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+/*
+ * Copyright (C) 2011 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.
+ */
+
+/** @file rs_graphics.rsh
+ * \brief Renderscript graphics API
+ *
+ * A set of graphics functions used by Renderscript.
+ *
+ */
+#ifndef __RS_GRAPHICS_RSH__
+#define __RS_GRAPHICS_RSH__
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+/**
+ * Set the color target used for all subsequent rendering calls
+ * @param colorTarget
+ * @param slot
+ */
+extern void __attribute__((overloadable))
+ rsgBindColorTarget(rs_allocation colorTarget, uint slot);
+
+/**
+ * Clear the previously set color target
+ * @param slot
+ */
+extern void __attribute__((overloadable))
+ rsgClearColorTarget(uint slot);
+
+/**
+ * Set the depth target used for all subsequent rendering calls
+ * @param depthTarget
+ */
+extern void __attribute__((overloadable))
+ rsgBindDepthTarget(rs_allocation depthTarget);
+
+/**
+ * Clear the previously set depth target
+ */
+extern void __attribute__((overloadable))
+ rsgClearDepthTarget(void);
+
+/**
+ * Clear all color and depth targets and resume rendering into
+ * the framebuffer
+ */
+extern void __attribute__((overloadable))
+ rsgClearAllRenderTargets(void);
+
+/**
+ * Force Renderscript to finish all rendering commands
+ */
+extern uint __attribute__((overloadable))
+ rsgFinish(void);
+
+#endif //defined(RS_VERSION) && (RS_VERSION >= 14)
+
+/**
+ * Bind a new ProgramFragment to the rendering context.
+ *
+ * @param pf
+ */
+extern void __attribute__((overloadable))
+ rsgBindProgramFragment(rs_program_fragment pf);
+
+/**
+ * Bind a new ProgramStore to the rendering context.
+ *
+ * @param ps
+ */
+extern void __attribute__((overloadable))
+ rsgBindProgramStore(rs_program_store ps);
+
+/**
+ * Bind a new ProgramVertex to the rendering context.
+ *
+ * @param pv
+ */
+extern void __attribute__((overloadable))
+ rsgBindProgramVertex(rs_program_vertex pv);
+
+/**
+ * Bind a new ProgramRaster to the rendering context.
+ *
+ * @param pr
+ */
+extern void __attribute__((overloadable))
+ rsgBindProgramRaster(rs_program_raster pr);
+
+/**
+ * Bind a new Sampler object to a ProgramFragment. The sampler will
+ * operate on the texture bound at the matching slot.
+ *
+ * @param slot
+ */
+extern void __attribute__((overloadable))
+ rsgBindSampler(rs_program_fragment, uint slot, rs_sampler);
+
+/**
+ * Bind a new Allocation object to a ProgramFragment. The
+ * Allocation must be a valid texture for the Program. The sampling
+ * of the texture will be controled by the Sampler bound at the
+ * matching slot.
+ *
+ * @param slot
+ */
+extern void __attribute__((overloadable))
+ rsgBindTexture(rs_program_fragment, uint slot, rs_allocation);
+
+/**
+ * Load the projection matrix for a currently bound fixed function
+ * vertex program. Calling this function with a custom vertex shader
+ * would result in an error.
+ * @param proj projection matrix
+ */
+extern void __attribute__((overloadable))
+ rsgProgramVertexLoadProjectionMatrix(const rs_matrix4x4 *proj);
+/**
+ * Load the model matrix for a currently bound fixed function
+ * vertex program. Calling this function with a custom vertex shader
+ * would result in an error.
+ * @param model model matrix
+ */
+extern void __attribute__((overloadable))
+ rsgProgramVertexLoadModelMatrix(const rs_matrix4x4 *model);
+/**
+ * Load the texture matrix for a currently bound fixed function
+ * vertex program. Calling this function with a custom vertex shader
+ * would result in an error.
