/* * 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. */ #include "rsContext.h" #include "rsMesh.h" #include "rs.h" namespace android { namespace renderscript { Mesh::Mesh(Context *rsc) : ObjectBase(rsc) { mHal.drv = nullptr; mHal.state.primitives = nullptr; mHal.state.primitivesCount = 0; mHal.state.indexBuffers = nullptr; mHal.state.indexBuffersCount = 0; mHal.state.vertexBuffers = nullptr; mHal.state.vertexBuffersCount = 0; mInitialized = false; mVertexBuffers = nullptr; mIndexBuffers = nullptr; } Mesh::Mesh(Context *rsc, uint32_t vertexBuffersCount, uint32_t primitivesCount) : ObjectBase(rsc) { mHal.drv = nullptr; mHal.state.primitivesCount = primitivesCount; mHal.state.indexBuffersCount = primitivesCount; mHal.state.primitives = new RsPrimitive[mHal.state.primitivesCount]; mHal.state.indexBuffers = new Allocation *[mHal.state.indexBuffersCount]; for (uint32_t i = 0; i < mHal.state.primitivesCount; i ++) { mHal.state.primitives[i] = RS_PRIMITIVE_POINT; } for (uint32_t i = 0; i < mHal.state.indexBuffersCount; i ++) { mHal.state.indexBuffers[i] = nullptr; } mHal.state.vertexBuffersCount = vertexBuffersCount; mHal.state.vertexBuffers = new Allocation *[mHal.state.vertexBuffersCount]; for (uint32_t i = 0; i < mHal.state.vertexBuffersCount; i ++) { mHal.state.vertexBuffers[i] = nullptr; } mVertexBuffers = new ObjectBaseRef<Allocation>[mHal.state.vertexBuffersCount]; mIndexBuffers = new ObjectBaseRef<Allocation>[mHal.state.primitivesCount]; } Mesh::~Mesh() { #ifndef ANDROID_RS_SERIALIZE mRSC->mHal.funcs.mesh.destroy(mRSC, this); #endif delete[] mHal.state.vertexBuffers; delete[] mHal.state.primitives; delete[] mHal.state.indexBuffers; delete[] mVertexBuffers; delete[] mIndexBuffers; } void Mesh::init() { #ifndef ANDROID_RS_SERIALIZE mRSC->mHal.funcs.mesh.init(mRSC, this); #endif } void Mesh::serialize(Context *rsc, OStream *stream) const { // Need to identify ourselves stream->addU32((uint32_t)getClassId()); stream->addString(getName()); // Store number of vertex streams stream->addU32(mHal.state.vertexBuffersCount); for (uint32_t vCount = 0; vCount < mHal.state.vertexBuffersCount; vCount ++) { mHal.state.vertexBuffers[vCount]->serialize(rsc, stream); } stream->addU32(mHal.state.primitivesCount); // Store the primitives for (uint32_t pCount = 0; pCount < mHal.state.primitivesCount; pCount ++) { stream->addU8((uint8_t)mHal.state.primitives[pCount]); if (mHal.state.indexBuffers[pCount]) { stream->addU32(1); mHal.state.indexBuffers[pCount]->serialize(rsc, 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) { ALOGE("mesh loading skipped due to invalid class id"); return nullptr; } const char *name = stream->loadString(); uint32_t vertexBuffersCount = stream->loadU32(); ObjectBaseRef<Allocation> *vertexBuffers = nullptr; if (vertexBuffersCount) { vertexBuffers = new ObjectBaseRef<Allocation>[vertexBuffersCount]; for (uint32_t vCount = 0; vCount < vertexBuffersCount; vCount ++) { Allocation *vertexAlloc = Allocation::createFromStream(rsc, stream); vertexBuffers[vCount].set(vertexAlloc); } } uint32_t primitivesCount = stream->loadU32(); ObjectBaseRef<Allocation> *indexBuffers = nullptr; RsPrimitive *primitives = nullptr; if (primitivesCount) { indexBuffers = new ObjectBaseRef<Allocation>[primitivesCount]; primitives = new RsPrimitive[primitivesCount]; // load all primitives for (uint32_t pCount = 0; pCount < primitivesCount; pCount ++) { primitives[pCount] = (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); indexBuffers[pCount].set(indexAlloc); } } } Mesh *mesh = new Mesh(rsc, vertexBuffersCount, primitivesCount); mesh->assignName(name); for (uint32_t vCount = 0; vCount < vertexBuffersCount; vCount ++) { mesh->setVertexBuffer(vertexBuffers[vCount].get(), vCount); } for (uint32_t pCount = 0; pCount < primitivesCount; pCount ++) { mesh->setPrimitive(indexBuffers[pCount].get(), primitives[pCount], pCount); } // Cleanup if (vertexBuffersCount) { delete[] vertexBuffers; } if (primitivesCount) { delete[] indexBuffers; delete[] primitives; } #ifndef ANDROID_RS_SERIALIZE mesh->init(); mesh->uploadAll(rsc); #endif return mesh; } void Mesh::render(Context *rsc) const { for (uint32_t ct = 0; ct < mHal.state.primitivesCount; ct ++) { renderPrimitive(rsc, ct); } } void Mesh::renderPrimitive(Context *rsc, uint32_t primIndex) const { if (primIndex >= mHal.state.primitivesCount) { ALOGE("Invalid primitive index"); return; } if (mHal.state.indexBuffers[primIndex]) { renderPrimitiveRange(rsc, primIndex, 0, mHal.state.indexBuffers[primIndex]->getType()->getDimX()); return; } renderPrimitiveRange(rsc, primIndex, 0, mHal.state.vertexBuffers[0]->getType()->getDimX()); } void Mesh::renderPrimitiveRange(Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const { if (len < 1 || primIndex >= mHal.state.primitivesCount) { ALOGE("Invalid mesh or parameters"); return; } mRSC->mHal.funcs.mesh.draw(mRSC, this, primIndex, start, len); } void Mesh::uploadAll(Context *rsc) { for (uint32_t ct = 0; ct < mHal.state.vertexBuffersCount; ct ++) { if (mHal.state.vertexBuffers[ct]) { rsc->mHal.funcs.allocation.markDirty(rsc, mHal.state.vertexBuffers[ct]); } } for (uint32_t ct = 0; ct < mHal.state.primitivesCount; ct ++) { if (mHal.state.indexBuffers[ct]) { rsc->mHal.funcs.allocation.markDirty(rsc, mHal.state.indexBuffers[ct]); } } } void Mesh::computeBBox(Context *rsc) { float *posPtr = nullptr; uint32_t vectorSize = 0; uint32_t stride = 0; uint32_t numVerts = 0; Allocation *posAlloc = nullptr; // First we need to find the position ptr and stride for (uint32_t ct=0; ct < mHal.state.vertexBuffersCount; ct++) { const Type *bufferType = mHal.state.vertexBuffers[ct]->getType(); const Element *bufferElem = bufferType->getElement(); for (uint32_t ct=0; ct < bufferElem->getFieldCount(); ct++) { if (strcmp(bufferElem->getFieldName(ct), "position") == 0) { vectorSize = bufferElem->getField(ct)->getComponent().getVectorSize(); stride = bufferElem->getSizeBytes() / sizeof(float); uint32_t offset = bufferElem->getFieldOffsetBytes(ct); posAlloc = mHal.state.vertexBuffers[ct]; const uint8_t *bp = (const uint8_t *)rsc->mHal.funcs.allocation.lock1D( rsc, posAlloc); posPtr = (float*)(bp + offset); numVerts = bufferType->getDimX(); break; } } if (posPtr) { break; } } mBBoxMin[0] = mBBoxMin[1] = mBBoxMin[2] = 1e6; mBBoxMax[0] = mBBoxMax[1] = mBBoxMax[2] = -1e6; if (!posPtr) { ALOGE("Unable to compute bounding box"); mBBoxMin[0] = mBBoxMin[1] = mBBoxMin[2] = 0.0f; mBBoxMax[0] = mBBoxMax[1] = mBBoxMax[2] = 0.0f; return; } for (uint32_t i = 0; i < numVerts; i ++) { for (uint32_t v = 0; v < vectorSize; v ++) { mBBoxMin[v] = rsMin(mBBoxMin[v], posPtr[v]); mBBoxMax[v] = rsMax(mBBoxMax[v], posPtr[v]); } posPtr += stride; } if (posAlloc) { rsc->mHal.funcs.allocation.unlock1D(rsc, posAlloc); } } RsMesh rsi_MeshCreate(Context *rsc, RsAllocation * vtx, size_t vtxCount, RsAllocation * idx, size_t idxCount, uint32_t * primType, size_t primTypeCount) { rsAssert(idxCount == primTypeCount); Mesh *sm = new Mesh(rsc, vtxCount, idxCount); sm->incUserRef(); for (uint32_t i = 0; i < vtxCount; i ++) { sm->setVertexBuffer((Allocation*)vtx[i], i); } for (uint32_t i = 0; i < idxCount; i ++) { sm->setPrimitive((Allocation*)idx[i], (RsPrimitive)primType[i], i); } sm->init(); return sm; } } // namespace renderscript } // namespace android