/* * 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. */ #ifndef ANDROID_RSD_MESH_OBJ_H #define ANDROID_RSD_MESH_OBJ_H // --------------------------------------------------------------------------- namespace android { namespace renderscript { class Context; class Mesh; class Element; } } #include "driver/rsdVertexArray.h" // An element is a group of Components that occupies one cell in a structure. class RsdMeshObj { public: RsdMeshObj(const android::renderscript::Context *, const android::renderscript::Mesh *); ~RsdMeshObj(); void renderPrimitiveRange(const android::renderscript::Context *, uint32_t primIndex, size_t start, uint32_t len) const; bool init(const android::renderscript::Context *rsc); protected: const android::renderscript::Mesh *mRSMesh; uint32_t *mGLPrimitives; void updateGLPrimitives(const android::renderscript::Context *rsc); bool isValidGLComponent(const android::renderscript::Element *elem, uint32_t fieldIdx); // Attribues that allow us to map to GL RsdVertexArray::Attrib *mAttribs; // This allows us to figure out which allocation the attribute // belongs to. In the event the allocation is uploaded to GL // buffer, it lets us properly map it uint32_t *mAttribAllocationIndex; uint32_t mAttribCount; }; #endif //ANDROID_RSD_MESH_OBJ_H