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Diffstat (limited to 'libs/hwui/ShadowTessellator.h')
| -rw-r--r-- | libs/hwui/ShadowTessellator.h | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/libs/hwui/ShadowTessellator.h b/libs/hwui/ShadowTessellator.h new file mode 100644 index 0000000..cb65df5 --- /dev/null +++ b/libs/hwui/ShadowTessellator.h @@ -0,0 +1,108 @@ + +/* + * 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_SHADOW_TESSELLATOR_H +#define ANDROID_HWUI_SHADOW_TESSELLATOR_H + +#include "Debug.h" +#include "Matrix.h" +#include "OpenGLRenderer.h" +#include "VertexBuffer.h" + +namespace android { +namespace uirenderer { + +// All SHADOW_* are used to define all the geometry property of shadows. +// Use a simplified example to illustrate the geometry setup here. +// Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which +// are 0 to 5 and 6 to 11. The area between them will be the penumbra area, and +// the area inside the 2nd hexagon is the umbra. +// Ambient shadow is using only 1 layer for opaque caster, otherwise, spot +// shadow and ambient shadow are using 2 layers. +// Triange strip indices for penumbra area: (0, 6, 1, 7, 2, 8, 3, 9, 4, 10, 5, 11, 0, 6) +// 0 +// +// 5 6 1 +// 11 7 +// +// 10 8 +// 4 9 2 +// +// 3 + +// The total number of rays starting from the centroid of shadow area, in order +// to generate the shadow geometry. +#define SHADOW_RAY_COUNT 128 + +// The total number of all the vertices representing the shadow. +// For the case we only have 1 layer, then we will just fill only 2/3 of it. +#define SHADOW_VERTEX_COUNT (3 * SHADOW_RAY_COUNT) + +// The total number of indices used for drawing the shadow geometry as triangle strips. +// Depending on the mode we are drawing, we can have 1 layer or 2 layers. +// Therefore, we only build the longer index buffer. +#define TWO_POLY_RING_SHADOW_INDEX_COUNT (4 * (SHADOW_RAY_COUNT + 1)) +#define ONE_POLY_RING_SHADOW_INDEX_COUNT (2 * (SHADOW_RAY_COUNT + 1)) + +#define MAX_SHADOW_INDEX_COUNT TWO_POLY_RING_SHADOW_INDEX_COUNT + +#define SHADOW_MIN_CASTER_Z 0.001f + +#define MINIMAL_DELTA_THETA (M_PI / 180 / 1000) + +class ShadowTessellator { +public: + static void tessellateAmbientShadow(bool isCasterOpaque, + const Vector3* casterPolygon, int casterVertexCount, + const Vector3& centroid3d, const Rect& casterBounds, + const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer); + + static void tessellateSpotShadow(bool isCasterOpaque, + const Vector3* casterPolygon, int casterVertexCount, + const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius, + const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer); + + static void generateShadowIndices(uint16_t* shadowIndices); + + static Vector2 centroid2d(const Vector2* poly, int polyLength); + + static bool isClockwise(const Vector2* polygon, int len); + + /** + * Determine whether the path is clockwise, using the control points. + * + * TODO: Given the skia is using inverted Y coordinate, shadow system needs + * to convert to the same coordinate to avoid the extra reverse. + * + * @param path The path to be examined. + */ + static bool isClockwisePath(const SkPath &path); + + /** + * Reverse the vertex array. + * + * @param polygon The vertex array to be reversed. + * @param len The length of the vertex array. + */ + static void reverseVertexArray(Vertex* polygon, int len); + +}; // ShadowTessellator + +}; // namespace uirenderer +}; // namespace android + +#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H |
