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_default_data.h"
17 #include "render_mesh.h"
18 #include "graphic/gl_utils.h"
19 
20 namespace OHOS {
21 namespace Media {
22 namespace Effect {
RenderMesh(const std::vector<std::vector<float>> & meshData)23 RenderMesh::RenderMesh(const std::vector<std::vector<float>> &meshData)
24 {
25     vboIds_ = new GLuint[2];
26     meshData_ = meshData;
27 }
28 
~RenderMesh()29 RenderMesh::~RenderMesh()
30 {
31     if (vboIds_ != nullptr) {
32         glDeleteBuffers(RENDERMESH_BUFFER_SIZE, vboIds_);
33         delete vboIds_;
34         vboIds_ = nullptr;
35     }
36     if (vaoId_) {
37         glDeleteVertexArrays(1, &vaoId_);
38     }
39 }
40 
Bind(RenderGeneralProgram * shader)41 void RenderMesh::Bind(RenderGeneralProgram *shader)
42 {
43     if (shader == nullptr) {
44         return;
45     }
46     if (vaoId_ == 0) {
47         glGenVertexArrays(1, &vaoId_);
48         glBindVertexArray(vaoId_);
49         glGenBuffers(RENDERMESH_BUFFER_SIZE, vboIds_);
50         glBindBuffer(GL_ARRAY_BUFFER, vboIds_[0]);
51         glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * meshData_[0].size(), meshData_[0].data(), GL_DYNAMIC_DRAW);
52         int position = shader->GetAttributeLocation("aPosition");
53         glEnableVertexAttribArray(position);
54         glVertexAttribPointer(position, RENDERMESH_VERTEX_SIZE, GL_FLOAT, GL_FALSE,
55             sizeof(GLfloat) * RENDERMESH_VERTEX_SIZE, 0);
56         glBindBuffer(GL_ARRAY_BUFFER, 0);
57 
58         glBindBuffer(GL_ARRAY_BUFFER, vboIds_[1]);
59         glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * meshData_[1].size(), meshData_[1].data(), GL_DYNAMIC_DRAW);
60         int textureCoord = shader->GetAttributeLocation("aTextureCoord");
61         glEnableVertexAttribArray(textureCoord);
62         glVertexAttribPointer(textureCoord, RENDERMESH_TEXCOORD_SIZE, GL_FLOAT, GL_FALSE,
63             sizeof(GLfloat) * RENDERMESH_TEXCOORD_SIZE, 0);
64         glBindBuffer(GL_ARRAY_BUFFER, 0);
65         glBindVertexArray(0);
66         GLUtils::CheckError(__FILE_NAME__, __LINE__);
67     }
68     glBindVertexArray(vaoId_);
69 }
70 } // namespace Effect
71 } // namespace Media
72 } // namespace OHOS