Fixing element/type creation. Build test. Change-Id: I9f7378db3ce2a3ad102cde4de672648fbfcb6754
157 lines
6.1 KiB
C++
157 lines
6.1 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef _SIMPLE_MESH_H_
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#define _SIMPLE_MESH_H_
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#include <rsContext.h>
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#include <rsMesh.h>
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#include <string>
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using namespace android;
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using namespace android::renderscript;
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class SimpleMesh {
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public:
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struct Channel {
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std::vector<float> mData;
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std::string mName;
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uint32_t mStride;
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};
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// Vertex channels (position, normal)
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// This assumes all the data array are the same size
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std::vector<Channel> mChannels;
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// Triangle list index data
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std::vector<std::vector<uint32_t> > mTriangleLists;
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// Names of all the triangle lists
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std::vector<std::string> mTriangleListNames;
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// Name of the entire object
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std::string mName;
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// Adds another index set to the mesh
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void appendFaceList(std::string name) {
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mTriangleListNames.push_back(name);
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mTriangleLists.push_back(std::vector<uint32_t>());
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}
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// Adds another data channel (position, normal, etc.)
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void appendChannel(std::string name, uint32_t stride) {
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mChannels.push_back(Channel());
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static const uint32_t reserveVtx = 128;
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mChannels.back().mData.reserve(reserveVtx*stride);
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mChannels.back().mName = name;
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mChannels.back().mStride = stride;
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}
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SimpleMesh() {
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// reserve some data in the vectors
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// simply letting it grow by itself tends to waste a lot of time on
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// rallocations / copies when dealing with geometry data
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static const uint32_t reserveFaces = 8;
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static const uint32_t reserveChannels = 8;
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mTriangleLists.reserve(reserveFaces);
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mTriangleListNames.reserve(reserveFaces);
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mChannels.reserve(reserveChannels);
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}
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// Generates a renderscript mesh that could be used for a3d serialization
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Mesh *getRsMesh(Context *rsc) {
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if (mChannels.size() == 0) {
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return NULL;
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}
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// Generate the element that describes our channel layout
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Element::Builder vtxBuilder;
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for (uint32_t c = 0; c < mChannels.size(); c ++) {
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// Skip empty channels
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if (mChannels[c].mData.size() == 0) {
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continue;
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}
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ObjectBaseRef<const Element> subElem = Element::createRef(rsc,
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RS_TYPE_FLOAT_32,
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RS_KIND_USER,
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false,
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mChannels[c].mStride);
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vtxBuilder.add(subElem.get(), mChannels[c].mName.c_str(), 1);
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}
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ObjectBaseRef<const Element> vertexDataElem = vtxBuilder.create(rsc);
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uint32_t numVerts = mChannels[0].mData.size()/mChannels[0].mStride;
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ObjectBaseRef<Type> vertexDataType = Type::getTypeRef(rsc, vertexDataElem.get(),
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numVerts, 0, 0, false, false);
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vertexDataType->compute();
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Allocation *vertexAlloc = Allocation::createAllocation(rsc, vertexDataType.get(),
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RS_ALLOCATION_USAGE_SCRIPT);
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uint32_t vertexSize = vertexDataElem->getSizeBytes()/sizeof(float);
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// Fill this allocation with some data
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float *dataPtr = (float*)vertexAlloc->getPtr();
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for (uint32_t i = 0; i < numVerts; i ++) {
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// Find the pointer to the current vertex's data
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uint32_t vertexPos = i*vertexSize;
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float *vertexPtr = dataPtr + vertexPos;
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for (uint32_t c = 0; c < mChannels.size(); c ++) {
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// Skip empty channels
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if (mChannels[c].mData.size() == 0) {
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continue;
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}
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for (uint32_t cStride = 0; cStride < mChannels[c].mStride; cStride ++) {
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*(vertexPtr++) = mChannels[c].mData[i * mChannels[c].mStride + cStride];
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}
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}
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}
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// Now lets write index data
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ObjectBaseRef<const Element> indexElem = Element::createRef(rsc, RS_TYPE_UNSIGNED_16,
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RS_KIND_USER, false, 1);
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Mesh *mesh = new Mesh(rsc, 1, mTriangleLists.size());
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mesh->setName(mName.c_str());
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mesh->setVertexBuffer(vertexAlloc, 0);
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// load all primitives
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for (uint32_t pCount = 0; pCount < mTriangleLists.size(); pCount ++) {
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uint32_t numIndicies = mTriangleLists[pCount].size();
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ObjectBaseRef<Type> indexType = Type::getTypeRef(rsc, indexElem.get(),
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numIndicies, 0, 0, false, false );
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indexType->compute();
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Allocation *indexAlloc = Allocation::createAllocation(rsc, indexType.get(),
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RS_ALLOCATION_USAGE_SCRIPT);
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uint16_t *indexPtr = (uint16_t*)indexAlloc->getPtr();
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const std::vector<uint32_t> &indexList = mTriangleLists[pCount];
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uint32_t numTries = numIndicies / 3;
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for (uint32_t i = 0; i < numTries; i ++) {
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indexPtr[i * 3 + 0] = (uint16_t)indexList[i * 3 + 0];
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indexPtr[i * 3 + 1] = (uint16_t)indexList[i * 3 + 1];
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indexPtr[i * 3 + 2] = (uint16_t)indexList[i * 3 + 2];
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}
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indexAlloc->setName(mTriangleListNames[pCount].c_str());
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mesh->setPrimitive(indexAlloc, RS_PRIMITIVE_TRIANGLE, pCount);
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}
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return mesh;
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}
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};
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#endif
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