android_frameworks_base/libs/hwui/PathTessellator.h
ztenghui 55bfb4e728 Calculate and show Ambient shadow.
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
2013-12-13 17:25:47 -08:00

75 lines
2.3 KiB
C++

/*
* Copyright (C) 2012 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_PATH_TESSELLATOR_H
#define ANDROID_HWUI_PATH_TESSELLATOR_H
#include <utils/Vector.h>
#include "Matrix.h"
#include "Rect.h"
#include "Vertex.h"
#include "VertexBuffer.h"
namespace android {
namespace uirenderer {
class PathTessellator {
public:
static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint);
static void tessellatePath(const SkPath& path, const SkPaint* paint,
const mat4 *transform, VertexBuffer& vertexBuffer);
static void tessellatePoints(const float* points, int count, SkPaint* paint,
const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
static void tessellateLines(const float* points, int count, SkPaint* paint,
const mat4* transform, SkRect& bounds, VertexBuffer& vertexBuffer);
private:
static bool approximatePathOutlineVertices(const SkPath &path, bool forceClose,
float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
/*
endpoints a & b,
control c
*/
static void recursiveQuadraticBezierVertices(
float ax, float ay,
float bx, float by,
float cx, float cy,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
/*
endpoints p1, p2
control c1, c2
*/
static void recursiveCubicBezierVertices(
float p1x, float p1y,
float c1x, float c1y,
float p2x, float p2y,
float c2x, float c2y,
float sqrInvScaleX, float sqrInvScaleY,
Vector<Vertex> &outputVertices);
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PATH_TESSELLATOR_H