summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--graphics/java/android/graphics/MeshSpecification.java75
1 files changed, 66 insertions, 9 deletions
diff --git a/graphics/java/android/graphics/MeshSpecification.java b/graphics/java/android/graphics/MeshSpecification.java
index 70311fdb2d1f..b1aae7f37c31 100644
--- a/graphics/java/android/graphics/MeshSpecification.java
+++ b/graphics/java/android/graphics/MeshSpecification.java
@@ -28,11 +28,40 @@ import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
/**
- * Class responsible for holding specifications for {@link Mesh} creations. This class
- * generates a {@link MeshSpecification} via the Make method, where multiple parameters to set up
- * the mesh are supplied, including attributes, vertex stride, varyings, and
- * vertex/fragment shaders. There are also additional methods to provide an optional
- * {@link ColorSpace} as well as an alpha type.
+ * Class responsible for holding specifications for {@link Mesh} creations. This class generates a
+ * {@link MeshSpecification} via the
+ * {@link MeshSpecification#make(Attribute[], int, Varying[], String, String)} method,
+ * where multiple parameters to set up the mesh are supplied, including attributes, vertex stride,
+ * {@link Varying}, and vertex/fragment shaders. There are also additional methods to provide an
+ * optional {@link ColorSpace} as well as an alpha type.
+ *
+ * For example a vertex shader that leverages a {@link Varying} may look like the following:
+ *
+ * <pre>
+ * Varyings main(const Attributes attributes) {
+ * Varyings varyings;
+ * varyings.position = attributes.position;
+ * return varyings;
+ * }
+ * </pre>
+ *
+ * The corresponding fragment shader that may consume the varying look like the following:
+ *
+ * <pre>
+ * float2 main(const Varyings varyings, out float4 color) {
+ * color = vec4(1.0, 0.0, 0.0, 1.0);
+ * return varyings.position;
+ * }
+ * </pre>
+ *
+ * The color returned from this fragment shader is blended with the other parameters that are
+ * configured on the Paint object (ex. {@link Paint#setBlendMode(BlendMode)} used to draw the mesh.
+ *
+ * The position returned in the fragment shader can be consumed by any following fragment shaders in
+ * the shader chain.
+ *
+ * See https://developer.android.com/develop/ui/views/graphics/agsl for more information
+ * regarding Android Graphics Shader Language.
*
* Note that there are several limitations on various mesh specifications:
* 1. The max amount of attributes allowed is 8.
@@ -118,7 +147,11 @@ public class MeshSpecification {
public static final int TYPE_UBYTE4 = 4;
/**
- * Data class to represent a single attribute in a shader.
+ * Data class to represent a single attribute in a shader. An attribute is a variable that
+ * accompanies a vertex, this can be a color or texture coordinates.
+ *
+ * See https://developer.android.com/develop/ui/views/graphics/agsl for more information
+ * regarding Android Graphics Shader Language.
*
* Note that offset is the offset in number of bytes. For example, if we had two attributes
*
@@ -128,6 +161,10 @@ public class MeshSpecification {
* </pre>
*
* att1 would have an offset of 0, while att2 would have an offset of 12 bytes.
+ *
+ * This is consumed as part of
+ * {@link MeshSpecification#make(Attribute[], int, Varying[], String, String, ColorSpace, int)}
+ * to create a {@link MeshSpecification} instance.
*/
public static class Attribute {
@Type
@@ -175,7 +212,15 @@ public class MeshSpecification {
}
/**
- * Data class to represent a single varying variable.
+ * Data class to represent a single varying variable. A Varying variable can be altered by the
+ * vertex shader defined on the mesh but not by the fragment shader defined by AGSL.
+ *
+ * See https://developer.android.com/develop/ui/views/graphics/agsl for more information
+ * regarding Android Graphics Shader Language.
+ *
+ * This is consumed as part of
+ * {@link MeshSpecification#make(Attribute[], int, Varying[], String, String, ColorSpace, int)}
+ * to create a {@link MeshSpecification} instance.
*/
public static class Varying {
@Type
@@ -220,7 +265,7 @@ public class MeshSpecification {
/**
* Creates a {@link MeshSpecification} object for use within {@link Mesh}. This uses a default
- * color space of {@link ColorSpace.Named#SRGB} and {@link AlphaType} of
+ * color space of {@link ColorSpace.Named#SRGB} and alphaType of
* {@link #ALPHA_TYPE_PREMULTIPLIED}.
*
* @param attributes list of attributes represented by {@link Attribute}. Can hold a max of
@@ -233,7 +278,11 @@ public class MeshSpecification {
* the 6 varyings allowed.
* @param vertexShader vertex shader to be supplied to the mesh. Ensure that the position
* varying is set within the shader to get proper results.
+ * See {@link MeshSpecification} for an example vertex shader
+ * implementation
* @param fragmentShader fragment shader to be supplied to the mesh.
+ * See {@link MeshSpecification} for an example fragment shader
+ * implementation
* @return {@link MeshSpecification} object for use when creating {@link Mesh}
*/
@NonNull
@@ -253,7 +302,7 @@ public class MeshSpecification {
}
/**
- * Creates a {@link MeshSpecification} object. This uses a default {@link AlphaType} of
+ * Creates a {@link MeshSpecification} object. This uses a default alphaType of
* {@link #ALPHA_TYPE_PREMULTIPLIED}.
*
* @param attributes list of attributes represented by {@link Attribute}. Can hold a max of
@@ -266,7 +315,11 @@ public class MeshSpecification {
* the 6 varyings allowed.
* @param vertexShader vertex shader to be supplied to the mesh. Ensure that the position
* varying is set within the shader to get proper results.
+ * See {@link MeshSpecification} for an example vertex shader
+ * implementation
* @param fragmentShader fragment shader to be supplied to the mesh.
+ * See {@link MeshSpecification} for an example fragment shader
+ * implementation
* @param colorSpace {@link ColorSpace} to tell what color space to work in.
* @return {@link MeshSpecification} object for use when creating {@link Mesh}
*/
@@ -301,7 +354,11 @@ public class MeshSpecification {
* the 6 varyings allowed.
* @param vertexShader vertex shader to be supplied to the mesh. Ensure that the position
* varying is set within the shader to get proper results.
+ * See {@link MeshSpecification} for an example vertex shader
+ * implementation
* @param fragmentShader fragment shader to be supplied to the mesh.
+ * See {@link MeshSpecification} for an example fragment shader
+ * implementation
* @param colorSpace {@link ColorSpace} to tell what color space to work in.
* @param alphaType Describes how to interpret the alpha component for a pixel. Must be
* one of