+ * @param tex texture matrix
+ */
+extern void __attribute__((overloadable))
+ rsgProgramVertexLoadTextureMatrix(const rs_matrix4x4 *tex);
+/**
+ * Get the projection matrix for a currently bound fixed function
+ * vertex program. Calling this function with a custom vertex shader
+ * would result in an error.
+ * @param proj matrix to store the current projection matrix into
+ */
+extern void __attribute__((overloadable))
+ rsgProgramVertexGetProjectionMatrix(rs_matrix4x4 *proj);
+
+/**
+ * Set the constant color for a fixed function emulation program.
+ *
+ * @param pf
+ * @param r
+ * @param g
+ * @param b
+ * @param a
+ */
+extern void __attribute__((overloadable))
+ rsgProgramFragmentConstantColor(rs_program_fragment pf, float r, float g, float b, float a);
+
+/**
+ * Get the width of the current rendering surface.
+ *
+ * @return uint
+ */
+extern uint __attribute__((overloadable))
+ rsgGetWidth(void);
+
+/**
+ * Get the height of the current rendering surface.
+ *
+ * @return uint
+ */
+extern uint __attribute__((overloadable))
+ rsgGetHeight(void);
+
+
+/**
+ * Sync the contents of an allocation from its SCRIPT memory space to its HW
+ * memory spaces.
+ *
+ * @param alloc
+ */
+extern void __attribute__((overloadable))
+ rsgAllocationSyncAll(rs_allocation alloc);
+
+#if (defined(RS_VERSION) && (RS_VERSION >= 14))
+
+/**
+ * Sync the contents of an allocation from memory space
+ * specified by source.
+ *
+ * @param alloc
+ * @param source
+ */
+extern void __attribute__((overloadable))
+ rsgAllocationSyncAll(rs_allocation alloc,
+ rs_allocation_usage_type source);
+
+#endif //defined(RS_VERSION) && (RS_VERSION >= 14)
+
+/**
+ * Low performance utility function for drawing a simple rectangle. Not
+ * intended for drawing large quantities of geometry.
+ *
+ * @param x1
+ * @param y1
+ * @param x2
+ * @param y2
+ * @param z
+ */
+extern void __attribute__((overloadable))
+ rsgDrawRect(float x1, float y1, float x2, float y2, float z);
+
+/**
+ * Low performance utility function for drawing a simple quad. Not intended for
+ * drawing large quantities of geometry.
+ *
+ * @param x1
+ * @param y1
+ * @param z1
+ * @param x2
+ * @param y2
+ * @param z2
+ * @param x3
+ * @param y3
+ * @param z3
+ * @param x4
+ * @param y4
+ * @param z4
+ */
+extern void __attribute__((overloadable))
+ rsgDrawQuad(float x1, float y1, float z1,
+ float x2, float y2, float z2,
+ float x3, float y3, float z3,
+ float x4, float y4, float z4);
+
+
+/**
+ * Low performance utility function for drawing a textured quad. Not intended
+ * for drawing large quantities of geometry.
+ *
+ * @param x1
+ * @param y1
+ * @param z1
+ * @param u1
+ * @param v1
+ * @param x2
+ * @param y2
+ * @param z2
+ * @param u2
+ * @param v2
+ * @param x3
+ * @param y3
+ * @param z3
+ * @param u3
+ * @param v3
+ * @param x4
+ * @param y4
+ * @param z4
+ * @param u4
+ * @param v4
+ */
+extern void __attribute__((overloadable))
+ rsgDrawQuadTexCoords(float x1, float y1, float z1, float u1, float v1,
+ float x2, float y2, float z2, float u2, float v2,
+ float x3, float y3, float z3, float u3, float v3,
+ float x4, float y4, float z4, float u4, float v4);
+
+
+/**
+ * Low performance function for drawing rectangles in screenspace. This
+ * function uses the default passthough ProgramVertex. Any bound ProgramVertex
+ * is ignored. This function has considerable overhead and should not be used
+ * for drawing in shipping applications.
