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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;
/**
* ProgramVertexFixedFunction is a helper class that provides a
* simple way to create a fixed function emulation vertex shader
* without writing any GLSL code.
*
**/
public class ProgramVertexFixedFunction extends ProgramVertex {
ProgramVertexFixedFunction(int id, RenderScript rs) {
super(id, rs);
}
/**
* Binds the constant buffer containing fixed function emulation
* matrices
*
* @param va allocation containing fixed function matrices
*/
public void bindConstants(Constants va) {
mRS.validate();
bindConstants(va.getAllocation(), 0);
}
static class InternalBuilder extends BaseProgramBuilder {
public InternalBuilder(RenderScript rs) {
super(rs);
}
public InternalBuilder addInput(Element e) throws IllegalStateException {
// Should check for consistant and non-conflicting names...
if(mInputCount >= MAX_INPUT) {
throw new RSIllegalArgumentException("Max input count exceeded.");
}
if (e.isComplex()) {
throw new RSIllegalArgumentException("Complex elements not allowed.");
}
mInputs[mInputCount++] = e;
return this;
}
/**
* Creates ProgramVertexFixedFunction from the current state of
* the builder
*
* @return ProgramVertexFixedFunction
*/
public ProgramVertexFixedFunction create() {
mRS.validate();
int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
int idx = 0;
for (int i=0; i < mInputCount; i++) {
tmp[idx++] = ProgramParam.INPUT.mID;
tmp[idx++] = mInputs[i].getID();
}
for (int i=0; i < mOutputCount; i++) {
tmp[idx++] = ProgramParam.OUTPUT.mID;
tmp[idx++] = mOutputs[i].getID();
}
for (int i=0; i < mConstantCount; i++) {
tmp[idx++] = ProgramParam.CONSTANT.mID;
tmp[idx++] = mConstants[i].getID();
}
for (int i=0; i < mTextureCount; i++) {
tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
tmp[idx++] = mTextureTypes[i].mID;
}
int id = mRS.nProgramVertexCreate(mShader, tmp);
ProgramVertexFixedFunction pv = new ProgramVertexFixedFunction(id, mRS);
initProgram(pv);
return pv;
}
}
public static class Builder {
boolean mTextureMatrixEnable;
String mShader;
RenderScript mRS;
/**
* Creates a builder for fixed function vertex program
*
* @param rs
*/
public Builder(RenderScript rs) {
mRS = rs;
}
/**
* Specifies whether texture matrix calculations are to be added
* to the shader
*
*/
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.setX(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";
}
/**
* Creates ProgramVertexFixedFunction from the current state of
* the builder
*
* @return Fixed function emulation ProgramVertex
*/
public ProgramVertexFixedFunction create() {
buildShaderString();
InternalBuilder sb = new InternalBuilder(mRS);
sb.setShader(mShader);
sb.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");
sb.addInput(b.create());
return sb.create();
}
}
/**
* Helper class to store modelview, projection and texture
* matrices for ProgramVertexFixedFunction
*
*/
public static class Constants {
static final int MODELVIEW_OFFSET = 0;
static final int PROJECTION_OFFSET = 16;
static final int TEXTURE_OFFSET = 32;
Matrix4f mModel;
Matrix4f mProjection;
Matrix4f mTexture;
Allocation mAlloc;
Allocation getAllocation() {
return mAlloc;
}
private FieldPacker mIOBuffer;
/**
* Creates buffer to store fixed function emulation matrices
*
* @param rs
**/
public Constants(RenderScript rs) {
Type constInputType = ProgramVertexFixedFunction.Builder.getConstantInputType(rs);
mAlloc = Allocation.createTyped(rs, constInputType);
int bufferSize = constInputType.getElement().getSizeBytes()*
constInputType.getCount();
mIOBuffer = new FieldPacker(bufferSize);
mModel = new Matrix4f();
mProjection = new Matrix4f();
mTexture = new Matrix4f();
setModelview(new Matrix4f());
setProjection(new Matrix4f());
setTexture(new Matrix4f());
}
/**
* Forces deallocation of memory backing the contant matrices.
* Normally, this is unnecessary and will be garbage collected
*
*/
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.copyFrom(mIOBuffer.getData());
}
/**
* Sets the modelview matrix in the fixed function matrix buffer
*
* @param m modelview matrix
*/
public void setModelview(Matrix4f m) {
mModel.load(m);
addToBuffer(MODELVIEW_OFFSET*4, m);
}
/**
* Sets the projection matrix in the fixed function matrix buffer
*
* @param m projection matrix
*/
public void setProjection(Matrix4f m) {
mProjection.load(m);
addToBuffer(PROJECTION_OFFSET*4, m);
}
/**
* Sets the texture matrix in the fixed function matrix buffer.
* Texture matrix must be enabled in the
* ProgramVertexFixedFunction builder for the shader to utilize
* it.
*
* @param m modelview matrix
*/
public void setTexture(Matrix4f m) {
mTexture.load(m);
addToBuffer(TEXTURE_OFFSET*4, m);
}
}
}
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