5cdc8994a0
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
104 lines
3.0 KiB
C++
104 lines
3.0 KiB
C++
/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef SF_RENDER_ENGINE_MESH_H
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#define SF_RENDER_ENGINE_MESH_H
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#include <stdint.h>
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namespace android {
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class Mesh {
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public:
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enum Primitive {
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TRIANGLES = 0x0004, // GL_TRIANGLES
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TRIANGLE_STRIP = 0x0005, // GL_TRIANGLE_STRIP
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TRIANGLE_FAN = 0x0006 // GL_TRIANGLE_FAN
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};
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Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0);
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~Mesh();
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/*
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* VertexArray handles the stride automatically. It also provides
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* a convenient way to set position and texture coordinates by using
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* the usual x,y,z,w or s,t,r,q names.
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*/
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class VertexArray {
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friend class Mesh;
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float* mData;
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size_t mStride;
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VertexArray(float* data, size_t stride) : mData(data), mStride(stride) { }
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public:
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struct vertexData {
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operator float*() { return reinterpret_cast<float*>(this); }
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union {
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struct { float x, y, z, w; };
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struct { float s, t, r, q; };
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};
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};
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vertexData& operator[](size_t index) {
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return *reinterpret_cast<vertexData*>(&mData[index*mStride]); }
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vertexData const& operator[](size_t index) const {
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return *reinterpret_cast<vertexData const*>(&mData[index*mStride]); }
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};
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VertexArray getPositionArray() { return VertexArray(getPositions(), mStride); }
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VertexArray getTexCoordArray() { return VertexArray(getTexCoords(), mStride); }
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Primitive getPrimitive() const;
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// returns a pointer to the vertices positions
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float const* getPositions() const;
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// returns a pointer to the vertices texture coordinates
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float const* getTexCoords() const;
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// number of vertices in this mesh
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size_t getVertexCount() const;
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// dimension of vertices
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size_t getVertexSize() const;
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// dimension of texture coordinates
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size_t getTexCoordsSize() const;
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// return stride in bytes
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size_t getByteStride() const;
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// return stride in floats
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size_t getStride() const;
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private:
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Mesh(const Mesh&);
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Mesh& operator = (const Mesh&);
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Mesh const& operator = (const Mesh&) const;
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float* getPositions();
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float* getTexCoords();
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float* mVertices;
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size_t mVertexCount;
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size_t mVertexSize;
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size_t mTexCoordsSize;
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size_t mStride;
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Primitive mPrimitive;
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};
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} /* namespace android */
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#endif /* SF_RENDER_ENGINE_MESH_H */
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