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// Copyright (C) 2012 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.
#pragma version(1)
#pragma rs java_package_name(com.android.scenegraph)
#include "transform_def.rsh"
//#define DEBUG_PARAMS
static void writeFloatData(float *ptr, const float4 *input, uint32_t vecSize) {
#ifdef DEBUG_PARAMS
rsDebug("Writing value ", *input);
rsDebug("Writing vec size ", vecSize);
#endif // DEBUG_PARAMS
switch (vecSize) {
case 1:
*ptr = input->x;
break;
case 2:
*((float2*)ptr) = (*input).xy;
break;
case 3:
*((float3*)ptr) = (*input).xyz;
break;
case 4:
*((float4*)ptr) = *input;
break;
}
}
static void processParam(SgShaderParam *p, uint8_t *constantBuffer, const SgCamera *currentCam) {
#ifdef DEBUG_PARAMS
rsDebug("____________ Param bufferOffset", p->bufferOffset);
rsDebug("Param Type ", p->type);
#endif // DEBUG_PARAMS
uint8_t *dataPtr = constantBuffer + p->bufferOffset;
const SgTransform *pTransform = NULL;
if (rsIsObject(p->transform)) {
pTransform = (const SgTransform *)rsGetElementAt(p->transform, 0);
#ifdef DEBUG_PARAMS
rsDebug("Param transform", pTransform);
printName(pTransform->name);
#endif // DEBUG_PARAMS
}
const SgLight *pLight = NULL;
if (rsIsObject(p->light)) {
pLight = (const SgLight *)rsGetElementAt(p->light, 0);
#ifdef DEBUG_PARAMS
printLightInfo(pLight);
#endif // DEBUG_PARAMS
}
switch(p->type) {
case SHADER_PARAM_FLOAT4_DATA:
writeFloatData((float*)dataPtr, &p->float_value, p->float_vecSize);
break;
case SHADER_PARAM_FLOAT4_CAMERA_POS:
writeFloatData((float*)dataPtr, ¤tCam->position, p->float_vecSize);
break;
case SHADER_PARAM_FLOAT4_CAMERA_DIR: break;
case SHADER_PARAM_FLOAT4_LIGHT_COLOR:
writeFloatData((float*)dataPtr, &pLight->color, p->float_vecSize);
break;
case SHADER_PARAM_FLOAT4_LIGHT_POS:
writeFloatData((float*)dataPtr, &pLight->position, p->float_vecSize);
break;
case SHADER_PARAM_FLOAT4_LIGHT_DIR: break;
case SHADER_PARAM_TRANSFORM_DATA:
rsMatrixLoad((rs_matrix4x4*)dataPtr, &pTransform->globalMat);
break;
case SHADER_PARAM_TRANSFORM_VIEW:
rsMatrixLoad((rs_matrix4x4*)dataPtr, ¤tCam->view);
break;
case SHADER_PARAM_TRANSFORM_PROJ:
rsMatrixLoad((rs_matrix4x4*)dataPtr, ¤tCam->proj);
break;
case SHADER_PARAM_TRANSFORM_VIEW_PROJ:
rsMatrixLoad((rs_matrix4x4*)dataPtr, ¤tCam->viewProj);
break;
case SHADER_PARAM_TRANSFORM_MODEL:
rsMatrixLoad((rs_matrix4x4*)dataPtr, &pTransform->globalMat);
break;
case SHADER_PARAM_TRANSFORM_MODEL_VIEW:
rsMatrixLoad((rs_matrix4x4*)dataPtr, ¤tCam->view);
rsMatrixLoadMultiply((rs_matrix4x4*)dataPtr,
(rs_matrix4x4*)dataPtr,
&pTransform->globalMat);
break;
case SHADER_PARAM_TRANSFORM_MODEL_VIEW_PROJ:
rsMatrixLoad((rs_matrix4x4*)dataPtr, ¤tCam->viewProj);
rsMatrixLoadMultiply((rs_matrix4x4*)dataPtr,
(rs_matrix4x4*)dataPtr,
&pTransform->globalMat);
break;
}
}
void root(const rs_allocation *v_in, rs_allocation *v_out, const void *usrData) {
SgRenderable *drawable = (SgRenderable *)rsGetElementAt(*v_out, 0);
// Visibility flag was set earlier in the cull stage
if (!drawable->isVisible) {
return;
}
const SgCamera *camera = (const SgCamera*)usrData;
// Data we are updating
if (rsIsObject(drawable->pf_const)) {
uint8_t *constantBuffer = (uint8_t*)rsGetElementAt(drawable->pf_const, 0);
int numParams = 0;
if (rsIsObject(drawable->pf_constParams)) {
numParams = rsAllocationGetDimX(drawable->pf_constParams);
}
for (int i = 0; i < numParams; i ++) {
SgShaderParam *current = (SgShaderParam*)rsGetElementAt(drawable->pf_constParams, i);
processParam(current, constantBuffer, camera);
}
//rsgAllocationSyncAll(drawable->pf_const);
}
if (rsIsObject(drawable->pv_const)) {
uint8_t *constantBuffer = (uint8_t*)rsGetElementAt(drawable->pv_const, 0);
int numParams = 0;
if (rsIsObject(drawable->pv_constParams)) {
numParams = rsAllocationGetDimX(drawable->pv_constParams);
}
for (int i = 0; i < numParams; i ++) {
SgShaderParam *current = (SgShaderParam*)rsGetElementAt(drawable->pv_constParams, i);
processParam(current, constantBuffer, camera);
}
//rsgAllocationSyncAll(drawable->pv_const);
}
}
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