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/*
* 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