 101 int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2]; 102 int idx = 0; 103 104 for (int i=0; i < mInputCount; i++) { 105 tmp[idx++] = ProgramParam.INPUT.mID; 106 tmp[idx++] = mInputs[i].getID(); 107 } 108 for (int i=0; i < mOutputCount; i++) { 109 tmp[idx++] = ProgramParam.OUTPUT.mID; 110 tmp[idx++] = mOutputs[i].getID(); 111 } 112 for (int i=0; i < mConstantCount; i++) { 113 tmp[idx++] = ProgramParam.CONSTANT.mID; 114 tmp[idx++] = mConstants[i].getID(); 115 } 116 for (int i=0; i < mTextureCount; i++) { 117 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID; 118 tmp[idx++] = mTextureTypes[i].mID; 119 } 120 121 int id = mRS.nProgramVertexCreate(mShader, tmp); 122 ProgramVertex pv = new ProgramVertex(id, mRS); 123 initProgram(pv); 124 return pv; 125 } 126 } 127 128} 129