/* * Copyright (C) 2008 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. */ package android.renderscript; import java.util.Vector; import android.util.Log; /** *
This class is a container for geometric data displayed with * Renderscript. Internally, a mesh is a collection of allocations that * represent vertex data (positions, normals, texture * coordinates) and index data such as triangles and lines.
** Vertex data could either be interleaved within one * allocation that is provided separately, as multiple allocation * objects, or done as a combination of both. When a * vertex channel name matches an input in the vertex program, * Renderscript automatically connects the two together. *
** Parts of the mesh can be rendered with either explicit * index sets or primitive types. *
**/ public class Mesh extends BaseObj { /** * Describes the way mesh vertex data is interpreted when rendering * **/ public enum Primitive { /** * Vertex data will be rendered as a series of points */ POINT (0), /** * Vertex pairs will be rendered as lines */ LINE (1), /** * Vertex data will be rendered as a connected line strip */ LINE_STRIP (2), /** * Vertices will be rendered as individual triangles */ TRIANGLE (3), /** * Vertices will be rendered as a connected triangle strip * defined by the first three vertices with each additional * triangle defined by a new vertex */ TRIANGLE_STRIP (4), /** * Vertices will be rendered as a sequence of triangles that all * share first vertex as the origin */ TRIANGLE_FAN (5); int mID; Primitive(int id) { mID = id; } } Allocation[] mVertexBuffers; Allocation[] mIndexBuffers; Primitive[] mPrimitives; Mesh(int id, RenderScript rs) { super(id, rs); } /** * @return number of allocations containing vertex data * **/ public int getVertexAllocationCount() { if(mVertexBuffers == null) { return 0; } return mVertexBuffers.length; } /** * @param slot index in the list of allocations to return * @return vertex data allocation at the given index * **/ public Allocation getVertexAllocation(int slot) { return mVertexBuffers[slot]; } /** * @return number of primitives or index sets in the mesh * **/ public int getPrimitiveCount() { if(mIndexBuffers == null) { return 0; } return mIndexBuffers.length; } /** * @param slot locaton within the list of index set allocation * @return allocation containing primtive index data or null if * the index data is not specified explicitly * **/ public Allocation getIndexSetAllocation(int slot) { return mIndexBuffers[slot]; } /** * @param slot locaiton within the list of index set primitives * @return index set primitive type * **/ public Primitive getPrimitive(int slot) { return mPrimitives[slot]; } @Override void updateFromNative() { super.updateFromNative(); int vtxCount = mRS.nMeshGetVertexBufferCount(getID()); int idxCount = mRS.nMeshGetIndexCount(getID()); int[] vtxIDs = new int[vtxCount]; int[] idxIDs = new int[idxCount]; int[] primitives = new int[idxCount]; mRS.nMeshGetVertices(getID(), vtxIDs, vtxCount); mRS.nMeshGetIndices(getID(), idxIDs, primitives, idxCount); mVertexBuffers = new Allocation[vtxCount]; mIndexBuffers = new Allocation[idxCount]; mPrimitives = new Primitive[idxCount]; for(int i = 0; i < vtxCount; i ++) { if(vtxIDs[i] != 0) { mVertexBuffers[i] = new Allocation(vtxIDs[i], mRS, null, Allocation.USAGE_SCRIPT); mVertexBuffers[i].updateFromNative(); } } for(int i = 0; i < idxCount; i ++) { if(idxIDs[i] != 0) { mIndexBuffers[i] = new Allocation(idxIDs[i], mRS, null, Allocation.USAGE_SCRIPT); mIndexBuffers[i].updateFromNative(); } mPrimitives[i] = Primitive.values()[primitives[i]]; } } /** * Mesh builder object. It starts empty and requires you to * add the types necessary to create vertex and index * allocations. * */ public static class Builder { RenderScript mRS; int mUsage; class Entry { Type t; Element e; int size; Primitive prim; int usage; } int mVertexTypeCount; Entry[] mVertexTypes; Vector mIndexTypes; /** * Creates builder object * @param rs Context to which the mesh will belong. * @param usage specifies how the mesh allocations are to be * handled, whether they need to be uploaded to a * buffer on the gpu, maintain a cpu copy, etc */ public Builder(RenderScript rs, int usage) { mRS = rs; mUsage = usage; mVertexTypeCount = 0; mVertexTypes = new Entry[16]; mIndexTypes = new Vector(); } /** * @return