Initial implementation of the converted from .obj and .dae file to the renderscript file format. Change-Id: I47f4ecf0fb68515914b660dd3d548afa1920d79c
155 lines
5.8 KiB
C++
155 lines
5.8 KiB
C++
/*
|
|
* 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 _SIMPLE_MESH_H_
|
|
#define _SIMPLE_MESH_H_
|
|
|
|
#include <rsContext.h>
|
|
#include <rsMesh.h>
|
|
using namespace android;
|
|
using namespace android::renderscript;
|
|
|
|
class SimpleMesh {
|
|
public:
|
|
struct Channel {
|
|
std::vector<float> mData;
|
|
std::string mName;
|
|
uint32_t mStride;
|
|
};
|
|
|
|
// Vertex channels (position, normal)
|
|
// This assumes all the data array are the same size
|
|
std::vector<Channel> mChannels;
|
|
|
|
// Triangle list index data
|
|
std::vector<std::vector<uint32_t> > mTriangleLists;
|
|
// Names of all the triangle lists
|
|
std::vector<std::string> mTriangleListNames;
|
|
// Name of the entire object
|
|
std::string mName;
|
|
|
|
// Adds another index set to the mesh
|
|
void appendFaceList(std::string name) {
|
|
mTriangleListNames.push_back(name);
|
|
mTriangleLists.push_back(std::vector<uint32_t>());
|
|
}
|
|
|
|
// Adds another data channel (position, normal, etc.)
|
|
void appendChannel(std::string name, uint32_t stride) {
|
|
mChannels.push_back(Channel());
|
|
static const uint32_t reserveVtx = 128;
|
|
mChannels.back().mData.reserve(reserveVtx*stride);
|
|
mChannels.back().mName = name;
|
|
mChannels.back().mStride = stride;
|
|
}
|
|
|
|
SimpleMesh() {
|
|
// reserve some data in the vectors
|
|
// simply letting it grow by itself tends to waste a lot of time on
|
|
// rallocations / copies when dealing with geometry data
|
|
static const uint32_t reserveFaces = 8;
|
|
static const uint32_t reserveChannels = 8;
|
|
mTriangleLists.reserve(reserveFaces);
|
|
mTriangleListNames.reserve(reserveFaces);
|
|
mChannels.reserve(reserveChannels);
|
|
}
|
|
|
|
// Generates a renderscript mesh that could be used for a3d serialization
|
|
Mesh *getMesh(Context *rsc) {
|
|
if (mChannels.size() == 0) {
|
|
return NULL;
|
|
}
|
|
|
|
// Generate the element that describes our channel layout
|
|
rsc->mStateElement.elementBuilderBegin();
|
|
for (uint32_t c = 0; c < mChannels.size(); c ++) {
|
|
// Skip empty channels
|
|
if (mChannels[c].mData.size() == 0) {
|
|
continue;
|
|
}
|
|
const Element *subElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, mChannels[c].mStride);
|
|
rsc->mStateElement.elementBuilderAdd(subElem, mChannels[c].mName.c_str(), 1);
|
|
}
|
|
const Element *vertexDataElem = rsc->mStateElement.elementBuilderCreate(rsc);
|
|
|
|
uint32_t numVerts = mChannels[0].mData.size()/mChannels[0].mStride;
|
|
Type *vertexDataType = Type::getType(rsc, vertexDataElem, numVerts, 0, 0, false, false);
|
|
vertexDataType->compute();
|
|
|
|
Allocation *vertexAlloc = new Allocation(rsc, vertexDataType, RS_ALLOCATION_USAGE_SCRIPT);
|
|
|
|
uint32_t vertexSize = vertexDataElem->getSizeBytes()/sizeof(float);
|
|
// Fill this allocation with some data
|
|
float *dataPtr = (float*)vertexAlloc->getPtr();
|
|
for (uint32_t i = 0; i < numVerts; i ++) {
|
|
// Find the pointer to the current vertex's data
|
|
uint32_t vertexPos = i*vertexSize;
|
|
float *vertexPtr = dataPtr + vertexPos;
|
|
|
|
for (uint32_t c = 0; c < mChannels.size(); c ++) {
|
|
// Skip empty channels
|
|
if (mChannels[c].mData.size() == 0) {
|
|
continue;
|
|
}
|
|
for (uint32_t cStride = 0; cStride < mChannels[c].mStride; cStride ++) {
|
|
*(vertexPtr++) = mChannels[c].mData[i * mChannels[c].mStride + cStride];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now lets write index data
|
|
const Element *indexElem = Element::create(rsc, RS_TYPE_UNSIGNED_16, RS_KIND_USER, false, 1);
|
|
|
|
Mesh *mesh = new Mesh(rsc);
|
|
mesh->setName(mName.c_str());
|
|
mesh->mVertexBufferCount = 1;
|
|
mesh->mVertexBuffers = new ObjectBaseRef<Allocation>[1];
|
|
mesh->mVertexBuffers[0].set(vertexAlloc);
|
|
|
|
mesh->mPrimitivesCount = mTriangleLists.size();
|
|
mesh->mPrimitives = new Mesh::Primitive_t *[mesh->mPrimitivesCount];
|
|
|
|
// load all primitives
|
|
for (uint32_t pCount = 0; pCount < mesh->mPrimitivesCount; pCount ++) {
|
|
Mesh::Primitive_t *prim = new Mesh::Primitive_t;
|
|
mesh->mPrimitives[pCount] = prim;
|
|
|
|
uint32_t numIndicies = mTriangleLists[pCount].size();
|
|
Type *indexType = Type::getType(rsc, indexElem, numIndicies, 0, 0, false, false );
|
|
|
|
indexType->compute();
|
|
|
|
Allocation *indexAlloc = new Allocation(rsc, indexType, RS_ALLOCATION_USAGE_SCRIPT);
|
|
uint16_t *indexPtr = (uint16_t*)indexAlloc->getPtr();
|
|
const std::vector<uint32_t> &indexList = mTriangleLists[pCount];
|
|
uint32_t numTries = numIndicies / 3;
|
|
|
|
for (uint32_t i = 0; i < numTries; i ++) {
|
|
indexPtr[i * 3 + 0] = (uint16_t)indexList[i * 3 + 0];
|
|
indexPtr[i * 3 + 1] = (uint16_t)indexList[i * 3 + 1];
|
|
indexPtr[i * 3 + 2] = (uint16_t)indexList[i * 3 + 2];
|
|
}
|
|
indexAlloc->setName(mTriangleListNames[pCount].c_str());
|
|
prim->mIndexBuffer.set(indexAlloc);
|
|
prim->mPrimitive = RS_PRIMITIVE_TRIANGLE;
|
|
}
|
|
|
|
return mesh;
|
|
}
|
|
};
|
|
|
|
#endif
|