• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "render_mesh.h"
17 
18 namespace OHOS {
19 namespace Media {
RenderMesh(RenderContext * context,const std::vector<std::vector<float>> & meshData)20 RenderMesh::RenderMesh(RenderContext* context, const std::vector<std::vector<float>>& meshData)
21 {
22     context_ = context;
23     vboIds_ = new GLuint[2];
24     meshData_ = meshData;
25 }
26 
~RenderMesh()27 RenderMesh::~RenderMesh()
28 {
29     if (vboIds_ != nullptr) {
30         const int32_t ARGS_TWO = 2;
31         glDeleteBuffers(ARGS_TWO, vboIds_);
32         delete[] vboIds_;
33     }
34     if (vaoId_) {
35         glDeleteVertexArrays(1, &vaoId_);
36     }
37 }
38 
Bind(std::shared_ptr<RenderGeneralProgram> shader)39 void RenderMesh::Bind(std::shared_ptr<RenderGeneralProgram> shader)
40 {
41     const int32_t ARGS_TWO = 2;
42     if (vaoId_ == 0) {
43         glGenVertexArrays(1, &vaoId_);
44         glBindVertexArray(vaoId_);
45         glGenBuffers(ARGS_TWO, vboIds_);
46         glBindBuffer(GL_ARRAY_BUFFER, vboIds_[0]);
47         glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * meshData_[0].size(), meshData_[0].data(), GL_DYNAMIC_DRAW);
48         int position = shader->GetAttributeLocation("aPosition");
49         glEnableVertexAttribArray(position);
50         glVertexAttribPointer(position, RENDERMESH_VERTEX_SIZE, GL_FLOAT, GL_FALSE,
51             sizeof(GLfloat) * RENDERMESH_VERTEX_SIZE, 0);
52         glBindBuffer(GL_ARRAY_BUFFER, 0);
53 
54         glBindBuffer(GL_ARRAY_BUFFER, vboIds_[1]);
55         glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * meshData_[1].size(), meshData_[1].data(), GL_DYNAMIC_DRAW);
56         int textureCoord = shader->GetAttributeLocation("aTextureCoord");
57         glEnableVertexAttribArray(textureCoord);
58         glVertexAttribPointer(textureCoord, RENDERMESH_TEXCOORD_SIZE, GL_FLOAT, GL_FALSE,
59             sizeof(GLfloat) * RENDERMESH_TEXCOORD_SIZE, 0);
60         glBindBuffer(GL_ARRAY_BUFFER, 0);
61         glBindVertexArray(0);
62     }
63     glBindVertexArray(vaoId_);
64 }
65 }
66 }