internal index of the last vertex buffer type added to * builder **/ public int getCurrentVertexTypeIndex() { return mVertexTypeCount - 1; } /** * @return internal index of the last index set added to the * builder **/ public int getCurrentIndexSetIndex() { return mIndexTypes.size() - 1; } /** * Adds a vertex data type to the builder object * * @param t type of the vertex data allocation to be created * * @return this **/ public Builder addVertexType(Type t) throws IllegalStateException { if (mVertexTypeCount >= mVertexTypes.length) { throw new IllegalStateException("Max vertex types exceeded."); } mVertexTypes[mVertexTypeCount] = new Entry(); mVertexTypes[mVertexTypeCount].t = t; mVertexTypes[mVertexTypeCount].e = null; mVertexTypeCount++; return this; } /** * Adds a vertex data type to the builder object * * @param e element describing the vertex data layout * @param size number of elements in the buffer * * @return this **/ public Builder addVertexType(Element e, int size) throws IllegalStateException { if (mVertexTypeCount >= mVertexTypes.length) { throw new IllegalStateException("Max vertex types exceeded."); } mVertexTypes[mVertexTypeCount] = new Entry(); mVertexTypes[mVertexTypeCount].t = null; mVertexTypes[mVertexTypeCount].e = e; mVertexTypes[mVertexTypeCount].size = size; mVertexTypeCount++; return this; } /** * Adds an index set data type to the builder object * * @param t type of the index set data, could be null * @param p primitive type * * @return this **/ public Builder addIndexSetType(Type t, Primitive p) { Entry indexType = new Entry(); indexType.t = t; indexType.e = null; indexType.size = 0; indexType.prim = p; mIndexTypes.addElement(indexType); return this; } /** * Adds an index set primitive type to the builder object * * @param p primitive type * * @return this **/ public Builder addIndexSetType(Primitive p) { Entry indexType = new Entry(); indexType.t = null; indexType.e = null; indexType.size = 0; indexType.prim = p; mIndexTypes.addElement(indexType); return this; } /** * Adds an index set data type to the builder object * * @param e element describing the index set data layout * @param size number of elements in the buffer * @param p primitive type * * @return this **/ public Builder addIndexSetType(Element e, int size, Primitive p) { Entry indexType = new Entry(); indexType.t = null; indexType.e = e; indexType.size = size; indexType.prim = p; mIndexTypes.addElement(indexType); return this; } Type newType(Element e, int size) { Type.Builder tb = new Type.Builder(mRS, e); tb.setX(size); return tb.create(); } /** * Create a Mesh object from the current state of the builder * **/ public Mesh create() { mRS.validate(); int[] vtx = new int[mVertexTypeCount]; int[] idx = new int[mIndexTypes.size()]; int[] prim = new int[mIndexTypes.size()]; Allocation[] vertexBuffers = new Allocation[mVertexTypeCount]; Allocation[] indexBuffers = new Allocation[mIndexTypes.size()]; Primitive[] primitives = new Primitive[mIndexTypes.size()]; for(int ct = 0; ct < mVertexTypeCount; ct ++) { Allocation alloc = null; Entry entry = mVertexTypes[ct]; if (entry.t != null) { alloc = Allocation.createTyped(mRS, entry.t, mUsage); } else if(entry.e != null) { alloc = Allocation.createSized(mRS, entry.e, entry.size, mUsage); } vertexBuffers[ct] = alloc; vtx[ct] = alloc.getID(); } for(int ct = 0; ct < mIndexTypes.size(); ct ++) { Allocation alloc = null; Entry entry = (Entry)mIndexTypes.elementAt(ct); if (entry.t != null) { alloc = Allocation.createTyped(mRS, entry.t, mUsage); } else if(entry.e != null) { alloc = Allocation.createSized(mRS, entry.e, entry.size, mUsage); } int allocID = (alloc == null) ? 0 : alloc.getID(); indexBuffers[ct] = alloc; primitives[ct] = entry.prim; idx[ct] = allocID; prim[ct] = entry.prim.mID; } int id = mRS.nMeshCreate(vtx, idx, prim); Mesh newMesh = new Mesh(id, mRS); newMesh.mVertexBuffers = vertexBuffers; newMesh.mIndexBuffers = indexBuffers; newMesh.mPrimitives = primitives; return newMesh; } } /** * Mesh builder object. It starts empty and requires the user to * add all the vertex and index allocations that comprise the * mesh * */ public static class AllocationBuilder { RenderScript mRS; class Entry { Allocation a; Primitive prim; } int mVertexTypeCount; Entry[] mVertexTypes; Vector mIndexTypes; public AllocationBuilder(RenderScript