replicant-frameworks_native/services/surfaceflinger/RenderEngine/Mesh.h
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

104 lines
3.0 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. It also provides
* a convenient way to set position and texture coordinates by using
* the usual x,y,z,w or s,t,r,q names.
*/
class VertexArray {
friend class Mesh;
float* mData;
size_t mStride;
VertexArray(float* data, size_t stride) : mData(data), mStride(stride) { }
public:
struct vertexData {
operator float*() { return reinterpret_cast<float*>(this); }
union {
struct { float x, y, z, w; };
struct { float s, t, r, q; };
};
};
vertexData& operator[](size_t index) {
return *reinterpret_cast<vertexData*>(&mData[index*mStride]); }
vertexData const& operator[](size_t index) const {
return *reinterpret_cast<vertexData const*>(&mData[index*mStride]); }
};
VertexArray getPositionArray() { return VertexArray(getPositions(), mStride); }
VertexArray getTexCoordArray() { return VertexArray(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 */