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/*
* Copyright (C) 2008 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.
*/
package android.renderscript;
import android.graphics.Matrix;
import android.util.Config;
import android.util.Log;
/**
* @hide
*
**/
public class ProgramVertex extends Program {
public static final int MAX_LIGHT = 8;
ProgramVertex(int id, RenderScript rs) {
super(id, rs);
}
public void bindAllocation(MatrixAllocation va) {
mRS.validate();
bindConstants(va.mAlloc, 0);
}
public static class ShaderBuilder extends BaseProgramBuilder {
public ShaderBuilder(RenderScript rs) {
super(rs);
}
public ProgramVertex create() {
mRS.validate();
int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount +1) * 2];
int idx = 0;
for (int i=0; i < mInputCount; i++) {
tmp[idx++] = 0;
tmp[idx++] = mInputs[i].mID;
}
for (int i=0; i < mOutputCount; i++) {
tmp[idx++] = 1;
tmp[idx++] = mOutputs[i].mID;
}
for (int i=0; i < mConstantCount; i++) {
tmp[idx++] = 2;
tmp[idx++] = mConstants[i].mID;
}
tmp[idx++] = 3;
tmp[idx++] = mTextureCount;
int id = mRS.nProgramVertexCreate(mShader, tmp);
ProgramVertex pv = new ProgramVertex(id, mRS);
initProgram(pv);
return pv;
}
}
public static class Builder extends ShaderBuilder {
boolean mTextureMatrixEnable;
public Builder(RenderScript rs, Element in, Element out) {
super(rs);
}
public Builder(RenderScript rs) {
super(rs);
}
public Builder setTextureMatrixEnable(boolean enable) {
mTextureMatrixEnable = enable;
return this;
}
static Type getConstantInputType(RenderScript rs) {
Element.Builder b = new Element.Builder(rs);
b.add(Element.MATRIX4X4(rs), "MV");
b.add(Element.MATRIX4X4(rs), "P");
b.add(Element.MATRIX4X4(rs), "TexMatrix");
b.add(Element.MATRIX4X4(rs), "MVP");
Type.Builder typeBuilder = new Type.Builder(rs, b.create());
typeBuilder.add(Dimension.X, 1);
return typeBuilder.create();
}
private void buildShaderString() {
mShader = "//rs_shader_internal\n";
mShader += "varying vec4 varColor;\n";
mShader += "varying vec2 varTex0;\n";
mShader += "void main() {\n";
mShader += " gl_Position = UNI_MVP * ATTRIB_position;\n";
mShader += " gl_PointSize = 1.0;\n";
mShader += " varColor = ATTRIB_color;\n";
if (mTextureMatrixEnable) {
mShader += " varTex0 = (UNI_TexMatrix * vec4(ATTRIB_texture0, 0.0, 1.0)).xy;\n";
} else {
mShader += " varTex0 = ATTRIB_texture0;\n";
}
mShader += "}\n";
}
@Override
public ProgramVertex create() {
buildShaderString();
addConstant(getConstantInputType(mRS));
Element.Builder b = new Element.Builder(mRS);
b.add(Element.F32_4(mRS), "position");
b.add(Element.F32_4(mRS), "color");
b.add(Element.F32_3(mRS), "normal");
b.add(Element.F32_2(mRS), "texture0");
addInput(b.create());
return super.create();
}
}
public static class MatrixAllocation {
static final int MODELVIEW_OFFSET = 0;
static final int PROJECTION_OFFSET = 16;
static final int TEXTURE_OFFSET = 32;
Matrix4f mModel;
Matrix4f mProjection;
Matrix4f mTexture;
public Allocation mAlloc;
private FieldPacker mIOBuffer;
public MatrixAllocation(RenderScript rs) {
Type constInputType = ProgramVertex.Builder.getConstantInputType(rs);
mAlloc = Allocation.createTyped(rs, constInputType);
int bufferSize = constInputType.getElement().getSizeBytes()*
constInputType.getElementCount();
mIOBuffer = new FieldPacker(bufferSize);
loadModelview(new Matrix4f());
loadProjection(new Matrix4f());
loadTexture(new Matrix4f());
}
public void destroy() {
mAlloc.destroy();
mAlloc = null;
}
private void addToBuffer(int offset, Matrix4f m) {
mIOBuffer.reset(offset);
for(int i = 0; i < 16; i ++) {
mIOBuffer.addF32(m.mMat[i]);
}
mAlloc.data(mIOBuffer.getData());
}
public void loadModelview(Matrix4f m) {
mModel = m;
addToBuffer(MODELVIEW_OFFSET*4, m);
}
public void loadProjection(Matrix4f m) {
mProjection = m;
addToBuffer(PROJECTION_OFFSET*4, m);
}
public void loadTexture(Matrix4f m) {
mTexture = m;
addToBuffer(TEXTURE_OFFSET*4, m);
}
public void setupOrthoWindow(int w, int h) {
mProjection.loadOrtho(0,w, h,0, -1,1);
addToBuffer(PROJECTION_OFFSET*4, mProjection);
}
public void setupOrthoNormalized(int w, int h) {
// range -1,1 in the narrow axis.
if(w > h) {
float aspect = ((float)w) / h;
mProjection.loadOrtho(-aspect,aspect, -1,1, -1,1);
} else {
float aspect = ((float)h) / w;
mProjection.loadOrtho(-1,1, -aspect,aspect, -1,1);
}
addToBuffer(PROJECTION_OFFSET*4, mProjection);
}
public void setupProjectionNormalized(int w, int h) {
// range -1,1 in the narrow axis at z = 0.
Matrix4f m1 = new Matrix4f();
Matrix4f m2 = new Matrix4f();
if(w > h) {
float aspect = ((float)w) / h;
m1.loadFrustum(-aspect,aspect, -1,1, 1,100);
} else {
float aspect = ((float)h) / w;
m1.loadFrustum(-1,1, -aspect,aspect, 1,100);
}
m2.loadRotate(180, 0, 1, 0);
m1.loadMultiply(m1, m2);
m2.loadScale(-2, 2, 1);
m1.loadMultiply(m1, m2);
m2.loadTranslate(0, 0, 2);
m1.loadMultiply(m1, m2);
mProjection = m1;
addToBuffer(PROJECTION_OFFSET*4, mProjection);
}
}
}
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