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      1 /*
      2  * Copyright (C) 2015 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 #ifndef RENDERSTATE_MESHSTATE_H
     17 #define RENDERSTATE_MESHSTATE_H
     18 
     19 #include "Vertex.h"
     20 
     21 #include <GLES2/gl2.h>
     22 #include <GLES2/gl2ext.h>
     23 #include <memory>
     24 
     25 namespace android {
     26 namespace uirenderer {
     27 
     28 class Program;
     29 
     30 // Maximum number of quads that pre-allocated meshes can draw
     31 const uint32_t kMaxNumberOfQuads = 2048;
     32 
     33 // This array is never used directly but used as a memcpy source in the
     34 // OpenGLRenderer constructor
     35 const TextureVertex kUnitQuadVertices[] = {
     36         { 0, 0, 0, 0 },
     37         { 1, 0, 1, 0 },
     38         { 0, 1, 0, 1 },
     39         { 1, 1, 1, 1 },
     40 };
     41 
     42 const GLsizei kVertexStride = sizeof(Vertex);
     43 const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
     44 const GLsizei kTextureVertexStride = sizeof(TextureVertex);
     45 const GLsizei kColorTextureVertexStride = sizeof(ColorTextureVertex);
     46 
     47 const GLsizei kMeshTextureOffset = 2 * sizeof(float);
     48 const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
     49 const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
     50 const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
     51 const GLsizei kUnitQuadCount = 4;
     52 
     53 class MeshState {
     54 private:
     55     friend class RenderState;
     56 
     57 public:
     58     ~MeshState();
     59     void dump();
     60     ///////////////////////////////////////////////////////////////////////////////
     61     // Buffer objects
     62     ///////////////////////////////////////////////////////////////////////////////
     63     /**
     64      * Binds the VBO used to render simple textured quads.
     65      */
     66     bool bindMeshBuffer();
     67 
     68     /**
     69      * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
     70      */
     71     bool bindMeshBuffer(GLuint buffer);
     72 
     73     /**
     74      * Unbinds the VBO used to render simple textured quads.
     75      */
     76     bool unbindMeshBuffer();
     77 
     78     ///////////////////////////////////////////////////////////////////////////////
     79     // Vertices
     80     ///////////////////////////////////////////////////////////////////////////////
     81     /**
     82      * Binds an attrib to the specified float vertex pointer.
     83      * Assumes a stride of gTextureVertexStride and a size of 2.
     84      */
     85     void bindPositionVertexPointer(bool force, const GLvoid* vertices,
     86             GLsizei stride = kTextureVertexStride);
     87 
     88     /**
     89      * Binds an attrib to the specified float vertex pointer.
     90      * Assumes a stride of gTextureVertexStride and a size of 2.
     91      */
     92     void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices,
     93             GLsizei stride = kTextureVertexStride);
     94 
     95     /**
     96      * Resets the vertex pointers.
     97      */
     98     void resetVertexPointers();
     99     void resetTexCoordsVertexPointer();
    100 
    101     void enableTexCoordsVertexArray();
    102     void disableTexCoordsVertexArray();
    103 
    104     ///////////////////////////////////////////////////////////////////////////////
    105     // Indices
    106     ///////////////////////////////////////////////////////////////////////////////
    107     /**
    108      * Binds a global indices buffer that can draw up to
    109      * gMaxNumberOfQuads quads.
    110      */
    111     bool bindQuadIndicesBuffer();
    112     bool unbindIndicesBuffer();
    113 
    114     ///////////////////////////////////////////////////////////////////////////////
    115     // Getters - for use in Glop building
    116     ///////////////////////////////////////////////////////////////////////////////
    117     GLuint getUnitQuadVBO() { return mUnitQuadBuffer; }
    118     GLuint getQuadListIBO() { return mQuadListIndices; }
    119 private:
    120     MeshState();
    121     bool bindMeshBufferInternal(const GLuint buffer);
    122     bool bindIndicesBufferInternal(const GLuint buffer);
    123 
    124     GLuint mUnitQuadBuffer;
    125 
    126     GLuint mCurrentBuffer;
    127     GLuint mCurrentIndicesBuffer;
    128     GLuint mCurrentPixelBuffer;
    129 
    130     const void* mCurrentPositionPointer;
    131     GLsizei mCurrentPositionStride;
    132     const void* mCurrentTexCoordsPointer;
    133     GLsizei mCurrentTexCoordsStride;
    134 
    135     bool mTexCoordsArrayEnabled;
    136 
    137     // Global index buffer
    138     GLuint mQuadListIndices;
    139 };
    140 
    141 } /* namespace uirenderer */
    142 } /* namespace android */
    143 
    144 #endif // RENDERSTATE_MESHSTATE_H
    145