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
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
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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_SHADOW_TESSELLATOR_H
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#define ANDROID_HWUI_SHADOW_TESSELLATOR_H
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#include "Debug.h"
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#include "Matrix.h"
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namespace android {
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namespace uirenderer {
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class ShadowTessellator {
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public:
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static void tessellateAmbientShadow(float width, float height,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer);
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}; // ShadowTessellator
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H
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