예제 #1
0
RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, const char * shaderText,
                             size_t shaderLength, const uint32_t * params,
                             size_t paramLength) {
    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
    pv->incUserRef();
    return pv;
}
RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, const char * shaderText, size_t shaderLength,
                                        const char** textureNames, size_t textureNamesCount,
                                        const size_t *textureNamesLength,
                                        const uintptr_t * params, size_t paramLength) {
    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength,
                                          textureNames, textureNamesCount, textureNamesLength,
                                          params, paramLength);
    pv->incUserRef();
    return pv;
}
예제 #3
0
void ProgramVertexState::init(Context *rsc) {
    ObjectBaseRef<const Element> matrixElem = Element::createRef(rsc, RS_TYPE_MATRIX_4X4,
                                                                 RS_KIND_USER, false, 1);
    ObjectBaseRef<const Element> f2Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
                                                             RS_KIND_USER, false, 2);
    ObjectBaseRef<const Element> f3Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
                                                             RS_KIND_USER, false, 3);
    ObjectBaseRef<const Element> f4Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
                                                             RS_KIND_USER, false, 4);

    Element::Builder constBuilder;
    constBuilder.add(matrixElem.get(), "MV", 1);
    constBuilder.add(matrixElem.get(), "P", 1);
    constBuilder.add(matrixElem.get(), "TexMatrix", 1);
    constBuilder.add(matrixElem.get(), "MVP", 1);
    ObjectBaseRef<const Element> constInput = constBuilder.create(rsc);

    Element::Builder inputBuilder;
    inputBuilder.add(f4Elem.get(), "position", 1);
    inputBuilder.add(f4Elem.get(), "color", 1);
    inputBuilder.add(f3Elem.get(), "normal", 1);
    inputBuilder.add(f2Elem.get(), "texture0", 1);
    ObjectBaseRef<const Element> attrElem = inputBuilder.create(rsc);

    ObjectBaseRef<Type> inputType = Type::getTypeRef(rsc, constInput.get(), 1, 0, 0, false, false);

    String8 shaderString(RS_SHADER_INTERNAL);
    shaderString.append("varying vec4 varColor;\n");
    shaderString.append("varying vec2 varTex0;\n");
    shaderString.append("void main() {\n");
    shaderString.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
    shaderString.append("  gl_PointSize = 1.0;\n");
    shaderString.append("  varColor = ATTRIB_color;\n");
    shaderString.append("  varTex0 = ATTRIB_texture0;\n");
    shaderString.append("}\n");

    uint32_t tmp[4];
    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
    tmp[1] = (uint32_t)inputType.get();
    tmp[2] = RS_PROGRAM_PARAM_INPUT;
    tmp[3] = (uint32_t)attrElem.get();

    ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
                                          shaderString.length(), tmp, 4);
    Allocation *alloc = Allocation::createAllocation(rsc, inputType.get(),
                              RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
    pv->bindAllocation(rsc, alloc, 0);

    mDefaultAlloc.set(alloc);
    mDefault.set(pv);

    updateSize(rsc);
}
void ProgramVertexState::init(Context *rsc) {
    ObjectBaseRef<const Element> matrixElem = Element::createRef(rsc, RS_TYPE_MATRIX_4X4,
                                                                 RS_KIND_USER, false, 1);
    ObjectBaseRef<const Element> f2Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
                                                             RS_KIND_USER, false, 2);
    ObjectBaseRef<const Element> f3Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
                                                             RS_KIND_USER, false, 3);
    ObjectBaseRef<const Element> f4Elem = Element::createRef(rsc, RS_TYPE_FLOAT_32,
                                                             RS_KIND_USER, false, 4);

    const char *ebn1[] = { "MV", "P", "TexMatrix", "MVP" };
    const Element *ebe1[] = {matrixElem.get(), matrixElem.get(),
            matrixElem.get(), matrixElem.get()};
    ObjectBaseRef<const Element> constInput = Element::create(rsc, 4, ebe1, ebn1);

    const char *ebn2[] = { "position", "color", "normal", "texture0" };
    const Element *ebe2[] = {f4Elem.get(), f4Elem.get(), f3Elem.get(), f2Elem.get()};
    ObjectBaseRef<const Element> attrElem = Element::create(rsc, 4, ebe2, ebn2);

    ObjectBaseRef<Type> inputType = Type::getTypeRef(rsc, constInput.get(), 1, 0, 0, false, false, 0);

    const char *shaderString =
            RS_SHADER_INTERNAL
            "varying vec4 varColor;\n"
            "varying vec2 varTex0;\n"
            "void main() {\n"
            "  gl_Position = UNI_MVP * ATTRIB_position;\n"
            "  gl_PointSize = 1.0;\n"
            "  varColor = ATTRIB_color;\n"
            "  varTex0 = ATTRIB_texture0;\n"
            "}\n";

    uintptr_t tmp[4];
    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
    tmp[1] = (uintptr_t)inputType.get();
    tmp[2] = RS_PROGRAM_PARAM_INPUT;
    tmp[3] = (uintptr_t)attrElem.get();

    ProgramVertex *pv = new ProgramVertex(rsc, shaderString, strlen(shaderString),
                                          NULL, 0, NULL, tmp, 4);
    Allocation *alloc = Allocation::createAllocation(rsc, inputType.get(),
                              RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
    pv->bindAllocation(rsc, alloc, 0);

    mDefaultAlloc.set(alloc);
    mDefault.set(pv);

    updateSize(rsc);
}