Files
frameworks_base/libs/rs/rsMesh.cpp
Alex Sakhartchouk 164aaedf7f Start of mesh API cleanup.
Switched all native code to go through Mesh class.
Removed SimpleMesh
Added java Mesh class
Will need to port all existing code to use java Mesh, then remove java SimpleMesh.

Change-Id: Idb9c03d0b06b4ef87db28dffcffa1881d39120e5
2010-07-01 16:14:12 -07:00

364 lines
11 KiB
C++

/*
* 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_BUILD_FOR_HOST
#include "rsContext.h"
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES/glext.h>
#else
#include "rsContextHostStub.h"
#include <OpenGL/gl.h>
#include <OpenGl/glext.h>
#endif
using namespace android;
using namespace android::renderscript;
Mesh::Mesh(Context *rsc) : ObjectBase(rsc)
{
mAllocFile = __FILE__;
mAllocLine = __LINE__;
mPrimitives = NULL;
mPrimitivesCount = 0;
mVertexBuffers = NULL;
mVertexTypes = NULL;
mVertexBufferCount = 0;
}
Mesh::~Mesh()
{
if(mVertexTypes) {
delete[] mVertexTypes;
}
if(mVertexBuffers) {
delete[] mVertexBuffers;
}
if(mPrimitives) {
for(uint32_t i = 0; i < mPrimitivesCount; i ++) {
delete mPrimitives[i];
}
delete[] mPrimitives;
}
}
void Mesh::render(Context *rsc) const
{
for(uint32_t ct = 0; ct < mPrimitivesCount; ct ++) {
renderPrimitive(rsc, ct);
}
}
void Mesh::renderPrimitive(Context *rsc, uint32_t primIndex) const {
if (primIndex >= mPrimitivesCount) {
LOGE("Invalid primitive index");
return;
}
Primitive_t *prim = mPrimitives[primIndex];
if (prim->mIndexBuffer.get()) {
renderPrimitiveRange(rsc, primIndex, 0, prim->mIndexBuffer->getType()->getDimX());
return;
}
if (prim->mPrimitiveBuffer.get()) {
renderPrimitiveRange(rsc, primIndex, 0, prim->mPrimitiveBuffer->getType()->getDimX());
return;
}
renderPrimitiveRange(rsc, primIndex, 0, mVertexBuffers[0]->getType()->getDimX());
}
void Mesh::renderPrimitiveRange(Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const
{
if (len < 1 || primIndex >= mPrimitivesCount) {
return;
}
rsc->checkError("Mesh::renderPrimitiveRange 1");
VertexArray va;
for (uint32_t ct=0; ct < mVertexBufferCount; ct++) {
mVertexBuffers[ct]->uploadCheck(rsc);
if (mVertexBuffers[ct]->getIsBufferObject()) {
va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
} else {
va.setActiveBuffer(mVertexBuffers[ct]->getPtr());
}
mVertexBuffers[ct]->getType()->enableGLVertexBuffer(&va);
}
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
rsc->checkError("Mesh::renderPrimitiveRange 2");
Primitive_t *prim = mPrimitives[primIndex];
if (prim->mIndexBuffer.get()) {
prim->mIndexBuffer->uploadCheck(rsc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prim->mIndexBuffer->getBufferObjectID());
glDrawElements(prim->mGLPrimitive, len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
} else {
glDrawArrays(prim->mGLPrimitive, start, len);
}
rsc->checkError("Mesh::renderPrimitiveRange");
}
void Mesh::uploadAll(Context *rsc)
{
for (uint32_t ct = 0; ct < mVertexBufferCount; ct ++) {
if (mVertexBuffers[ct].get()) {
mVertexBuffers[ct]->deferedUploadToBufferObject(rsc);
}
}
for (uint32_t ct = 0; ct < mPrimitivesCount; ct ++) {
