ztenghui d5e8ade498 Ambient shadow tessellation improvement.
Using the vertices, instead of ray casting for the triangulation.

This request a dynamic index buffer associated with vertex buffer,
so we update the VertexBuffer to support it.

The ambient shadow could be 3x-6x times faster for circle and rect now.

b/16712006
b/14257173

Change-Id: I2f22a8fe19bc59acee5c18e4a3a395acd5042a66
2014-08-29 13:40:42 -07:00

43 lines
1.3 KiB
C++

/*
* 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_AMBIENT_SHADOW_H
#define ANDROID_HWUI_AMBIENT_SHADOW_H
#include "Debug.h"
#include "OpenGLRenderer.h"
#include "Vector.h"
#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
/**
* AmbientShadow is used to calculate the ambient shadow value around a polygon.
*/
class AmbientShadow {
public:
static void createAmbientShadow(bool isCasterOpaque, const Vector3* poly,
int polyLength, const Vector3& centroid3d, float heightFactor,
float geomFactor, VertexBuffer& shadowVertexBuffer);
}; // AmbientShadow
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_AMBIENT_SHADOW_H