MeshState.h revision 2ab95d780b023152556d9f8659de734ec7b55047
1/* 2 * Copyright (C) 2015 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#ifndef RENDERSTATE_MESHSTATE_H 17#define RENDERSTATE_MESHSTATE_H 18 19#include "Vertex.h" 20 21#include <GLES2/gl2.h> 22#include <GLES2/gl2ext.h> 23#include <memory> 24 25namespace android { 26namespace uirenderer { 27 28class Program; 29 30// Maximum number of quads that pre-allocated meshes can draw 31const uint32_t kMaxNumberOfQuads = 2048; 32 33// This array is never used directly but used as a memcpy source in the 34// OpenGLRenderer constructor 35const TextureVertex kUnitQuadVertices[] = { 36 { 0, 0, 0, 0 }, 37 { 1, 0, 1, 0 }, 38 { 0, 1, 0, 1 }, 39 { 1, 1, 1, 1 }, 40}; 41 42const GLsizei kVertexStride = sizeof(Vertex); 43const GLsizei kAlphaVertexStride = sizeof(AlphaVertex); 44const GLsizei kTextureVertexStride = sizeof(TextureVertex); 45 46const GLsizei kMeshTextureOffset = 2 * sizeof(float); 47const GLsizei kVertexAlphaOffset = 2 * sizeof(float); 48const GLsizei kVertexAAWidthOffset = 2 * sizeof(float); 49const GLsizei kVertexAALengthOffset = 3 * sizeof(float); 50const GLsizei kUnitQuadCount = 4; 51 52class MeshState { 53private: 54 friend class RenderState; 55 56public: 57 ~MeshState(); 58 void dump(); 59 /////////////////////////////////////////////////////////////////////////////// 60 // Buffer objects 61 /////////////////////////////////////////////////////////////////////////////// 62 /** 63 * Binds the VBO used to render simple textured quads. 64 */ 65 bool bindMeshBuffer(); 66 67 /** 68 * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad. 69 */ 70 bool bindMeshBuffer(GLuint buffer); 71 72 /** 73 * Unbinds the VBO used to render simple textured quads. 74 */ 75 bool unbindMeshBuffer(); 76 77 /////////////////////////////////////////////////////////////////////////////// 78 // Vertices 79 /////////////////////////////////////////////////////////////////////////////// 80 /** 81 * Binds an attrib to the specified float vertex pointer. 82 * Assumes a stride of gTextureVertexStride and a size of 2. 83 */ 84 void bindPositionVertexPointer(bool force, const GLvoid* vertices, 85 GLsizei stride = kTextureVertexStride); 86 87 /** 88 * Binds an attrib to the specified float vertex pointer. 89 * Assumes a stride of gTextureVertexStride and a size of 2. 90 */ 91 void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, 92 GLsizei stride = kTextureVertexStride); 93 94 /** 95 * Resets the vertex pointers. 96 */ 97 void resetVertexPointers(); 98 void resetTexCoordsVertexPointer(); 99 100 void enableTexCoordsVertexArray(); 101 void disableTexCoordsVertexArray(); 102 103 /////////////////////////////////////////////////////////////////////////////// 104 // Indices 105 /////////////////////////////////////////////////////////////////////////////// 106 /** 107 * Binds a global indices buffer that can draw up to 108 * gMaxNumberOfQuads quads. 109 */ 110 bool bindQuadIndicesBuffer(); 111 bool unbindIndicesBuffer(); 112 113 /////////////////////////////////////////////////////////////////////////////// 114 // Getters - for use in Glop building 115 /////////////////////////////////////////////////////////////////////////////// 116 GLuint getUnitQuadVBO() { return mUnitQuadBuffer; } 117 GLuint getQuadListIBO() { return mQuadListIndices; } 118private: 119 MeshState(); 120 bool bindMeshBufferInternal(const GLuint buffer); 121 bool bindIndicesBufferInternal(const GLuint buffer); 122 123 GLuint mUnitQuadBuffer; 124 125 GLuint mCurrentBuffer; 126 GLuint mCurrentIndicesBuffer; 127 GLuint mCurrentPixelBuffer; 128 129 const void* mCurrentPositionPointer; 130 GLsizei mCurrentPositionStride; 131 const void* mCurrentTexCoordsPointer; 132 GLsizei mCurrentTexCoordsStride; 133 134 bool mTexCoordsArrayEnabled; 135 136 // Global index buffer 137 GLuint mQuadListIndices; 138}; 139 140} /* namespace uirenderer */ 141} /* namespace android */ 142 143#endif // RENDERSTATE_MESHSTATE_H 144