if (mPrimitives[ct]->mIndexBuffer.get()) {
mPrimitives[ct]->mIndexBuffer->deferedUploadToBufferObject(rsc);
}
if (mPrimitives[ct]->mPrimitiveBuffer.get()) {
mPrimitives[ct]->mPrimitiveBuffer->deferedUploadToBufferObject(rsc);
}
}
rsc->checkError("Mesh::uploadAll");
}
void Mesh::updateGLPrimitives()
{
for(uint32_t i = 0; i < mPrimitivesCount; i ++) {
switch(mPrimitives[i]->mPrimitive) {
case RS_PRIMITIVE_POINT: mPrimitives[i]->mGLPrimitive = GL_POINTS; break;
case RS_PRIMITIVE_LINE: mPrimitives[i]->mGLPrimitive = GL_LINES; break;
case RS_PRIMITIVE_LINE_STRIP: mPrimitives[i]->mGLPrimitive = GL_LINE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE: mPrimitives[i]->mGLPrimitive = GL_TRIANGLES; break;
case RS_PRIMITIVE_TRIANGLE_STRIP: mPrimitives[i]->mGLPrimitive = GL_TRIANGLE_STRIP; break;
case RS_PRIMITIVE_TRIANGLE_FAN: mPrimitives[i]->mGLPrimitive = GL_TRIANGLE_FAN; break;
}
}
}
void Mesh::serialize(OStream *stream) const
{
// Need to identify ourselves
stream->addU32((uint32_t)getClassId());
String8 name(getName());
stream->addString(&name);
// Store number of vertex streams
stream->addU32(mVertexBufferCount);
for(uint32_t vCount = 0; vCount < mVertexBufferCount; vCount ++) {
mVertexBuffers[vCount]->serialize(stream);
}
stream->addU32(mPrimitivesCount);
// Store the primitives
for (uint32_t pCount = 0; pCount < mPrimitivesCount; pCount ++) {
Primitive_t * prim = mPrimitives[pCount];
stream->addU8((uint8_t)prim->mPrimitive);
if(prim->mIndexBuffer.get()) {
stream->addU32(1);
prim->mIndexBuffer->serialize(stream);
}
else {
stream->addU32(0);
}
if(prim->mPrimitiveBuffer.get()) {
stream->addU32(1);
prim->mPrimitiveBuffer->serialize(stream);
}
else {
stream->addU32(0);
}
}
}
Mesh *Mesh::createFromStream(Context *rsc, IStream *stream)
{
// First make sure we are reading the correct object
RsA3DClassID classID = (RsA3DClassID)stream->loadU32();
if(classID != RS_A3D_CLASS_ID_MESH) {
LOGE("mesh loading skipped due to invalid class id");
return NULL;
}
Mesh * mesh = new Mesh(rsc);
String8 name;
stream->loadString(&name);
mesh->setName(name.string(), name.size());
mesh->mVertexBufferCount = stream->loadU32();
if(mesh->mVertexBufferCount) {
mesh->mVertexBuffers = new ObjectBaseRef<Allocation>[mesh->mVertexBufferCount];
for(uint32_t vCount = 0; vCount < mesh->mVertexBufferCount; vCount ++) {
Allocation *vertexAlloc = Allocation::createFromStream(rsc, stream);
mesh->mVertexBuffers[vCount].set(vertexAlloc);
}
}
mesh->mPrimitivesCount = stream->loadU32();
if(mesh->mPrimitivesCount) {
mesh->mPrimitives = new Primitive_t *[mesh->mPrimitivesCount];
// load all primitives
for (uint32_t pCount = 0; pCount < mesh->mPrimitivesCount; pCount ++) {
Primitive_t * prim = new Primitive_t;
mesh->mPrimitives[pCount] = prim;
prim->mPrimitive = (RsPrimitive)stream->loadU8();
// Check to see if the index buffer was stored
uint32_t isIndexPresent = stream->loadU32();
if(isIndexPresent) {
Allocation *indexAlloc = Allocation::createFromStream(rsc, stream);
prim->mIndexBuffer.set(indexAlloc);
}
// Check to see if the primitive buffer was stored
