63d41abb40
Also draw the umbra part as triangle fans instead of zig zag fashion. b/12840179 Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
86 lines
3.4 KiB
C++
86 lines
3.4 KiB
C++
/*
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* Copyright (C) 2014 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_SPOT_SHADOW_H
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#define ANDROID_HWUI_SPOT_SHADOW_H
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#include "Debug.h"
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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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class SpotShadow {
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public:
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static void createSpotShadow(const Vector3* poly, int polyLength,
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const Vector3& lightCenter, float lightSize, int lightVertexCount,
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VertexBuffer& retStrips);
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private:
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static void computeSpotShadow(const Vector3* lightPoly, int lightPolyLength,
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const Vector3& lightCenter, const Vector3* poly, int polyLength,
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VertexBuffer& retstrips);
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static void computeLightPolygon(int points, const Vector3& lightCenter,
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float size, Vector3* ret);
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static int getStripSize(int rays, int layers);
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static void smoothPolygon(int level, int rays, float* rayDist);
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static float calculateOpacity(float jf);
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static float rayIntersectPoly(const Vector2* poly, int polyLength,
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const Vector2& point, float dx, float dy);
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static void xsort(Vector2* points, int pointsLength);
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static int hull(Vector2* points, int pointsLength, Vector2* retPoly);
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static bool ccw(double ax, double ay, double bx, double by, double cx, double cy);
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static int intersection(Vector2* poly1, int poly1length, Vector2* poly2, int poly2length);
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static void sort(Vector2* poly, int polyLength, const Vector2& center);
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static float angle(const Vector2& point, const Vector2& center);
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static void swap(Vector2* points, int i, int j);
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static void quicksortCirc(Vector2* points, int low, int high, const Vector2& center);
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static void quicksortX(Vector2* points, int low, int high);
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static bool testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len);
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static void makeClockwise(Vector2* polygon, int len);
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static bool isClockwise(Vector2* polygon, int len);
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static void reverse(Vector2* polygon, int len);
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static inline bool lineIntersection(double x1, double y1, double x2, double y2,
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double x3, double y3, double x4, double y4, Vector2& ret);
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static void generateTriangleStrip(const Vector2* penumbra, int penumbraLength,
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const Vector2* umbra, int umbraLength, VertexBuffer& retstrips);
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static const double EPSILON = 1e-7;
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#if DEBUG_SHADOW
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// Verification utility function.
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static bool testConvex(const Vector2* polygon, int polygonLength,
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const char* name);
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static void testIntersection(const Vector2* poly1, int poly1Length,
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const Vector2* poly2, int poly2Length,
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const Vector2* intersection, int intersectionLength);
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static void updateBound(const Vector2 inVector, Vector2& lowerBound, Vector2& upperBound );
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#endif
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}; // SpotShadow
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_SPOT_SHADOW_H
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