1a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk/*
2a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * Copyright (C) 2011 The Android Open Source Project
3a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk *
4a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * Licensed under the Apache License, Version 2.0 (the "License");
5a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * you may not use this file except in compliance with the License.
6a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * You may obtain a copy of the License at
7a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk *
8a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk *      http://www.apache.org/licenses/LICENSE-2.0
9a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk *
10a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * Unless required by applicable law or agreed to in writing, software
11a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * distributed under the License is distributed on an "AS IS" BASIS,
12a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * See the License for the specific language governing permissions and
14a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk * limitations under the License.
15a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk */
16a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
17a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk#ifndef ANDROID_RSD_MESH_OBJ_H
18a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk#define ANDROID_RSD_MESH_OBJ_H
19a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
20a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk// ---------------------------------------------------------------------------
21a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouknamespace android {
22a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouknamespace renderscript {
23a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
24a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    class Context;
25a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    class Mesh;
26a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    class Element;
27a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
287974fc03e11f3a8dd40f794f3b33b4889483090cRahul Chaudhry} // namespace renderscript
297974fc03e11f3a8dd40f794f3b33b4889483090cRahul Chaudhry} // namespace android
30a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
31a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk#include "driver/rsdVertexArray.h"
32a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
33a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk// An element is a group of Components that occupies one cell in a structure.
34a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchoukclass RsdMeshObj {
35a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchoukpublic:
36a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    RsdMeshObj(const android::renderscript::Context *,
37a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk            const android::renderscript::Mesh *);
38a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    ~RsdMeshObj();
39a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
40c0a65425f8eb3573b1abd2a48292ca953c0a8590Alex Sakhartchouk    void renderPrimitiveRange(const android::renderscript::Context *,
41e195a3f57ace3b66d313a6ee88c6e93d5c9d87f4Tim Murray                              uint32_t primIndex, size_t start, uint32_t len) const;
42a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
43c0a65425f8eb3573b1abd2a48292ca953c0a8590Alex Sakhartchouk    bool init(const android::renderscript::Context *rsc);
44a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
45a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchoukprotected:
46a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    const android::renderscript::Mesh *mRSMesh;
47a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
48a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    uint32_t *mGLPrimitives;
49c0a65425f8eb3573b1abd2a48292ca953c0a8590Alex Sakhartchouk    void updateGLPrimitives(const android::renderscript::Context *rsc);
50a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
51a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx);
52a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    // Attribues that allow us to map to GL
53a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    RsdVertexArray::Attrib *mAttribs;
54a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    // This allows us to figure out which allocation the attribute
55a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    // belongs to. In the event the allocation is uploaded to GL
56a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    // buffer, it lets us properly map it
57a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    uint32_t *mAttribAllocationIndex;
58a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk    uint32_t mAttribCount;
59a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk};
60a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
61a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk#endif //ANDROID_RSD_MESH_OBJ_H
62a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
63a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
64a04e30dbb5ab11592b03666bb3d102070759c58eAlex Sakhartchouk
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