/* * 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 <SkPath.h> #include "Debug.h" #include "Matrix.h" namespace android { namespace uirenderer { class VertexBuffer; // 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 Vector3& casterCentroid, const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius, const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer); static Vector2 centroid2d(const Vector2* poly, int polyLength); static bool isClockwise(const Vector2* polygon, int len); static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2); static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2, float divisor); static void checkOverflow(int used, int total, const char* bufferName); }; // ShadowTessellator }; // namespace uirenderer }; // namespace android #endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H