| |
| /* |
| * Copyright (C) 2013 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H |
| #define ANDROID_HWUI_SHADOW_TESSELLATOR_H |
| |
| #include "Debug.h" |
| #include "Matrix.h" |
| #include "OpenGLRenderer.h" |
| #include "VertexBuffer.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| // All SHADOW_* are used to define all the geometry property of shadows. |
| // Use a simplified example to illustrate the geometry setup here. |
| // Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which |
| // are 0 to 5 and 6 to 11. The area between them will be the penumbra area, and |
| // the area inside the 2nd hexagon is the umbra. |
| // Ambient shadow is using only 1 layer for opaque caster, otherwise, spot |
| // shadow and ambient shadow are using 2 layers. |
| // Triange strip indices for penumbra area: (0, 6, 1, 7, 2, 8, 3, 9, 4, 10, 5, 11, 0, 6) |
| // 0 |
| // |
| // 5 6 1 |
| // 11 7 |
| // |
| // 10 8 |
| // 4 9 2 |
| // |
| // 3 |
| |
| // The total number of rays starting from the centroid of shadow area, in order |
| // to generate the shadow geometry. |
| #define SHADOW_RAY_COUNT 128 |
| |
| // The total number of all the vertices representing the shadow. |
| // For the case we only have 1 layer, then we will just fill only 2/3 of it. |
| #define SHADOW_VERTEX_COUNT (3 * SHADOW_RAY_COUNT) |
| |
| // The total number of indices used for drawing the shadow geometry as triangle strips. |
| // Depending on the mode we are drawing, we can have 1 layer or 2 layers. |
| // Therefore, we only build the longer index buffer. |
| #define TWO_POLY_RING_SHADOW_INDEX_COUNT (4 * (SHADOW_RAY_COUNT + 1)) |
| #define ONE_POLY_RING_SHADOW_INDEX_COUNT (2 * (SHADOW_RAY_COUNT + 1)) |
| |
| #define MAX_SHADOW_INDEX_COUNT TWO_POLY_RING_SHADOW_INDEX_COUNT |
| |
| #define SHADOW_MIN_CASTER_Z 0.001f |
| |
| class ShadowTessellator { |
| public: |
| static VertexBufferMode tessellateAmbientShadow(bool isCasterOpaque, |
| const Vector3* casterPolygon, int casterVertexCount, |
| const Vector3& centroid3d, const Rect& casterBounds, |
| const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer); |
| |
| static VertexBufferMode tessellateSpotShadow(bool isCasterOpaque, |
| const Vector3* casterPolygon, int casterVertexCount, |
| const Vector3& lightPosScale, const mat4& receiverTransform, |
| int screenWidth, int screenHeight, const Rect& casterBounds, |
| const Rect& localClip, VertexBuffer& shadowVertexBuffer); |
| |
| static void generateShadowIndices(uint16_t* shadowIndices); |
| |
| static Vector2 centroid2d(const Vector2* poly, int polyLength); |
| }; // ShadowTessellator |
| |
| }; // namespace uirenderer |
| }; // namespace android |
| |
| #endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H |