/* * 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. */ /** *
The Renderscript vertex program, also known as a vertex shader, describes a stage in * the graphics pipeline responsible for manipulating geometric data in a user-defined way. * The object is constructed by providing the Renderscript system with the following data:
*Once the program is created, you bind it to the graphics context, RenderScriptGL, and it will be used for * all subsequent draw calls until you bind a new program. If the program has constant inputs, * the user needs to bind an allocation containing those inputs. The allocation's type must match * the one provided during creation. The Renderscript library then does all the necessary plumbing * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal, * and texture coordinates are matched by name between the input Element and the Mesh object being drawn. * The signatures don't have to be exact or in any strict order. As long as the input name in the shader * matches a channel name and size available on the mesh, the runtime takes care of connecting the * two. Unlike OpenGL, there is no need to link the vertex and fragment programs.
* **/ package android.renderscript; import android.graphics.Matrix; import android.util.Log; /** * ProgramVertex, also know as a vertex shader, describes a * stage in the graphics pipeline responsible for manipulating * geometric data in a user-defined way. * **/ public class ProgramVertex extends Program { ProgramVertex(int id, RenderScript rs) { super(id, rs); } /** * Builder class for creating ProgramVertex objects. * The builder starts empty and the user must minimally provide * the GLSL shader code, and the varying inputs. Constant, or * uniform parameters to the shader may optionally be provided as * well. * **/ public static class Builder extends BaseProgramBuilder { /** * Create a builder object. * * @param rs Context to which the program will belong. */ public Builder(RenderScript rs) { super(rs); } /** * Add varying inputs to the program * * @param e element describing the layout of the varying input * structure * @return self */ public Builder addInput(Element e) throws IllegalStateException { // Should check for consistant and non-conflicting names... if(mInputCount >= MAX_INPUT) { throw new RSIllegalArgumentException("Max input count exceeded."); } if (e.isComplex()) { throw new RSIllegalArgumentException("Complex elements not allowed."); } mInputs[mInputCount++] = e; return this; } /** * Creates ProgramVertex from the current state of the builder * * @return ProgramVertex */ public ProgramVertex create() { mRS.validate(); int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2]; int idx = 0; for (int i=0; i < mInputCount; i++) { tmp[idx++] = ProgramParam.INPUT.mID; tmp[idx++] = mInputs[i].getID(); } for (int i=0; i < mOutputCount; i++) { tmp[idx++] = ProgramParam.OUTPUT.mID; tmp[idx++] = mOutputs[i].getID(); } for (int i=0; i < mConstantCount; i++) { tmp[idx++] = ProgramParam.CONSTANT.mID; tmp[idx++] = mConstants[i].getID(); } for (int i=0; i < mTextureCount; i++) { tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID; tmp[idx++] = mTextureTypes[i].mID; } int id = mRS.nProgramVertexCreate(mShader, tmp); ProgramVertex pv = new ProgramVertex(id, mRS); initProgram(pv); return pv; } } }