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Diffstat (limited to 'libs/hwui/AmbientShadow.h')
-rw-r--r-- | libs/hwui/AmbientShadow.h | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/libs/hwui/AmbientShadow.h b/libs/hwui/AmbientShadow.h new file mode 100644 index 0000000..079bdb7 --- /dev/null +++ b/libs/hwui/AmbientShadow.h @@ -0,0 +1,57 @@ + +/* + * Copyright (C) 2013 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_AMBIENT_SHADOW_H +#define ANDROID_HWUI_AMBIENT_SHADOW_H + +#include "Debug.h" +#include "Vector.h" +#include "VertexBuffer.h" + +namespace android { +namespace uirenderer { + +/** + * AmbientShadow is used to calculate the ambient shadow value around a polygon. + * + * TODO: calculateIntersection() now is O(N*M), where N is the number of + * polygon's vertics and M is the number of rays. In fact, by staring tracing + * the vertex from the previous intersection, the algorithm can be O(N + M); + */ +class AmbientShadow { +public: + static void createAmbientShadow(const Vector3* poly, int polyLength, int rays, + int layers, float strength, float heightFactor, float geomFactor, + VertexBuffer& shadowVertexBuffer); + +private: + static void calculatePolygonCentroid(const Vector3* poly, int len, Vector2& centroid); + + static void calculateRayDirections(int rays, Vector2* dir); + + static void calculateIntersection(const Vector3* poly, int nbVertices, + const Vector2& start, const Vector2& dir, int& outEdgeIndex, + float& outEdgeFraction, float& outRayDist); + + static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir, + const float* rayDist, Vector2& normal); +}; // AmbientShadow + +}; // namespace uirenderer +}; // namespace android + +#endif // ANDROID_HWUI_AMBIENT_SHADOW_H |