replicant-frameworks_native/services/surfaceflinger/RenderEngine/Mesh.h
Mathias Agopian ff2ed70fa3 color blindness enhancement
This is an attempt at improving the experience of
users with color vision impairement.

At this time this feature can only be enabled for
debugging:

  adb shell service call SurfaceFlinger 1014 i32 PARAM

  with PARAM:
   0 : disabled
   1 : protanomaly/protanopia simulation
   2 : deuteranomaly/deuteranopia simulation
   3 : tritanopia/tritanomaly simulation
  11, 12, 13: same as above w/ attempted correction/enhancement

The enhancement algorithm tries to spread the "error"
such that tones that would otherwise appear similar can be
distinguished.

Bug: 9465644

Change-Id: I860f7eed0cb81f54ef9cf24ad78155b6395ade48
2013-09-04 22:11:15 -07:00

100 lines
2.8 KiB
C++

/*
* 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 <stdint.h>
namespace android {
class Mesh {
public:
enum Primitive {
TRIANGLES = 0x0004, // GL_TRIANGLES
TRIANGLE_STRIP = 0x0005, // GL_TRIANGLE_STRIP
TRIANGLE_FAN = 0x0006 // GL_TRIANGLE_FAN
};
Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0);
~Mesh();
/*
* VertexArray handles the stride automatically.
*/
template <typename TYPE>
class VertexArray {
friend class Mesh;
float* mData;
size_t mStride;
VertexArray(float* data, size_t stride) : mData(data), mStride(stride) { }
public:
TYPE& operator[](size_t index) {
return *reinterpret_cast<TYPE*>(&mData[index*mStride]);
}
TYPE const& operator[](size_t index) const {
return *reinterpret_cast<TYPE const*>(&mData[index*mStride]);
}
};
template <typename TYPE>
VertexArray<TYPE> getPositionArray() { return VertexArray<TYPE>(getPositions(), mStride); }
template <typename TYPE>
VertexArray<TYPE> getTexCoordArray() { return VertexArray<TYPE>(getTexCoords(), mStride); }
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;
// 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;
// return stride in bytes
size_t getByteStride() const;
// return stride in floats
size_t getStride() const;
private:
Mesh(const Mesh&);
Mesh& operator = (const Mesh&);
Mesh const& operator = (const Mesh&) const;
float* getPositions();
float* getTexCoords();
float* mVertices;
size_t mVertexCount;
size_t mVertexSize;
size_t mTexCoordsSize;
size_t mStride;
Primitive mPrimitive;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_MESH_H */