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ztenghui55bfb4e2013-12-03 10:38:55 -08001
2/*
3 * Copyright (C) 2013 The Android Open Source Project
4 *
5 * Licensed under the Apache License, Version 2.0 (the "License");
6 * you may not use this file except in compliance with the License.
7 * You may obtain a copy of the License at
8 *
9 * http://www.apache.org/licenses/LICENSE-2.0
10 *
11 * Unless required by applicable law or agreed to in writing, software
12 * distributed under the License is distributed on an "AS IS" BASIS,
13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 * See the License for the specific language governing permissions and
15 * limitations under the License.
16 */
17
18#ifndef ANDROID_HWUI_AMBIENT_SHADOW_H
19#define ANDROID_HWUI_AMBIENT_SHADOW_H
20
21#include "Debug.h"
ztenghui50ecf842014-03-11 16:52:30 -070022#include "OpenGLRenderer.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080023#include "Vector.h"
24#include "VertexBuffer.h"
25
26namespace android {
27namespace uirenderer {
28
29/**
30 * AmbientShadow is used to calculate the ambient shadow value around a polygon.
31 *
32 * TODO: calculateIntersection() now is O(N*M), where N is the number of
33 * polygon's vertics and M is the number of rays. In fact, by staring tracing
34 * the vertex from the previous intersection, the algorithm can be O(N + M);
35 */
36class AmbientShadow {
37public:
ztenghui50ecf842014-03-11 16:52:30 -070038 static VertexBufferMode createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
39 int polyLength, const Vector3& centroid3d, float heightFactor,
40 float geomFactor, VertexBuffer& shadowVertexBuffer);
ztenghui55bfb4e2013-12-03 10:38:55 -080041
42private:
ztenghui55bfb4e2013-12-03 10:38:55 -080043 static void calculateRayDirections(int rays, Vector2* dir);
44
45 static void calculateIntersection(const Vector3* poly, int nbVertices,
ztenghui63d41ab2014-02-14 13:13:41 -080046 const Vector3& start, const Vector2& dir, int& outEdgeIndex,
ztenghui55bfb4e2013-12-03 10:38:55 -080047 float& outEdgeFraction, float& outRayDist);
48
49 static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir,
50 const float* rayDist, Vector2& normal);
51}; // AmbientShadow
52
53}; // namespace uirenderer
54}; // namespace android
55
56#endif // ANDROID_HWUI_AMBIENT_SHADOW_H