rs) { mRS = rs; mVertexTypeCount = 0; mVertexTypes = new Entry[16]; mIndexTypes = new Vector(); } /** * @return internal index of the last vertex buffer type added to * builder **/ public int getCurrentVertexTypeIndex() { return mVertexTypeCount - 1; } /** * @return internal index of the last index set added to the * builder **/ public int getCurrentIndexSetIndex() { return mIndexTypes.size() - 1; } /** * Adds an allocation containing vertex buffer data to the * builder * * @param a vertex data allocation * * @return this **/ public AllocationBuilder addVertexAllocation(Allocation a) throws IllegalStateException { if (mVertexTypeCount >= mVertexTypes.length) { throw new IllegalStateException("Max vertex types exceeded."); } mVertexTypes[mVertexTypeCount] = new Entry(); mVertexTypes[mVertexTypeCount].a = a; mVertexTypeCount++; return this; } /** * Adds an allocation containing index buffer data and index type * to the builder * * @param a index set data allocation, could be null * @param p index set primitive type * * @return this **/ public AllocationBuilder addIndexSetAllocation(Allocation a, Primitive p) { Entry indexType = new Entry(); indexType.a = a; indexType.prim = p; mIndexTypes.addElement(indexType); return this; } /** * Adds an index set type to the builder * * @param p index set primitive type * * @return this **/ public AllocationBuilder addIndexSetType(Primitive p) { Entry indexType = new Entry(); indexType.a = null; indexType.prim = p; mIndexTypes.addElement(indexType); return this; } /** * Create a Mesh object from the current state of the builder * **/ public Mesh create() { mRS.validate(); int[] vtx = new int[mVertexTypeCount]; int[] idx = new int[mIndexTypes.size()]; int[] prim = new int[mIndexTypes.size()]; Allocation[] indexBuffers = new Allocation[mIndexTypes.size()]; Primitive[] primitives = new Primitive[mIndexTypes.size()]; Allocation[] vertexBuffers = new Allocation[mVertexTypeCount]; for(int ct = 0; ct < mVertexTypeCount; ct ++) { Entry entry = mVertexTypes[ct]; vertexBuffers[ct] = entry.a; vtx[ct] = entry.a.getID(); } for(int ct = 0; ct < mIndexTypes.size(); ct ++) { Entry entry = (Entry)mIndexTypes.elementAt(ct); int allocID = (entry.a == null) ? 0 : entry.a.getID(); indexBuffers[ct] = entry.a; primitives[ct] = entry.prim; idx[ct] = allocID; prim[ct] = entry.prim.mID; } int id = mRS.nMeshCreate(vtx, idx, prim); Mesh newMesh = new Mesh(id, mRS); newMesh.mVertexBuffers = vertexBuffers; newMesh.mIndexBuffers = indexBuffers; newMesh.mPrimitives = primitives; return newMesh; } } /** * Builder that allows creation of a mesh object point by point * and triangle by triangle * **/ public static class TriangleMeshBuilder { float mVtxData[]; int mVtxCount; short mIndexData[]; int mIndexCount; RenderScript mRS; Element mElement; float mNX = 0; float mNY = 0; float mNZ = -1; float mS0 = 0; float mT0 = 0; float mR = 1; float mG = 1; float mB = 1; float mA = 1; int mVtxSize; int mFlags; public static final int COLOR = 0x0001; public static final int NORMAL = 0x0002; public static final int TEXTURE_0 = 0x0100; /** * @param rs Context to which the mesh will belong. * @param vtxSize specifies whether the vertex is a float2 or * float3 * @param flags bitfield that is a combination of COLOR, NORMAL, * and TEXTURE_0 that specifies what vertex data * channels are present in the mesh * **/ public TriangleMeshBuilder(RenderScript rs, int vtxSize, int flags) { mRS = rs; mVtxCount = 0; mIndexCount = 0; mVtxData = new float[128]; mIndexData = new short[128]; mVtxSize = vtxSize; mFlags = flags; if (vtxSize < 2 || vtxSize > 3) { throw new IllegalArgumentException("Vertex size out of range."); } } private void makeSpace(int count) { if ((mVtxCount + count) >= mVtxData.length) { float t[] = new float[mVtxData.length * 2]; System.arraycopy(mVtxData, 0, t, 0, mVtxData.length); mVtxData = t; } } private void latch() { if ((mFlags & COLOR) != 0) { makeSpace(4); mVtxData[mVtxCount++] = mR; mVtxData[mVtxCount++] = mG; mVtxData[mVtxCount++] = mB; mVtxData[mVtxCount++] = mA; } if ((mFlags & TEXTURE_0) != 0) { makeSpace(2); mVtxData[mVtxCount++] = mS0; mVtxData[mVtxCount++] = mT0; } if ((mFlags & NORMAL) != 0) { makeSpace(3); mVtxData[mVtxCount++] = mNX; mVtxData[mVtxCount++] = mNY; mVtxData[mVtxCount++] = mNZ; } } /** * Adds a float2 vertex to the