Now the theta = 0 should be on +x axis.
And cos(theta) should correctly represent x value.
Without this fix, the poly theta (from atan2) can be wrongly rotated 90 degrees.
Also, make sure the incoming polygon is CW for the shadow system.
This fix visual artifacts in recent regression for spot shadows.
bug:13553955
Change-Id: I9bbf54db094e7f133326da4dae4610962da849c1
Projected RenderNodes are now wrapped with a ClipRect or masked
SaveLayer, so that they are clipped to the outline of the projection
receiver surface.
Change-Id: I1d4afc1bb5d638d650bc0b1dac51a498f216773e
bug:13211941
Cleans up some of the RenderNode method naming
Also removes unnecessary clip/save/restores, clipping shadows
predictably, as drawn by the parent, before drawing (and clipping,
etc.) the shadow casting child.
Change-Id: I795115e1fb869bbbdd7be43e279b97490fecc7e0
All the computations are estimated using bounding box.
TODO: Spot shadow could have more accurate but also more expensive methods, we need
more experiments to decide.
Change-Id: I9c10c419576cee55daf0f9f278b0db78cb847447
Separate matrix passed to shadow system into two parts, one for
transforming the polygon XY points (using the actual draw matrix) and
a separate one which respects correct 4x4 3d rotations and
translations for determining Z values.
Change-Id: I7e30a84774a8709df6b2241e8f51fc5583648fe8
bug:11748993
TextureView should always be drawn with linear filtering if drawing a
buffer sized differently from the layer.
This fixes a bug where TextureViews that were sized differently from
their contents wouldn't be drawn with texture filtering, causing
visible scaling artifacts.
Change-Id: I8a5d27452fe7269ec53896992f37cff51e3ce15a
This will allow us to inspect the paint for thing other than
color and xfermode, such as SkColorFilters and SkShaders.
bug: 10650594
Change-Id: I2c3ddd07a3966e1e77af34136307e2b59b2898c1
Fixes the simplifying assumption that shadow casters were always
rectangular.
Java side APIs + plumbing to pass down correct shapes still need to be added.
Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
bug:12581401
Adds temporary logging which should log/crash earlier on incorrectly
reordering hierarchies.
Change-Id: Iee00940718c3cc868161e754aff93cd3b2747094
The eventual goal is for the StatefulBaseRenderer to serve as the
common base class between the DisplayListRenderer and OpenGLRenderer.
This will separate DisplayList recording, Snapshot stack management,
and the GL in OpenGLRenderer.
Additionally, avoid sp<> parameters, and use const parameters in
several places, with the intent of greatly reducing the surface area
where renderer subclasses can modify snapshot stack.
Next steps:
-move bulk of clipping logic into StatefulBaseRenderer
-disable direct snapshot access
Change-Id: Ibc3c6747134ec7daf8ea535866239fa73b874390
This will eventually serve as a base class to allow
DisplayListRenderer to split off from OpenGLRenderer, and could
eventually support other rendering approaches, such as an
SkCanvas/SkPicture.
This will also be the main source of (implementation-independent)
documentation of the canvas/renderer methods.
Change-Id: I52047f338f5cf86a3b0b3002af7154bff5c3c227
Basically we compute the shadow as a strip of triangles, whose alpha value
is the strength of the shadow.
We use the normal to extend the geometry.
And we use static function and try to avoid new/malloc in the computation.
Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf