/* * 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_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(); // Contains vertex data // Position, normal, texcoord, etc could either be strided in one allocation // of provided separetely in multiple ones ObjectBaseRef *mVertexBuffers; uint32_t mVertexBufferCount; // 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; uint32_t mGLPrimitive; }; Primitive_t ** mPrimitives; uint32_t mPrimitivesCount; virtual void serialize(OStream *stream) const; virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_MESH; } static Mesh *createFromStream(Context *rsc, IStream *stream); #ifndef ANDROID_RS_SERIALIZE 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 *); void updateGLPrimitives(); // Bounding volumes float mBBoxMin[3]; float mBBoxMax[3]; void computeBBox(); void initVertexAttribs(); protected: bool isValidGLComponent(const Element *elem, uint32_t fieldIdx); // Attribues that allow us to map to GL VertexArray::Attrib *mAttribs; // This allows us to figure out which allocation the attribute // belongs to. In the event the allocation is uploaded to GL // buffer, it lets us properly map it uint32_t *mAttribAllocationIndex; uint32_t mAttribCount; #endif }; class MeshContext { public: MeshContext() { } ~MeshContext() { } }; } } #endif //ANDROID_RS_TRIANGLE_MESH_H