2013-12-03 10:38:55 -08:00
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_AMBIENT_SHADOW_H
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#define ANDROID_HWUI_AMBIENT_SHADOW_H
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#include "Debug.h"
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2014-03-11 16:52:30 -07:00
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#include "OpenGLRenderer.h"
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2013-12-03 10:38:55 -08:00
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#include "Vector.h"
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#include "VertexBuffer.h"
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namespace android {
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namespace uirenderer {
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/**
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* AmbientShadow is used to calculate the ambient shadow value around a polygon.
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*
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* TODO: calculateIntersection() now is O(N*M), where N is the number of
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* polygon's vertics and M is the number of rays. In fact, by staring tracing
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* the vertex from the previous intersection, the algorithm can be O(N + M);
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*/
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class AmbientShadow {
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public:
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2014-03-11 16:52:30 -07:00
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static VertexBufferMode createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
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int polyLength, const Vector3& centroid3d, float heightFactor,
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float geomFactor, VertexBuffer& shadowVertexBuffer);
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2013-12-03 10:38:55 -08:00
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private:
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static void calculateRayDirections(int rays, Vector2* dir);
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static void calculateIntersection(const Vector3* poly, int nbVertices,
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2014-02-14 13:13:41 -08:00
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const Vector3& start, const Vector2& dir, int& outEdgeIndex,
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2013-12-03 10:38:55 -08:00
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float& outEdgeFraction, float& outRayDist);
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static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir,
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const float* rayDist, Vector2& normal);
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}; // AmbientShadow
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_AMBIENT_SHADOW_H
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