diff options
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 16 | ||||
-rw-r--r-- | libs/hwui/Rect.h | 8 | ||||
-rw-r--r-- | libs/hwui/ShadowTessellator.cpp | 28 | ||||
-rw-r--r-- | libs/hwui/ShadowTessellator.h | 6 |
4 files changed, 52 insertions, 6 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index cb8155b..cdd789d 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -3226,11 +3226,13 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& c const int casterVertexCount = casterVertices2d.size(); Vector3 casterPolygon[casterVertexCount]; float minZ = FLT_MAX; + float maxZ = -FLT_MAX; for (int i = 0; i < casterVertexCount; i++) { const Vertex& point2d = casterVertices2d[i]; casterPolygon[i] = Vector3(point2d.x, point2d.y, 0); mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ); minZ = fmin(minZ, casterPolygon[i].z); + maxZ = fmax(maxZ, casterPolygon[i].z); } // map the centroid of the caster into 3d @@ -3248,6 +3250,15 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& c } centroid3d.z += casterLift; } + + // Check whether we want to draw the shadow at all by checking the caster's + // bounds against clip. + // We only have ortho projection, so we can just ignore the Z in caster for + // simple rejection calculation. + Rect localClip = mSnapshot->getLocalClip(); + Rect casterBounds(casterOutline->getBounds()); + casterTransformXY.mapRect(casterBounds); + bool isCasterOpaque = (casterAlpha == 1.0f); // draw caster's shadows if (mCaches.propertyAmbientShadowStrength > 0) { @@ -3255,7 +3266,7 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& c VertexBuffer ambientShadowVertexBuffer; VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow( isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, - ambientShadowVertexBuffer); + casterBounds, localClip, maxZ, ambientShadowVertexBuffer); drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint); } @@ -3266,7 +3277,8 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& c mCaches.propertyLightPosYScale, mCaches.propertyLightPosZScale); VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow( isCasterOpaque, casterPolygon, casterVertexCount, lightPosScale, - *currentTransform(), getWidth(), getHeight(), spotShadowVertexBuffer); + *currentTransform(), getWidth(), getHeight(), casterBounds, localClip, + spotShadowVertexBuffer); drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint); } diff --git a/libs/hwui/Rect.h b/libs/hwui/Rect.h index c230149..0083b77 100644 --- a/libs/hwui/Rect.h +++ b/libs/hwui/Rect.h @@ -18,6 +18,7 @@ #define ANDROID_HWUI_RECT_H #include <cmath> +#include <SkRect.h> #include <utils/Log.h> @@ -68,6 +69,13 @@ public: bottom(height) { } + inline Rect(const SkRect& rect): + left(rect.fLeft), + top(rect.fTop), + right(rect.fRight), + bottom(rect.fBottom) { + } + friend int operator==(const Rect& a, const Rect& b) { return !memcmp(&a, &b, sizeof(a)); } diff --git a/libs/hwui/ShadowTessellator.cpp b/libs/hwui/ShadowTessellator.cpp index 771904a..4d0edfb 100644 --- a/libs/hwui/ShadowTessellator.cpp +++ b/libs/hwui/ShadowTessellator.cpp @@ -35,7 +35,8 @@ static inline T max(T a, T b) { VertexBufferMode ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, - const Vector3& centroid3d, VertexBuffer& shadowVertexBuffer) { + const Vector3& centroid3d, const Rect& casterBounds, + const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) { ATRACE_CALL(); // A bunch of parameters to tweak the shadow. @@ -43,6 +44,16 @@ VertexBufferMode ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const float heightFactor = 1.0f / 128; const float geomFactor = 64; + Rect ambientShadowBounds(casterBounds); + ambientShadowBounds.outset(maxZ * geomFactor * heightFactor); + + if (!localClip.intersects(ambientShadowBounds)) { +#if DEBUG_SHADOW + ALOGD("Ambient shadow is out of clip rect!"); +#endif + return kVertexBufferMode_OnePolyRingShadow; + } + return AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, heightFactor, geomFactor, shadowVertexBuffer); @@ -52,7 +63,8 @@ VertexBufferMode ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, VertexBufferMode ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, const Vector3& lightPosScale, const mat4& receiverTransform, - int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer) { + int screenWidth, int screenHeight, const Rect& casterBounds, + const Rect& localClip, VertexBuffer& shadowVertexBuffer) { ATRACE_CALL(); // A bunch of parameters to tweak the shadow. @@ -73,6 +85,18 @@ VertexBufferMode ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const float lightSize = maximal / 4; const int lightVertexCount = 8; + // Now light and caster are both in local space, we will check whether + // the shadow is within the clip area. + Rect lightRect = Rect(lightCenter.x - lightSize, lightCenter.y - lightSize, + lightCenter.x + lightSize, lightCenter.y + lightSize); + lightRect.unionWith(localClip); + if (!lightRect.intersects(casterBounds)) { +#if DEBUG_SHADOW + ALOGD("Spot shadow is out of clip rect!"); +#endif + return kVertexBufferMode_OnePolyRingShadow; + } + VertexBufferMode mode = SpotShadow::createSpotShadow(isCasterOpaque, casterPolygon, casterVertexCount, lightCenter, lightSize, lightVertexCount, shadowVertexBuffer); diff --git a/libs/hwui/ShadowTessellator.h b/libs/hwui/ShadowTessellator.h index ab039fa..ff3de74 100644 --- a/libs/hwui/ShadowTessellator.h +++ b/libs/hwui/ShadowTessellator.h @@ -66,12 +66,14 @@ class ShadowTessellator { public: static VertexBufferMode tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, - const Vector3& centroid3d, VertexBuffer& shadowVertexBuffer); + 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, VertexBuffer& shadowVertexBuffer); + int screenWidth, int screenHeight, const Rect& casterBounds, + const Rect& localClip, VertexBuffer& shadowVertexBuffer); static void generateShadowIndices(uint16_t* shadowIndices); |