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/*
* Copyright (C) 2014 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_SPOT_SHADOW_H
#define ANDROID_HWUI_SPOT_SHADOW_H
#include "Debug.h"
#include "Vector.h"
#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
class SpotShadow {
public:
static void createSpotShadow_old(bool isCasterOpaque, const Vector3* poly,
int polyLength, const Vector3& lightCenter, float lightSize,
int lightVertexCount, VertexBuffer& retStrips);
static void createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
float lightSize, const Vector3* poly, int polyLength,
const Vector3& polyCentroid, VertexBuffer& retstrips);
private:
static float projectCasterToOutline(Vector2& outline,
const Vector3& lightCenter, const Vector3& polyVertex);
static int calculateOccludedUmbra(const Vector2* umbra, int umbraLength,
const Vector3* poly, int polyLength, Vector2* occludedUmbra);
static void computeSpotShadow_old(bool isCasterOpaque, const Vector3* lightPoly,
int lightPolyLength, const Vector3& lightCenter, const Vector3* poly,
int polyLength, VertexBuffer& shadowTriangleStrip);
static void computeLightPolygon(int points, const Vector3& lightCenter,
float size, Vector3* ret);
static void smoothPolygon(int level, int rays, float* rayDist);
static float rayIntersectPoly(const Vector2* poly, int polyLength,
const Vector2& point, float dx, float dy);
static void xsort(Vector2* points, int pointsLength);
static int hull(Vector2* points, int pointsLength, Vector2* retPoly);
static bool ccw(double ax, double ay, double bx, double by, double cx, double cy);
static int intersection(const Vector2* poly1, int poly1length, Vector2* poly2, int poly2length);
static void sort(Vector2* poly, int polyLength, const Vector2& center);
static void swap(Vector2* points, int i, int j);
static void quicksortCirc(Vector2* points, int low, int high, const Vector2& center);
static void quicksortX(Vector2* points, int low, int high);
static bool testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len);
static void makeClockwise(Vector2* polygon, int len);
static void reverse(Vector2* polygon, int len);
static inline bool lineIntersection(double x1, double y1, double x2, double y2,
double x3, double y3, double x4, double y4, Vector2& ret);
static void generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale,
const Vector2* penumbra, int penumbraLength, const Vector2* umbra, int umbraLength,
const Vector3* poly, int polyLength, VertexBuffer& retstrips);
#if DEBUG_SHADOW
// Verification utility function.
static bool testConvex(const Vector2* polygon, int polygonLength,
const char* name);
static void testIntersection(const Vector2* poly1, int poly1Length,
const Vector2* poly2, int poly2Length,
const Vector2* intersection, int intersectionLength);
static void updateBound(const Vector2 inVector, Vector2& lowerBound, Vector2& upperBound );
static void dumpPolygon(const Vector2* poly, int polyLength, const char* polyName);
static void dumpPolygon(const Vector3* poly, int polyLength, const char* polyName);
#endif
}; // SpotShadow
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_SPOT_SHADOW_H