/* * 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 "OpenGLRenderer.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 VertexBufferMode createAmbientShadow(bool isCasterOpaque, const Vector3* poly, int polyLength, const Vector3& centroid3d, float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer); private: static void calculateRayDirections(int rays, Vector2* dir); static void calculateIntersection(const Vector3* poly, int nbVertices, const Vector3& 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