rsMesh.h revision 099d7d33e55afeb3399f6e8cf8d665223ca94939
1/*
2 * Copyright (C) 2009 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#ifndef ANDROID_RS_MESH_H
18#define ANDROID_RS_MESH_H
19
20
21#include "RenderScript.h"
22
23// ---------------------------------------------------------------------------
24namespace android {
25namespace renderscript {
26
27
28// An element is a group of Components that occupies one cell in a structure.
29class Mesh : public ObjectBase {
30public:
31    Mesh(Context *);
32    ~Mesh();
33
34    // Contains vertex data
35    // Position, normal, texcoord, etc could either be strided in one allocation
36    // of provided separetely in multiple ones
37    ObjectBaseRef<Allocation> *mVertexBuffers;
38    uint32_t mVertexBufferCount;
39
40    // Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference
41    // If both are null, mPrimitive only would be used to render the mesh
42    struct Primitive_t
43    {
44        ObjectBaseRef<Allocation> mIndexBuffer;
45
46        RsPrimitive mPrimitive;
47        uint32_t mGLPrimitive;
48    };
49
50    Primitive_t ** mPrimitives;
51    uint32_t mPrimitivesCount;
52
53    virtual void serialize(OStream *stream) const;
54    virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; }
55    static Mesh *createFromStream(Context *rsc, IStream *stream);
56
57#ifndef ANDROID_RS_BUILD_FOR_HOST
58    void render(Context *) const;
59    void renderPrimitive(Context *, uint32_t primIndex) const;
60    void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const;
61    void uploadAll(Context *);
62    void updateGLPrimitives();
63
64
65
66    // Bounding volumes
67    float mBBoxMin[3];
68    float mBBoxMax[3];
69    void computeBBox();
70
71    void initVertexAttribs();
72
73protected:
74    bool isValidGLComponent(const Element *elem, uint32_t fieldIdx);
75    // Attribues that allow us to map to GL
76    VertexArray::Attrib *mAttribs;
77    // This allows us to figure out which allocation the attribute
78    // belongs to. In the event the allocation is uploaded to GL
79    // buffer, it lets us properly map it
80    uint32_t *mAttribAllocationIndex;
81    uint32_t mAttribCount;
82#endif
83};
84
85class MeshContext {
86public:
87    MeshContext() {
88    }
89    ~MeshContext() {
90    }
91};
92
93}
94}
95#endif //ANDROID_RS_TRIANGLE_MESH_H
96
97
98
99