mesh * * @param x position x * @param y position y * * @return this * **/ public TriangleMeshBuilder addVertex(float x, float y) { if (mVtxSize != 2) { throw new IllegalStateException("add mistmatch with declared components."); } makeSpace(2); mVtxData[mVtxCount++] = x; mVtxData[mVtxCount++] = y; latch(); return this; } /** * Adds a float3 vertex to the mesh * * @param x position x * @param y position y * @param z position z * * @return this * **/ public TriangleMeshBuilder addVertex(float x, float y, float z) { if (mVtxSize != 3) { throw new IllegalStateException("add mistmatch with declared components."); } makeSpace(3); mVtxData[mVtxCount++] = x; mVtxData[mVtxCount++] = y; mVtxData[mVtxCount++] = z; latch(); return this; } /** * Sets the texture coordinate for the vertices that are added after this method call. * * @param s texture coordinate s * @param t texture coordinate t * * @return this **/ public TriangleMeshBuilder setTexture(float s, float t) { if ((mFlags & TEXTURE_0) == 0) { throw new IllegalStateException("add mistmatch with declared components."); } mS0 = s; mT0 = t; return this; } /** * Sets the normal vector for the vertices that are added after this method call. * * @param x normal vector x * @param y normal vector y * @param z normal vector z * * @return this **/ public TriangleMeshBuilder setNormal(float x, float y, float z) { if ((mFlags & NORMAL) == 0) { throw new IllegalStateException("add mistmatch with declared components."); } mNX = x; mNY = y; mNZ = z; return this; } /** * Sets the color for the vertices that are added after this method call. * * @param r red component * @param g green component * @param b blue component * @param a alpha component * * @return this **/ public TriangleMeshBuilder setColor(float r, float g, float b, float a) { if ((mFlags & COLOR) == 0) { throw new IllegalStateException("add mistmatch with declared components."); } mR = r; mG = g; mB = b; mA = a; return this; } /** * Adds a new triangle to the mesh builder * * @param idx1 index of the first vertex in the triangle * @param idx2 index of the second vertex in the triangle * @param idx3 index of the third vertex in the triangle * * @return this **/ public TriangleMeshBuilder addTriangle(int idx1, int idx2, int idx3) { if((idx1 >= mVtxCount) || (idx1 < 0) || (idx2 >= mVtxCount) || (idx2 < 0) || (idx3 >= mVtxCount) || (idx3 < 0)) { throw new IllegalStateException("Index provided greater than vertex count."); } if ((mIndexCount + 3) >= mIndexData.length) { short t[] = new short[mIndexData.length * 2]; System.arraycopy(mIndexData, 0, t, 0, mIndexData.length); mIndexData = t; } mIndexData[mIndexCount++] = (short)idx1; mIndexData[mIndexCount++] = (short)idx2; mIndexData[mIndexCount++] = (short)idx3; return this; } /** * Creates the mesh object from the current state of the builder * * @param uploadToBufferObject specifies whether the vertex data * is to be uploaded into the buffer * object indicating that it's likely * not going to be modified and * rendered many times. * Alternatively, it indicates the * mesh data will be updated * frequently and remain in script * accessible memory * **/ public Mesh create(boolean uploadToBufferObject) { Element.Builder b = new Element.Builder(mRS); int floatCount = mVtxSize; b.add(Element.createVector(mRS, Element.DataType.FLOAT_32, mVtxSize), "position"); if ((mFlags & COLOR) != 0) { floatCount += 4; b.add(Element.F32_4(mRS), "color"); } if ((mFlags & TEXTURE_0) != 0) { floatCount += 2; b.add(Element.F32_2(mRS), "texture0"); } if ((mFlags & NORMAL) != 0) { floatCount += 3; b.add(Element.F32_3(mRS), "normal"); } mElement = b.create(); int usage = Allocation.USAGE_SCRIPT; if (uploadToBufferObject) { usage |= Allocation.USAGE_GRAPHICS_VERTEX; } Builder smb = new Builder(mRS, usage); smb.addVertexType(mElement, mVtxCount / floatCount); smb.addIndexSetType(Element.U16(mRS), mIndexCount, Primitive.TRIANGLE); Mesh sm = smb.create(); sm.getVertexAllocation(0).copy1DRangeFromUnchecked(0, mVtxCount / floatCount, mVtxData); if(uploadToBufferObject) { if (uploadToBufferObject) { sm.getVertexAllocation(0).syncAll(Allocation.USAGE_SCRIPT); } } sm.getIndexSetAllocation(0).copy1DRangeFromUnchecked(0, mIndexCount, mIndexData); if (uploadToBufferObject) { sm.getIndexSetAllocation(0).syncAll(Allocation.USAGE_SCRIPT); } return sm; } } }