rsMesh.h revision 77d9f4bd05b2d2a161f30c12a2248f9c97eaac42
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_SERIALIZE 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