replicant-frameworks_native/services/surfaceflinger/RenderEngine/Mesh.cpp
Mathias Agopian 5cdc8994a0 don't reallocate the mesh each time we use it
the Mesh object can be part of each Layer (at least currently).
also reworked the Mesh code a bit to make it easier to access
the vertex data.

Change-Id: I0490851ba898f0aa2e55b62958dcd8bdb535e98b
2013-08-13 20:51:23 -07:00

74 lines
1.7 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.
*/
#include "Mesh.h"
namespace android {
Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize)
: mVertexCount(vertexCount), mVertexSize(vertexSize), mTexCoordsSize(texCoordSize),
mPrimitive(primitive)
{
mVertices = new float[(vertexSize + texCoordSize) * vertexCount];
mStride = mVertexSize + mTexCoordsSize;
}
Mesh::~Mesh() {
delete [] mVertices;
}
Mesh::Primitive Mesh::getPrimitive() const {
return mPrimitive;
}
float const* Mesh::getPositions() const {
return mVertices;
}
float* Mesh::getPositions() {
return mVertices;
}
float const* Mesh::getTexCoords() const {
return mVertices + mVertexSize;
}
float* Mesh::getTexCoords() {
return mVertices + mVertexSize;
}
size_t Mesh::getVertexCount() const {
return mVertexCount;
}
size_t Mesh::getVertexSize() const {
return mVertexSize;
}
size_t Mesh::getTexCoordsSize() const {
return mTexCoordsSize;
}
size_t Mesh::getByteStride() const {
return mStride*sizeof(float);
}
size_t Mesh::getStride() const {
return mStride;
}
} /* namespace android */