1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
|
// 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 "scenegraph_objects.rsh"
//#define DEBUG_PARAMS
static void debugParam(SgShaderParam *p, uint8_t *constantBuffer, const SgCamera *currentCam) {
rsDebug("____________ Param bufferOffset", p->bufferOffset);
rsDebug("Param Type ", p->type);
if (rsIsObject(p->paramName)) {
printName(p->paramName);
}
uint8_t *dataPtr = constantBuffer + p->bufferOffset;
const SgTransform *pTransform = NULL;
if (rsIsObject(p->transform)) {
pTransform = (const SgTransform *)rsGetElementAt(p->transform, 0);
rsDebug("Param transform", pTransform);
printName(pTransform->name);
}
const SgLight *pLight = NULL;
if (rsIsObject(p->light)) {
pLight = (const SgLight *)rsGetElementAt(p->light, 0);
printLightInfo(pLight);
}
}
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 bool processParam(SgShaderParam *p, uint8_t *constantBuffer, const SgCamera *currentCam) {
const SgTransform *pTransform = NULL;
if (rsIsObject(p->transform)) {
pTransform = (const SgTransform *)rsGetElementAt(p->transform, 0);
// If we are a transform param and our transform is unchanged, nothing to do
bool isTransformOnly = (p->type > SHADER_PARAM_DATA_ONLY);
if (p->transformTimestamp == pTransform->timestamp && isTransformOnly) {
return false;
}
p->transformTimestamp = pTransform->timestamp;
}
const SgLight *pLight = NULL;
if (rsIsObject(p->light)) {
pLight = (const SgLight *)rsGetElementAt(p->light, 0);
}
uint8_t *dataPtr = constantBuffer + p->bufferOffset;
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;
}
return true;
}
static void processAllParams(rs_allocation shaderConst,
rs_allocation allParams,
const SgCamera *camera) {
if (rsIsObject(shaderConst)) {
uint8_t *constantBuffer = (uint8_t*)rsGetElementAt(shaderConst, 0);
int numParams = 0;
if (rsIsObject(allParams)) {
numParams = rsAllocationGetDimX(allParams);
}
bool updated = false;
for (int i = 0; i < numParams; i ++) {
SgShaderParam *current = (SgShaderParam*)rsGetElementAt(allParams, i);
#ifdef DEBUG_PARAMS
debugParam(current, constantBuffer, camera);
#endif // DEBUG_PARAMS
updated = processParam(current, constantBuffer, camera) || updated;
}
}
}
|