/* * Copyright (C) 2008-2012 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. */ package android.renderscript; /** * @hide * @deprecated in API 16 * ProgramVertexFixedFunction is a helper class that provides a * simple way to create a fixed function emulation vertex shader * without writing any GLSL code. * **/ public class ProgramVertexFixedFunction extends ProgramVertex { ProgramVertexFixedFunction(long id, RenderScript rs) { super(id, rs); } /** * @deprecated in API 16 * Binds the constant buffer containing fixed function emulation * matrices * * @param va allocation containing fixed function matrices */ public void bindConstants(Constants va) { mRS.validate(); bindConstants(va.getAllocation(), 0); } static class InternalBuilder extends BaseProgramBuilder { /** * @deprecated in API 16 */ public InternalBuilder(RenderScript rs) { super(rs); } /** * @deprecated in API 16 */ public InternalBuilder addInput(Element e) throws IllegalStateException { // Should check for consistant and non-conflicting names... if(mInputCount >= MAX_INPUT) { throw new RSIllegalArgumentException("Max input count exceeded."); } if (e.isComplex()) { throw new RSIllegalArgumentException("Complex elements not allowed."); } mInputs[mInputCount++] = e; return this; } /** * @deprecated in API 16 * Creates ProgramVertexFixedFunction from the current state of * the builder * * @return ProgramVertexFixedFunction */ public ProgramVertexFixedFunction create() { mRS.validate(); long[] tmp = new long[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2]; String[] texNames = new String[mTextureCount]; int idx = 0; for (int i=0; i < mInputCount; i++) { tmp[idx++] = ProgramParam.INPUT.mID; tmp[idx++] = mInputs[i].getID(mRS); } for (int i=0; i < mOutputCount; i++) { tmp[idx++] = ProgramParam.OUTPUT.mID; tmp[idx++] = mOutputs[i].getID(mRS); } for (int i=0; i < mConstantCount; i++) { tmp[idx++] = ProgramParam.CONSTANT.mID; tmp[idx++] = mConstants[i].getID(mRS); } for (int i=0; i < mTextureCount; i++) { tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID; tmp[idx++] = mTextureTypes[i].mID; texNames[i] = mTextureNames[i]; } long id = mRS.nProgramVertexCreate(mShader, texNames, tmp); ProgramVertexFixedFunction pv = new ProgramVertexFixedFunction(id, mRS); initProgram(pv); return pv; } } /** * @deprecated in API 16 */ public static class Builder { boolean mTextureMatrixEnable; String mShader; RenderScript mRS; /** * @deprecated in API 16 * Creates a builder for fixed function vertex program * * @param rs Context to which the program will belong. */ public Builder(RenderScript rs) { mRS = rs; } /** * @deprecated in API 16 * Specifies whether texture matrix calculations are to be added * to the shader * */ public Builder setTextureMatrixEnable(boolean enable) { mTextureMatrixEnable = enable; return this; } static Type getConstantInputType(RenderScript rs) { Element.Builder b = new Element.Builder(rs); b.add(Element.MATRIX4X4(rs), "MV"); b.add(Element.MATRIX4X4(rs), "P"); b.add(Element.MATRIX4X4(rs), "TexMatrix"); b.add(Element.MATRIX4X4(rs), "MVP"); Type.Builder typeBuilder = new Type.Builder(rs, b.create()); typeBuilder.setX(1); return typeBuilder.create(); } private void buildShaderString() { mShader = "//rs_shader_internal\n"; mShader += "varying vec4 varColor;\n"; mShader += "varying vec2 varTex0;\n"; mShader += "void main() {\n"; mShader += " gl_Position = UNI_MVP * ATTRIB_position;\n"; mShader += " gl_PointSize = 1.0;\n"; mShader += " varColor = ATTRIB_color;\n"; if (mTextureMatrixEnable) { mShader += " varTex0 = (UNI_TexMatrix * vec4(ATTRIB_texture0, 0.0, 1.0)).xy;\n"; } else { mShader += " varTex0 = ATTRIB_texture0;\n"; } mShader += "}\n"; } /** * @deprecated in API 16 * Creates ProgramVertexFixedFunction from the current state of * the builder * * @return Fixed function emulation ProgramVertex */ public ProgramVertexFixedFunction create() { buildShaderString(); InternalBuilder sb = new InternalBuilder(mRS); sb.setShader(mShader); sb.addConstant(getConstantInputType(mRS)); Element.Builder b = new Element.Builder(mRS); b.add(Element.F32_4(mRS), "position"); b.add(Element.F32_4(mRS), "color"); b.add(Element.F32_3(mRS), "normal"); b.add(Element.F32_2(mRS), "texture0"); sb.addInput(b.create()); return sb.create(); } } /** * @deprecated in API 16 * Helper class to store modelview, projection and texture * matrices for ProgramVertexFixedFunction * */ public static class Constants { static final int MODELVIEW_OFFSET = 0; static final int PROJECTION_OFFSET = 16; static final int TEXTURE_OFFSET = 32; Matrix4f mModel; Matrix4f mProjection; Matrix4f mTexture; Allocation mAlloc; Allocation getAllocation() { return mAlloc; } private FieldPacker mIOBuffer; /** * @deprecated in API 16 * Creates a buffer to store fixed function emulation matrices * * @param rs Context to which the allocation will belong. **/ public Constants(RenderScript rs) { Type constInputType = ProgramVertexFixedFunction.Builder.getConstantInputType(rs); mAlloc = Allocation.createTyped(rs, constInputType); int bufferSize = constInputType.getElement().getBytesSize()* constInputType.getCount(); mIOBuffer = new FieldPacker(bufferSize); mModel = new Matrix4f(); mProjection = new Matrix4f(); mTexture = new Matrix4f(); setModelview(new Matrix4f()); setProjection(new Matrix4f()); setTexture(new Matrix4f()); } /** * @deprecated in API 16 * Forces deallocation of memory backing the contant matrices. * Normally, this is unnecessary and will be garbage collected * */ public void destroy() { mAlloc.destroy(); mAlloc = null; } private void addToBuffer(int offset, Matrix4f m) { mIOBuffer.reset(offset); for(int i = 0; i < 16; i ++) { mIOBuffer.addF32(m.mMat[i]); } // Reset the buffer back to the end, since we want to flush all of // the contents back (and not just what we wrote now). mIOBuffer.reset(mIOBuffer.getData().length); mAlloc.setFromFieldPacker(0, mIOBuffer); } /** * @deprecated in API 16 * Sets the modelview matrix in the fixed function matrix buffer * * @param m modelview matrix */ public void setModelview(Matrix4f m) { mModel.load(m); addToBuffer(MODELVIEW_OFFSET*4, m); } /** * @deprecated in API 16 * Sets the projection matrix in the fixed function matrix buffer * * @param m projection matrix */ public void setProjection(Matrix4f m) { mProjection.load(m); addToBuffer(PROJECTION_OFFSET*4, m); } /** * @deprecated in API 16 * Sets the texture matrix in the fixed function matrix buffer. * Texture matrix must be enabled in the * ProgramVertexFixedFunction builder for the shader to utilize * it. * * @param m modelview matrix */ public void setTexture(Matrix4f m) { mTexture.load(m); addToBuffer(TEXTURE_OFFSET*4, m); } } }