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/*
* 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_PROGRAM_VERTEX_H
#define ANDROID_RS_PROGRAM_VERTEX_H
#include "rsProgram.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class ProgramVertexState;
class ProgramVertex : public Program
{
public:
const static uint32_t MAX_LIGHTS = 8;
ProgramVertex(Context *,const char * shaderText, uint32_t shaderLength,
const uint32_t * params, uint32_t paramLength);
ProgramVertex(Context *, bool texMat);
virtual ~ProgramVertex();
virtual void setupGL(const Context *rsc, ProgramVertexState *state);
virtual void setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc);
void setTextureMatrixEnable(bool e) {mTextureMatrixEnable = e;}
void addLight(const Light *);
void setProjectionMatrix(const rsc_Matrix *) const;
void setModelviewMatrix(const rsc_Matrix *) const;
void setTextureMatrix(const rsc_Matrix *) const;
void transformToScreen(const Context *, float *v4out, const float *v3in) const;
virtual void createShader();
virtual void loadShader();
virtual void init(Context *);
protected:
uint32_t mLightCount;
ObjectBaseRef<const Light> mLights[MAX_LIGHTS];
// Hacks to create a program for now
bool mTextureMatrixEnable;
};
class ProgramVertexState
{
public:
ProgramVertexState();
~ProgramVertexState();
void init(Context *rsc, int32_t w, int32_t h);
void deinit(Context *rsc);
void updateSize(Context *rsc, int32_t w, int32_t h);
ObjectBaseRef<ProgramVertex> mDefault;
ObjectBaseRef<ProgramVertex> mLast;
ObjectBaseRef<Allocation> mDefaultAlloc;
ObjectBaseRef<Type> mAllocType;
};
}
}
#endif
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