Create private properties on GLCanvas for experimentation with 3d
Change-Id: I17772f61efce727cb4c1111f4d97f58c741786b8
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 578a251..cdef94e 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -182,10 +182,10 @@
}
void OpenGLRenderer::initViewport(int width, int height) {
- float dist = std::max(width, height) * 1.5;
-
- if (DEBUG_ENABLE_3D) {
+ if (mCaches.propertyEnable3d) {
// TODO: make view proj app configurable
+ float dist = std::max(width, height) * 1.5;
+ dist *= mCaches.propertyCameraDistance;
Matrix4 projection;
projection.loadFrustum(-width / 2, -height / 2, width / 2, height / 2, dist, 0);
Matrix4 view;
@@ -2081,6 +2081,12 @@
int32_t replayFlags) {
status_t status;
+ if (mCaches.propertyDirtyViewport) {
+ // force recalc of view/proj matrices
+ setViewport(mWidth, mHeight);
+ mCaches.propertyDirtyViewport = false;
+ }
+
// All the usual checks and setup operations (quickReject, setupDraw, etc.)
// will be performed by the display list itself
if (displayList && displayList->isRenderable()) {
@@ -3394,9 +3400,8 @@
mCaches.enableScissor();
SkPaint paint;
- paint.setColor(0x3f000000);
- // Force the draw to use alpha values.
- paint.setAntiAlias(true);
+ paint.setColor(mCaches.propertyShadowStrength << 24);
+ paint.setAntiAlias(true); // want to use AlphaVertex
VertexBuffer shadowVertexBuffer;
ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,