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/*
* Copyright 2013 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 SF_RENDER_ENGINE_MESH_H
#define SF_RENDER_ENGINE_MESH_H
#include <vector>
#include <stdint.h>
namespace android {
namespace renderengine {
class Mesh {
public:
class Builder;
enum Primitive {
TRIANGLES = 0x0004, // GL_TRIANGLES
TRIANGLE_STRIP = 0x0005, // GL_TRIANGLE_STRIP
TRIANGLE_FAN = 0x0006 // GL_TRIANGLE_FAN
};
~Mesh() = default;
/*
* VertexArray handles the stride automatically.
*/
template <typename TYPE>
class VertexArray {
friend class Mesh;
float* mData;
size_t mStride;
size_t mOffset = 0;
VertexArray(float* data, size_t stride) : mData(data), mStride(stride) {}
public:
// Returns a vertex array at an offset so its easier to append attributes from
// multiple sources.
VertexArray(VertexArray<TYPE>& other, size_t offset)
: mData(other.mData), mStride(other.mStride), mOffset(offset) {}
TYPE& operator[](size_t index) {
return *reinterpret_cast<TYPE*>(&mData[(index + mOffset) * mStride]);
}
TYPE const& operator[](size_t index) const {
return *reinterpret_cast<TYPE const*>(&mData[(index + mOffset) * mStride]);
}
};
template <typename TYPE>
VertexArray<TYPE> getPositionArray() {
return VertexArray<TYPE>(getPositions(), mStride);
}
template <typename TYPE>
VertexArray<TYPE> getTexCoordArray() {
return VertexArray<TYPE>(getTexCoords(), mStride);
}
template <typename TYPE>
VertexArray<TYPE> getCropCoordArray() {
return VertexArray<TYPE>(getCropCoords(), mStride);
}
template <typename TYPE>
VertexArray<TYPE> getShadowColorArray() {
return VertexArray<TYPE>(getShadowColor(), mStride);
}
template <typename TYPE>
VertexArray<TYPE> getShadowParamsArray() {
return VertexArray<TYPE>(getShadowParams(), mStride);
}
uint16_t* getIndicesArray() { return getIndices(); }
Primitive getPrimitive() const;
// returns a pointer to the vertices positions
float const* getPositions() const;
// returns a pointer to the vertices texture coordinates
float const* getTexCoords() const;
// returns a pointer to the vertices crop coordinates
float const* getCropCoords() const;
// returns a pointer to colors
float const* getShadowColor() const;
// returns a pointer to the shadow params
float const* getShadowParams() const;
// returns a pointer to indices
uint16_t const* getIndices() const;
// number of vertices in this mesh
size_t getVertexCount() const;
// dimension of vertices
size_t getVertexSize() const;
// dimension of texture coordinates
size_t getTexCoordsSize() const;
size_t getShadowParamsSize() const;
size_t getShadowColorSize() const;
size_t getIndexCount() const;
// return stride in bytes
size_t getByteStride() const;
// return stride in floats
size_t getStride() const;
private:
Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize,
size_t cropCoordsSize, size_t shadowColorSize, size_t shadowParamsSize, size_t indexCount);
Mesh(const Mesh&);
Mesh& operator=(const Mesh&);
Mesh const& operator=(const Mesh&) const;
float* getPositions();
float* getTexCoords();
float* getCropCoords();
float* getShadowColor();
float* getShadowParams();
uint16_t* getIndices();
std::vector<float> mVertices;
size_t mVertexCount;
size_t mVertexSize;
size_t mTexCoordsSize;
size_t mCropCoordsSize;
size_t mShadowColorSize;
size_t mShadowParamsSize;
size_t mStride;
Primitive mPrimitive;
std::vector<uint16_t> mIndices;
size_t mIndexCount;
};
class Mesh::Builder {
public:
Builder& setPrimitive(Primitive primitive) {
mPrimitive = primitive;
return *this;
};
Builder& setVertices(size_t vertexCount, size_t vertexSize) {
mVertexCount = vertexCount;
mVertexSize = vertexSize;
return *this;
};
Builder& setTexCoords(size_t texCoordsSize) {
mTexCoordsSize = texCoordsSize;
return *this;
};
Builder& setCropCoords(size_t cropCoordsSize) {
mCropCoordsSize = cropCoordsSize;
return *this;
};
Builder& setShadowAttrs() {
mShadowParamsSize = 3;
mShadowColorSize = 4;
return *this;
};
Builder& setIndices(size_t indexCount) {
mIndexCount = indexCount;
return *this;
};
Mesh build() const {
return Mesh{mPrimitive, mVertexCount, mVertexSize, mTexCoordsSize,
mCropCoordsSize, mShadowColorSize, mShadowParamsSize, mIndexCount};
}
private:
size_t mVertexCount = 0;
size_t mVertexSize = 0;
size_t mTexCoordsSize = 0;
size_t mCropCoordsSize = 0;
size_t mShadowColorSize = 0;
size_t mShadowParamsSize = 0;
size_t mIndexCount = 0;
Primitive mPrimitive;
};
} // namespace renderengine
} // namespace android
#endif /* SF_RENDER_ENGINE_MESH_H */