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Chris Craik96a5c4c2015-01-27 15:46:35 -08001/*
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
25namespace android {
26namespace uirenderer {
27
28class Program;
29
30// Maximum number of quads that pre-allocated meshes can draw
31const uint32_t kMaxNumberOfQuads = 2048;
32
33// This array is never used directly but used as a memcpy source in the
34// OpenGLRenderer constructor
Chris Craik03188872015-02-02 18:39:33 -080035const TextureVertex kUnitQuadVertices[] = {
Chris Craik96a5c4c2015-01-27 15:46:35 -080036 { 0, 0, 0, 0 },
37 { 1, 0, 1, 0 },
38 { 0, 1, 0, 1 },
39 { 1, 1, 1, 1 },
40};
41
42const GLsizei kVertexStride = sizeof(Vertex);
43const GLsizei kAlphaVertexStride = sizeof(AlphaVertex);
44const GLsizei kTextureVertexStride = sizeof(TextureVertex);
45
46const GLsizei kMeshTextureOffset = 2 * sizeof(float);
47const GLsizei kVertexAlphaOffset = 2 * sizeof(float);
48const GLsizei kVertexAAWidthOffset = 2 * sizeof(float);
49const GLsizei kVertexAALengthOffset = 3 * sizeof(float);
50const GLsizei kMeshCount = 4;
51
52class MeshState {
53private:
54 friend class RenderState;
55
56public:
57 ~MeshState();
58 ///////////////////////////////////////////////////////////////////////////////
59 // Buffer objects
60 ///////////////////////////////////////////////////////////////////////////////
61 /**
62 * Binds the VBO used to render simple textured quads.
63 */
64 bool bindMeshBuffer();
65
66 /**
67 * Binds the specified VBO if needed. If buffer == 0, binds default simple textured quad.
68 */
69 bool bindMeshBuffer(GLuint buffer);
70
71 /**
72 * Unbinds the VBO used to render simple textured quads.
73 */
74 bool unbindMeshBuffer();
75
76 ///////////////////////////////////////////////////////////////////////////////
77 // Vertices
78 ///////////////////////////////////////////////////////////////////////////////
79 /**
80 * Binds an attrib to the specified float vertex pointer.
81 * Assumes a stride of gTextureVertexStride and a size of 2.
82 */
Chris Craik6c15ffa2015-02-02 13:50:55 -080083 void bindPositionVertexPointer(bool force, const GLvoid* vertices,
84 GLsizei stride = kTextureVertexStride);
Chris Craik96a5c4c2015-01-27 15:46:35 -080085
86 /**
87 * Binds an attrib to the specified float vertex pointer.
88 * Assumes a stride of gTextureVertexStride and a size of 2.
89 */
Chris Craik6c15ffa2015-02-02 13:50:55 -080090 void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices,
91 GLsizei stride = kTextureVertexStride);
Chris Craik96a5c4c2015-01-27 15:46:35 -080092
93 /**
94 * Resets the vertex pointers.
95 */
96 void resetVertexPointers();
97 void resetTexCoordsVertexPointer();
98
99 void enableTexCoordsVertexArray();
100 void disableTexCoordsVertexArray();
101
102 ///////////////////////////////////////////////////////////////////////////////
103 // Indices
104 ///////////////////////////////////////////////////////////////////////////////
105 /**
106 * Binds a global indices buffer that can draw up to
107 * gMaxNumberOfQuads quads.
108 */
109 bool bindQuadIndicesBuffer();
110 bool bindShadowIndicesBuffer();
111 bool unbindIndicesBuffer();
112
Chris Craik03188872015-02-02 18:39:33 -0800113 ///////////////////////////////////////////////////////////////////////////////
114 // Getters - for use in Glop building
115 ///////////////////////////////////////////////////////////////////////////////
116 GLuint getUnitQuadVBO() { return mUnitQuadBuffer; }
Chris Craik96a5c4c2015-01-27 15:46:35 -0800117private:
118 MeshState();
119 bool bindIndicesBufferInternal(const GLuint buffer);
120
121 // VBO to draw with
Chris Craik03188872015-02-02 18:39:33 -0800122 GLuint mUnitQuadBuffer;
Chris Craik96a5c4c2015-01-27 15:46:35 -0800123
124 GLuint mCurrentBuffer;
125 GLuint mCurrentIndicesBuffer;
126 GLuint mCurrentPixelBuffer;
127
128 const void* mCurrentPositionPointer;
129 GLsizei mCurrentPositionStride;
130 const void* mCurrentTexCoordsPointer;
131 GLsizei mCurrentTexCoordsStride;
132
133 bool mTexCoordsArrayEnabled;
134
135 // Global index buffer
136 GLuint mQuadListIndices;
137 GLuint mShadowStripsIndices;
138};
139
140} /* namespace uirenderer */
141} /* namespace android */
142
143#endif // RENDERSTATE_MESHSTATE_H