/* * Copyright (C) 2009 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. */ #ifndef ANDROID_RS_BUILD_FOR_HOST #include "rsContext.h" #include #include #include #else #include "rsContextHostStub.h" #include #include #endif using namespace android; using namespace android::renderscript; Mesh::Mesh(Context *rsc) : ObjectBase(rsc) { mAllocFile = __FILE__; mAllocLine = __LINE__; mPrimitives = NULL; mPrimitivesCount = 0; mVertexBuffers = NULL; mVertexBufferCount = 0; } Mesh::~Mesh() { if(mVertexBuffers) { delete[] mVertexBuffers; } if(mPrimitives) { for(uint32_t i = 0; i < mPrimitivesCount; i ++) { delete mPrimitives[i]; } delete[] mPrimitives; } } void Mesh::render(Context *rsc) const { for(uint32_t ct = 0; ct < mPrimitivesCount; ct ++) { renderPrimitive(rsc, ct); } } void Mesh::renderPrimitive(Context *rsc, uint32_t primIndex) const { if (primIndex >= mPrimitivesCount) { LOGE("Invalid primitive index"); return; } Primitive_t *prim = mPrimitives[primIndex]; if (prim->mIndexBuffer.get()) { renderPrimitiveRange(rsc, primIndex, 0, prim->mIndexBuffer->getType()->getDimX()); return; } renderPrimitiveRange(rsc, primIndex, 0, mVertexBuffers[0]->getType()->getDimX()); } void Mesh::renderPrimitiveRange(Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const { if (len < 1 || primIndex >= mPrimitivesCount) { return; } rsc->checkError("Mesh::renderPrimitiveRange 1"); VertexArray va; for (uint32_t ct=0; ct < mVertexBufferCount; ct++) { mVertexBuffers[ct]->uploadCheck(rsc); if (mVertexBuffers[ct]->getIsBufferObject()) { va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID()); } else { va.setActiveBuffer(mVertexBuffers[ct]->getPtr()); } mVertexBuffers[ct]->getType()->enableGLVertexBuffer(&va); } va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache); rsc->checkError("Mesh::renderPrimitiveRange 2"); Primitive_t *prim = mPrimitives[primIndex]; if (prim->mIndexBuffer.get()) { prim->mIndexBuffer->uploadCheck(rsc); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prim->mIndexBuffer->getBufferObjectID()); glDrawElements(prim->mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2)); } else { glDrawArrays(prim->mGLPrimitive, start, len); } rsc->checkError("Mesh::renderPrimitiveRange"); } void Mesh::uploadAll(Context *rsc) { for (uint32_t ct = 0; ct < mVertexBufferCount; ct ++) { if (mVertexBuffers[ct].get()) { mVertexBuffers[ct]->deferedUploadToBufferObject(rsc); } } for (uint32_t ct = 0; ct < mPrimitivesCount; ct ++) { if (mPrimitives[ct]->mIndexBuffer.get()) { mPrimitives[ct]->mIndexBuffer->deferedUploadToBufferObject(rsc); } } rsc->checkError("Mesh::uploadAll"); } void Mesh::updateGLPrimitives() { for(uint32_t i = 0; i < mPrimitivesCount; i ++) { switch(mPrimitives[i]->mPrimitive) { case RS_PRIMITIVE_POINT: mPrimitives[i]->mGLPrimitive = GL_POINTS; break; case RS_PRIMITIVE_LINE: mPrimitives[i]->mGLPrimitive = GL_LINES; break; case RS_PRIMITIVE_LINE_STRIP: mPrimitives[i]->mGLPrimitive = GL_LINE_STRIP; break; case RS_PRIMITIVE_TRIANGLE: mPrimitives[i]->mGLPrimitive = GL_TRIANGLES; break; case RS_PRIMITIVE_TRIANGLE_STRIP: mPrimitives[i]->mGLPrimitive = GL_TRIANGLE_STRIP; break; case RS_PRIMITIVE_TRIANGLE_FAN: mPrimitives[i]->mGLPrimitive = GL_TRIANGLE_FAN; break; } } } void Mesh::serialize(OStream *stream) const { // Need to identify ourselves stream->addU32((uint32_t)getClassId()); String8 name(getName()); stream->addString(&name); // Store number of vertex streams stream->addU32(mVertexBufferCount); for(uint32_t vCount = 0; vCount < mVertexBufferCount; vCount ++) { mVertexBuffers[vCount]->serialize(stream); } stream->addU32(mPrimitivesCount); // Store the primitives for (uint32_t pCount = 0; pCount < mPrimitivesCount; pCount ++) { Primitive_t * prim = mPrimitives[pCount]; stream->addU8((uint8_t)prim->mPrimitive); if(prim->mIndexBuffer.get()) { stream->addU32(1); prim->mIndexBuffer->serialize(stream); } else { stream->addU32(0); } } } Mesh *Mesh::createFromStream(Context *rsc, IStream *stream) { // First make sure we are reading the correct object RsA3DClassID classID = (RsA3DClassID)stream->loadU32(); if(classID != RS_A3D_CLASS_ID_MESH) { LOGE("mesh loading skipped due to invalid class id"); return NULL; } Mesh * mesh = new Mesh(rsc); String8 name; stream->loadString(&name); mesh->setName(name.string(), name.size()); mesh->mVertexBufferCount = stream->loadU32(); if(mesh->mVertexBufferCount) { mesh->mVertexBuffers = new ObjectBaseRef[mesh->mVertexBufferCount]; for(uint32_t vCount = 0; vCount < mesh->mVertexBufferCount; vCount ++) { Allocation *vertexAlloc = Allocation::createFromStream(rsc, stream); mesh->mVertexBuffers[vCount].set(vertexAlloc); } } mesh->mPrimitivesCount = stream->loadU32(); if(mesh->mPrimitivesCount) { mesh->mPrimitives = new Primitive_t *[mesh->mPrimitivesCount]; // load all primitives for (uint32_t pCount = 0; pCount < mesh->mPrimitivesCount; pCount ++) { Primitive_t * prim = new Primitive_t; mesh->mPrimitives[pCount] = prim; prim->mPrimitive = (RsPrimitive)stream->loadU8(); // Check to see if the index buffer was stored uint32_t isIndexPresent = stream->loadU32(); if(isIndexPresent) { Allocation *indexAlloc = Allocation::createFromStream(rsc, stream); prim->mIndexBuffer.set(indexAlloc); } } } mesh->updateGLPrimitives(); mesh->uploadAll(rsc); return mesh; } MeshContext::MeshContext() { } MeshContext::~MeshContext() { } namespace android { namespace renderscript { RsMesh rsi_MeshCreate(Context *rsc, uint32_t vtxCount, uint32_t idxCount) { Mesh *sm = new Mesh(rsc); sm->incUserRef(); sm->mPrimitivesCount = idxCount; sm->mPrimitives = new Mesh::Primitive_t *[sm->mPrimitivesCount]; for(uint32_t ct = 0; ct < idxCount; ct ++) { sm->mPrimitives[ct] = new Mesh::Primitive_t; } sm->mVertexBufferCount = vtxCount; sm->mVertexBuffers = new ObjectBaseRef[vtxCount]; return sm; } void rsi_MeshBindVertex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t slot) { Mesh *sm = static_cast(mv); rsAssert(slot < sm->mVertexBufferCount); sm->mVertexBuffers[slot].set((Allocation *)va); } void rsi_MeshBindIndex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t primType, uint32_t slot) { Mesh *sm = static_cast(mv); rsAssert(slot < sm->mPrimitivesCount); sm->mPrimitives[slot]->mIndexBuffer.set((Allocation *)va); sm->mPrimitives[slot]->mPrimitive = (RsPrimitive)primType; sm->updateGLPrimitives(); } }}