1*e1eccf28SAndroid Build Coastguard Worker /* 2*e1eccf28SAndroid Build Coastguard Worker * Copyright (C) 2011 The Android Open Source Project 3*e1eccf28SAndroid Build Coastguard Worker * 4*e1eccf28SAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*e1eccf28SAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*e1eccf28SAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*e1eccf28SAndroid Build Coastguard Worker * 8*e1eccf28SAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*e1eccf28SAndroid Build Coastguard Worker * 10*e1eccf28SAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*e1eccf28SAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*e1eccf28SAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*e1eccf28SAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*e1eccf28SAndroid Build Coastguard Worker * limitations under the License. 15*e1eccf28SAndroid Build Coastguard Worker */ 16*e1eccf28SAndroid Build Coastguard Worker 17*e1eccf28SAndroid Build Coastguard Worker #ifndef ANDROID_RSD_MESH_OBJ_H 18*e1eccf28SAndroid Build Coastguard Worker #define ANDROID_RSD_MESH_OBJ_H 19*e1eccf28SAndroid Build Coastguard Worker 20*e1eccf28SAndroid Build Coastguard Worker // --------------------------------------------------------------------------- 21*e1eccf28SAndroid Build Coastguard Worker namespace android { 22*e1eccf28SAndroid Build Coastguard Worker namespace renderscript { 23*e1eccf28SAndroid Build Coastguard Worker 24*e1eccf28SAndroid Build Coastguard Worker class Context; 25*e1eccf28SAndroid Build Coastguard Worker class Mesh; 26*e1eccf28SAndroid Build Coastguard Worker class Element; 27*e1eccf28SAndroid Build Coastguard Worker 28*e1eccf28SAndroid Build Coastguard Worker } // namespace renderscript 29*e1eccf28SAndroid Build Coastguard Worker } // namespace android 30*e1eccf28SAndroid Build Coastguard Worker 31*e1eccf28SAndroid Build Coastguard Worker #include "driver/rsdVertexArray.h" 32*e1eccf28SAndroid Build Coastguard Worker 33*e1eccf28SAndroid Build Coastguard Worker // An element is a group of Components that occupies one cell in a structure. 34*e1eccf28SAndroid Build Coastguard Worker class RsdMeshObj { 35*e1eccf28SAndroid Build Coastguard Worker public: 36*e1eccf28SAndroid Build Coastguard Worker RsdMeshObj(const android::renderscript::Context *, 37*e1eccf28SAndroid Build Coastguard Worker const android::renderscript::Mesh *); 38*e1eccf28SAndroid Build Coastguard Worker ~RsdMeshObj(); 39*e1eccf28SAndroid Build Coastguard Worker 40*e1eccf28SAndroid Build Coastguard Worker void renderPrimitiveRange(const android::renderscript::Context *, 41*e1eccf28SAndroid Build Coastguard Worker uint32_t primIndex, size_t start, uint32_t len) const; 42*e1eccf28SAndroid Build Coastguard Worker 43*e1eccf28SAndroid Build Coastguard Worker bool init(const android::renderscript::Context *rsc); 44*e1eccf28SAndroid Build Coastguard Worker 45*e1eccf28SAndroid Build Coastguard Worker protected: 46*e1eccf28SAndroid Build Coastguard Worker const android::renderscript::Mesh *mRSMesh; 47*e1eccf28SAndroid Build Coastguard Worker 48*e1eccf28SAndroid Build Coastguard Worker uint32_t *mGLPrimitives; 49*e1eccf28SAndroid Build Coastguard Worker void updateGLPrimitives(const android::renderscript::Context *rsc); 50*e1eccf28SAndroid Build Coastguard Worker 51*e1eccf28SAndroid Build Coastguard Worker bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx); 52*e1eccf28SAndroid Build Coastguard Worker // Attribues that allow us to map to GL 53*e1eccf28SAndroid Build Coastguard Worker RsdVertexArray::Attrib *mAttribs; 54*e1eccf28SAndroid Build Coastguard Worker // This allows us to figure out which allocation the attribute 55*e1eccf28SAndroid Build Coastguard Worker // belongs to. In the event the allocation is uploaded to GL 56*e1eccf28SAndroid Build Coastguard Worker // buffer, it lets us properly map it 57*e1eccf28SAndroid Build Coastguard Worker uint32_t *mAttribAllocationIndex; 58*e1eccf28SAndroid Build Coastguard Worker uint32_t mAttribCount; 59*e1eccf28SAndroid Build Coastguard Worker }; 60*e1eccf28SAndroid Build Coastguard Worker 61*e1eccf28SAndroid Build Coastguard Worker #endif //ANDROID_RSD_MESH_OBJ_H 62*e1eccf28SAndroid Build Coastguard Worker 63*e1eccf28SAndroid Build Coastguard Worker 64*e1eccf28SAndroid Build Coastguard Worker 65