Chris Craik b79a3e301a Fix orthographic shadows projection, simplify shadow reordering
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
2014-03-12 09:44:41 -07:00

143 lines
2.9 KiB
C++

/*
* Copyright (C) 2010 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_VECTOR_H
#define ANDROID_HWUI_VECTOR_H
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Classes
///////////////////////////////////////////////////////////////////////////////
struct Vector2 {
float x;
float y;
Vector2() :
x(0.0f), y(0.0f) {
}
Vector2(float px, float py) :
x(px), y(py) {
}
float lengthSquared() const {
return x * x + y * y;
}
float length() const {
return sqrt(x * x + y * y);
}
void operator+=(const Vector2& v) {
x += v.x;
y += v.y;
}
void operator-=(const Vector2& v) {
x -= v.x;
y -= v.y;
}
void operator+=(const float v) {
x += v;
y += v;
}
void operator-=(const float v) {
x -= v;
y -= v;
}
void operator/=(float s) {
x /= s;
y /= s;
}
void operator*=(float s) {
x *= s;
y *= s;
}
Vector2 operator+(const Vector2& v) const {
return Vector2(x + v.x, y + v.y);
}
Vector2 operator-(const Vector2& v) const {
return Vector2(x - v.x, y - v.y);
}
Vector2 operator/(float s) const {
return Vector2(x / s, y / s);
}
Vector2 operator*(float s) const {
return Vector2(x * s, y * s);
}
void normalize() {
float s = 1.0f / length();
x *= s;
y *= s;
}
Vector2 copyNormalized() const {
Vector2 v(x, y);
v.normalize();
return v;
}
float dot(const Vector2& v) const {
return x * v.x + y * v.y;
}
void dump() {
ALOGD("Vector2[%.2f, %.2f]", x, y);
}
}; // class Vector2
class Vector3 {
public:
float x;
float y;
float z;
Vector3() :
x(0.0f), y(0.0f), z(0.0f) {
}
Vector3(float px, float py, float pz) :
x(px), y(py), z(pz) {
}
void dump() {
ALOGD("Vector3[%.2f, %.2f, %.2f]", x, y, z);
}
};
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
typedef Vector2 vec2;
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_VECTOR_H