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-rw-r--r--libs/hwui/AmbientShadow.cpp37
1 files changed, 7 insertions, 30 deletions
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp
index 4873479..cb3a002 100644
--- a/libs/hwui/AmbientShadow.cpp
+++ b/libs/hwui/AmbientShadow.cpp
@@ -91,36 +91,13 @@ inline float getTransformedAlphaFromFactoredZ(float factoredZ) {
return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
}
-inline int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
- float divisor) {
- // When there is no distance difference, there is no need for extra vertices.
- if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
- return 0;
- }
- // The formula is :
- // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
- // The value ranges for each step are:
- // dot( ) --- [-1, 1]
- // acos( ) --- [0, M_PI]
- // floor(...) --- [0, EXTRA_VERTEX_PER_PI]
- float dotProduct = vector1.dot(vector2);
- // TODO: Use look up table for the dotProduct to extraVerticesNumber
- // computation, if needed.
- float angle = acosf(dotProduct);
- return (int) floor(angle / divisor);
-}
-
-inline void checkOverflow(int used, int total, const char* bufferName) {
- LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
- bufferName, used, total);
-}
-
inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
const Vector3& secondVertex, const Vector3& centroid) {
Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
secondSpike.normalize();
- int result = getExtraVertexNumber(secondSpike, *currentSpike, EDGE_RADIANS_DIVISOR);
+ int result = ShadowTessellator::getExtraVertexNumber(secondSpike, *currentSpike,
+ EDGE_RADIANS_DIVISOR);
*currentSpike = secondSpike;
return result;
}
@@ -231,8 +208,8 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
(i + 1) % casterVertexCount);
- int extraVerticesNumber = getExtraVertexNumber(currentNormal, previousNormal,
- CORNER_RADIANS_DIVISOR);
+ int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(currentNormal,
+ previousNormal, CORNER_RADIANS_DIVISOR);
float expansionDist = innerVertex.z * heightFactor * geomFactor;
const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
@@ -349,9 +326,9 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
shadowVertexBuffer.updateIndexCount(indexBufferIndex);
- checkOverflow(vertexBufferIndex, totalVertexCount, "Vertex Buffer");
- checkOverflow(indexBufferIndex, totalIndexCount, "Index Buffer");
- checkOverflow(umbraIndex, totalUmbraCount, "Umbra Buffer");
+ ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Vertex Buffer");
+ ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Index Buffer");
+ ShadowTessellator::checkOverflow(umbraIndex, totalUmbraCount, "Umbra Buffer");
#if DEBUG_SHADOW
for (int i = 0; i < vertexBufferIndex; i++) {