/* * Copyright (C) 2011 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_MESH_H #define ANDROID_RS_MESH_H #include "RenderScript.h" // --------------------------------------------------------------------------- namespace android { namespace renderscript { // An element is a group of Components that occupies one cell in a structure. class Mesh : public ObjectBase { public: Mesh(Context *); Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount); ~Mesh(); // Either mIndexBuffer, mPrimitiveBuffer or both could have a NULL reference // If both are null, mPrimitive only would be used to render the mesh struct Primitive_t { ObjectBaseRef mIndexBuffer; RsPrimitive mPrimitive; }; virtual void serialize(OStream *stream) const; virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; } static Mesh *createFromStream(Context *rsc, IStream *stream); void init(); struct Hal { mutable void *drv; struct State { // Contains vertex data // Position, normal, texcoord, etc could either be strided in one allocation // of provided separetely in multiple ones ObjectBaseRef *vertexBuffers; uint32_t vertexBuffersCount; Primitive_t ** primitives; uint32_t primitivesCount; }; State state; }; Hal mHal; void setVertexBuffer(Allocation *vb, uint32_t index) { mHal.state.vertexBuffers[index].set(vb); } void setPrimitive(Allocation *idx, RsPrimitive prim, uint32_t index) { mHal.state.primitives[index]->mIndexBuffer.set(idx); mHal.state.primitives[index]->mPrimitive = prim; } void render(Context *) const; void renderPrimitive(Context *, uint32_t primIndex) const; void renderPrimitiveRange(Context *, uint32_t primIndex, uint32_t start, uint32_t len) const; void uploadAll(Context *); // Bounding volumes float mBBoxMin[3]; float mBBoxMax[3]; void computeBBox(); protected: bool mInitialized; }; class MeshContext { public: MeshContext() { } ~MeshContext() { } }; } } #endif //ANDROID_RS_MESH_H