+ *
+ * @param x
+ * @param y
+ * @param z
+ * @param w
+ * @param h
+ */
+extern void __attribute__((overloadable))
+ rsgDrawSpriteScreenspace(float x, float y, float z, float w, float h);
+
+/**
+ * Draw a mesh using the current context state. The whole mesh is
+ * rendered.
+ *
+ * @param ism
+ */
+extern void __attribute__((overloadable))
+ rsgDrawMesh(rs_mesh ism);
+/**
+ * Draw part of a mesh using the current context state.
+ * @param ism mesh object to render
+ * @param primitiveIndex for meshes that contain multiple primitive groups
+ * this parameter specifies the index of the group to draw.
+ */
+extern void __attribute__((overloadable))
+ rsgDrawMesh(rs_mesh ism, uint primitiveIndex);
+/**
+ * Draw specified index range of part of a mesh using the current context state.
+ * @param ism mesh object to render
+ * @param primitiveIndex for meshes that contain multiple primitive groups
+ * this parameter specifies the index of the group to draw.
+ * @param start starting index in the range
+ * @param len number of indices to draw
+ */
+extern void __attribute__((overloadable))
+ rsgDrawMesh(rs_mesh ism, uint primitiveIndex, uint start, uint len);
+
+/**
+ * Clears the rendering surface to the specified color.
+ *
+ * @param r
+ * @param g
+ * @param b
+ * @param a
+ */
+extern void __attribute__((overloadable))
+ rsgClearColor(float r, float g, float b, float a);
+
+/**
+ * Clears the depth suface to the specified value.
+ */
+extern void __attribute__((overloadable))
+ rsgClearDepth(float value);
+/**
+ * Draws text given a string and location
+ */
+extern void __attribute__((overloadable))
+ rsgDrawText(const char *, int x, int y);
+/**
+ * \overload
+ */
+extern void __attribute__((overloadable))
+ rsgDrawText(rs_allocation, int x, int y);
+/**
+ * Binds the font object to be used for all subsequent font rendering calls
+ * @param font object to bind
+ */
+extern void __attribute__((overloadable))
+ rsgBindFont(rs_font font);
+/**
+ * Sets the font color for all subsequent rendering calls
+ * @param r red component
+ * @param g green component
+ * @param b blue component
+ * @param a alpha component
+ */
+extern void __attribute__((overloadable))
+ rsgFontColor(float r, float g, float b, float a);
+/**
+ * Returns the bounding box of the text relative to (0, 0)
+ * Any of left, right, top, bottom could be NULL
+ */
+extern void __attribute__((overloadable))
+ rsgMeasureText(const char *, int *left, int *right, int *top, int *bottom);
+/**
+ * \overload
+ */
+extern void __attribute__((overloadable))
+ rsgMeasureText(rs_allocation, int *left, int *right, int *top, int *bottom);
+/**
+ * Computes an axis aligned bounding box of a mesh object
+ */
+extern void __attribute__((overloadable))
+ rsgMeshComputeBoundingBox(rs_mesh mesh, float *minX, float *minY, float *minZ,
+ float *maxX, float *maxY, float *maxZ);
+/**
+ * \overload
+ */
+__inline__ static void __attribute__((overloadable, always_inline))
+rsgMeshComputeBoundingBox(rs_mesh mesh, float3 *bBoxMin, float3 *bBoxMax) {
+ float x1, y1, z1, x2, y2, z2;
+ rsgMeshComputeBoundingBox(mesh, &x1, &y1, &z1, &x2, &y2, &z2);
+ bBoxMin->x = x1;
+ bBoxMin->y = y1;
+ bBoxMin->z = z1;
+ bBoxMax->x = x2;
+ bBoxMax->y = y2;
+ bBoxMax->z = z2;
+}
+
+#endif
+