uint32_t isPrimitivePresent = stream->loadU32();
if(isPrimitivePresent) {
Allocation *primitiveAlloc = Allocation::createFromStream(rsc, stream);
prim->mPrimitiveBuffer.set(primitiveAlloc);
}
}
}
mesh->updateGLPrimitives();
mesh->uploadAll(rsc);
return mesh;
}
MeshContext::MeshContext()
{
}
MeshContext::~MeshContext()
{
}
namespace android {
namespace renderscript {
RsMesh rsi_MeshCreate(Context *rsc, uint32_t vtxCount, uint32_t idxCount)
{
Mesh *sm = new Mesh(rsc);
sm->incUserRef();
sm->mPrimitivesCount = idxCount;
sm->mPrimitives = new Mesh::Primitive_t *[sm->mPrimitivesCount];
for(uint32_t ct = 0; ct < idxCount; ct ++) {
sm->mPrimitives[ct] = new Mesh::Primitive_t;
}
sm->mVertexBufferCount = vtxCount;
sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
sm->mVertexTypes = new ObjectBaseRef<const Type>[vtxCount];
return sm;
}
void rsi_MeshBindVertex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t slot)
{
Mesh *sm = static_cast<Mesh *>(mv);
rsAssert(slot < sm->mVertexBufferCount);
sm->mVertexBuffers[slot].set((Allocation *)va);
}
void rsi_MeshBindIndex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t primType, uint32_t slot)
{
Mesh *sm = static_cast<Mesh *>(mv);
rsAssert(slot < sm->mPrimitivesCount);
sm->mPrimitives[slot]->mIndexBuffer.set((Allocation *)va);
sm->mPrimitives[slot]->mPrimitive = (RsPrimitive)primType;
sm->updateGLPrimitives();
}
void rsi_MeshBindPrimitive(Context *rsc, RsMesh mv, RsAllocation va, uint32_t primType, uint32_t slot)
{
Mesh *sm = static_cast<Mesh *>(mv);
rsAssert(slot < sm->mPrimitivesCount);
sm->mPrimitives[slot]->mPrimitiveBuffer.set((Allocation *)va);
sm->mPrimitives[slot]->mPrimitive = (RsPrimitive)primType;
sm->updateGLPrimitives();
}
// Route all the simple mesh through mesh
RsMesh rsi_SimpleMeshCreate(Context *rsc, RsType prim, RsType idx, RsType *vtx, uint32_t vtxCount, uint32_t primType)
{
Mesh *sm = new Mesh(rsc);
sm->incUserRef();
sm->mPrimitivesCount = 1;
sm->mPrimitives = new Mesh::Primitive_t *[sm->mPrimitivesCount];
sm->mPrimitives[0] = new Mesh::Primitive_t;
sm->mPrimitives[0]->mIndexType.set((const Type *)idx);
sm->mPrimitives[0]->mPrimitiveType.set((const Type *)prim);
sm->mPrimitives[0]->mPrimitive = (RsPrimitive)primType;
sm->updateGLPrimitives();
sm->mVertexBufferCount = vtxCount;
sm->mVertexTypes = new ObjectBaseRef<const Type>[vtxCount];
sm->mVertexBuffers = new ObjectBaseRef<Allocation>[vtxCount];
for (uint32_t ct=0; ct < vtxCount; ct++) {
sm->mVertexTypes[ct].set((const Type *)vtx[ct]);
}
return sm;
}
void rsi_SimpleMeshBindVertex(Context *rsc, RsMesh mv, RsAllocation va, uint32_t slot)
{
Mesh *sm = static_cast<Mesh *>(mv);
rsAssert(slot < sm->mVertexBufferCount);
sm->mVertexBuffers[slot].set((Allocation *)va);
}
void rsi_SimpleMeshBindIndex(Context *rsc, RsMesh mv, RsAllocation va)
{
Mesh *sm = static_cast<Mesh *>(mv);
sm->mPrimitives[0]->mIndexBuffer.set((Allocation *)va);
}
void rsi_SimpleMeshBindPrimitive(Context *rsc, RsMesh mv, RsAllocation va)
{
Mesh *sm = static_cast<Mesh *>(mv);
sm->mPrimitives[0]->mPrimitiveBuffer.set((Allocation *)va);
}
}}