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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_SHADOW_TESSELLATOR_H
19#define ANDROID_HWUI_SHADOW_TESSELLATOR_H
20
21#include "Debug.h"
22#include "Matrix.h"
ztenghui50ecf842014-03-11 16:52:30 -070023#include "OpenGLRenderer.h"
ztenghui63d41ab2014-02-14 13:13:41 -080024#include "VertexBuffer.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080025
26namespace android {
27namespace uirenderer {
28
ztenghui63d41ab2014-02-14 13:13:41 -080029// All SHADOW_* are used to define all the geometry property of shadows.
30// Use a simplified example to illustrate the geometry setup here.
31// Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which
32// are 0 to 5 and 6 to 11. The area between them will be the penumbra area, and
33// the area inside the 2nd hexagon is the umbra.
ztenghui50ecf842014-03-11 16:52:30 -070034// Ambient shadow is using only 1 layer for opaque caster, otherwise, spot
35// shadow and ambient shadow are using 2 layers.
ztenghui63d41ab2014-02-14 13:13:41 -080036// Triange strip indices for penumbra area: (0, 6, 1, 7, 2, 8, 3, 9, 4, 10, 5, 11, 0, 6)
ztenghui63d41ab2014-02-14 13:13:41 -080037// 0
38//
39// 5 6 1
40// 11 7
ztenghui50ecf842014-03-11 16:52:30 -070041//
ztenghui63d41ab2014-02-14 13:13:41 -080042// 10 8
43// 4 9 2
44//
45// 3
46
47// The total number of rays starting from the centroid of shadow area, in order
48// to generate the shadow geometry.
Chris Craik726118b2014-03-07 18:27:49 -080049#define SHADOW_RAY_COUNT 128
ztenghui63d41ab2014-02-14 13:13:41 -080050
51// The total number of all the vertices representing the shadow.
ztenghui50ecf842014-03-11 16:52:30 -070052// For the case we only have 1 layer, then we will just fill only 2/3 of it.
53#define SHADOW_VERTEX_COUNT (3 * SHADOW_RAY_COUNT)
ztenghui63d41ab2014-02-14 13:13:41 -080054
55// The total number of indices used for drawing the shadow geometry as triangle strips.
ztenghui50ecf842014-03-11 16:52:30 -070056// Depending on the mode we are drawing, we can have 1 layer or 2 layers.
57// Therefore, we only build the longer index buffer.
58#define TWO_POLY_RING_SHADOW_INDEX_COUNT (4 * (SHADOW_RAY_COUNT + 1))
59#define ONE_POLY_RING_SHADOW_INDEX_COUNT (2 * (SHADOW_RAY_COUNT + 1))
60
61#define MAX_SHADOW_INDEX_COUNT TWO_POLY_RING_SHADOW_INDEX_COUNT
ztenghui63d41ab2014-02-14 13:13:41 -080062
Chris Craikb98f2112014-03-11 17:42:29 -070063#define SHADOW_MIN_CASTER_Z 0.001f
64
ztenghui7940dc52014-04-22 11:21:49 -070065#define MINIMAL_DELTA_THETA (M_PI / 180 / 1000)
66
ztenghui55bfb4e2013-12-03 10:38:55 -080067class ShadowTessellator {
68public:
Chris Craik05f3d6e2014-06-02 16:27:04 -070069 static void tessellateAmbientShadow(bool isCasterOpaque,
ztenghui50ecf842014-03-11 16:52:30 -070070 const Vector3* casterPolygon, int casterVertexCount,
ztenghuiaf6f7ed2014-03-18 17:25:49 -070071 const Vector3& centroid3d, const Rect& casterBounds,
72 const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer);
ztenghui7b4516e2014-01-07 10:42:55 -080073
Chris Craik05f3d6e2014-06-02 16:27:04 -070074 static void tessellateSpotShadow(bool isCasterOpaque,
ztenghui50ecf842014-03-11 16:52:30 -070075 const Vector3* casterPolygon, int casterVertexCount,
Chris Craik797b95b2014-05-20 18:10:25 -070076 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
77 const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer);
ztenghui63d41ab2014-02-14 13:13:41 -080078
79 static void generateShadowIndices(uint16_t* shadowIndices);
80
81 static Vector2 centroid2d(const Vector2* poly, int polyLength);
ztenghui2e023f32014-04-28 16:43:13 -070082
83 static bool isClockwise(const Vector2* polygon, int len);
84
85 /**
86 * Determine whether the path is clockwise, using the control points.
87 *
88 * TODO: Given the skia is using inverted Y coordinate, shadow system needs
89 * to convert to the same coordinate to avoid the extra reverse.
90 *
91 * @param path The path to be examined.
92 */
93 static bool isClockwisePath(const SkPath &path);
94
95 /**
96 * Reverse the vertex array.
97 *
98 * @param polygon The vertex array to be reversed.
99 * @param len The length of the vertex array.
100 */
101 static void reverseVertexArray(Vertex* polygon, int len);
102
ztenghui55bfb4e2013-12-03 10:38:55 -0800103}; // ShadowTessellator
104
105}; // namespace uirenderer
106}; // namespace android
107
108#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H