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1 
2 /*
3  * Copyright (C) 2013 The Android Open Source Project
4  *
5  * Licensed under the Apache License, Version 2.0 (the "License");
6  * you may not use this file except in compliance with the License.
7  * You may obtain a copy of the License at
8  *
9  *      http://www.apache.org/licenses/LICENSE-2.0
10  *
11  * Unless required by applicable law or agreed to in writing, software
12  * distributed under the License is distributed on an "AS IS" BASIS,
13  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14  * See the License for the specific language governing permissions and
15  * limitations under the License.
16  */
17 
18 #ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H
19 #define ANDROID_HWUI_SHADOW_TESSELLATOR_H
20 
21 #include "Debug.h"
22 #include "Matrix.h"
23 #include "OpenGLRenderer.h"
24 #include "VertexBuffer.h"
25 
26 namespace android {
27 namespace uirenderer {
28 
29 // All SHADOW_* are used to define all the geometry property of shadows.
30 // Use a simplified example to illustrate the geometry setup here.
31 // Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which
32 // are 0 to 5 and 6 to 11. The area between them will be the penumbra area, and
33 // the area inside the 2nd hexagon is the umbra.
34 // Ambient shadow is using only 1 layer for opaque caster, otherwise, spot
35 // shadow and ambient shadow are using 2 layers.
36 // Triange strip indices for penumbra area: (0, 6, 1, 7, 2, 8, 3, 9, 4, 10, 5, 11, 0, 6)
37 //                 0
38 //
39 //      5          6         1
40 //           11         7
41 //
42 //           10         8
43 //      4          9         2
44 //
45 //                 3
46 
47 // The total number of rays starting from the centroid of shadow area, in order
48 // to generate the shadow geometry.
49 #define SHADOW_RAY_COUNT 128
50 
51 // The total number of all the vertices representing the shadow.
52 // For the case we only have 1 layer, then we will just fill only 2/3 of it.
53 #define SHADOW_VERTEX_COUNT (3 * SHADOW_RAY_COUNT)
54 
55 // The total number of indices used for drawing the shadow geometry as triangle strips.
56 // Depending on the mode we are drawing, we can have 1 layer or 2 layers.
57 // Therefore, we only build the longer index buffer.
58 #define TWO_POLY_RING_SHADOW_INDEX_COUNT (4 * (SHADOW_RAY_COUNT + 1))
59 #define ONE_POLY_RING_SHADOW_INDEX_COUNT (2 * (SHADOW_RAY_COUNT + 1))
60 
61 #define MAX_SHADOW_INDEX_COUNT TWO_POLY_RING_SHADOW_INDEX_COUNT
62 
63 #define SHADOW_MIN_CASTER_Z 0.001f
64 
65 #define MINIMAL_DELTA_THETA (M_PI / 180 / 1000)
66 
67 class ShadowTessellator {
68 public:
69     static void tessellateAmbientShadow(bool isCasterOpaque,
70             const Vector3* casterPolygon, int casterVertexCount,
71             const Vector3& centroid3d,  const Rect& casterBounds,
72             const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer);
73 
74     static void tessellateSpotShadow(bool isCasterOpaque,
75             const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
76             const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
77             const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer);
78 
79     static void generateShadowIndices(uint16_t*  shadowIndices);
80 
81     static Vector2 centroid2d(const Vector2* poly, int polyLength);
82 
83     static bool isClockwise(const Vector2* polygon, int len);
84 
85     static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2);
86     /**
87      * Determine whether the path is clockwise, using the control points.
88      *
89      * TODO: Given the skia is using inverted Y coordinate, shadow system needs
90      * to convert to the same coordinate to avoid the extra reverse.
91      *
92      * @param path The path to be examined.
93      */
94     static bool isClockwisePath(const SkPath &path);
95 
96     /**
97      * Reverse the vertex array.
98      *
99      * @param polygon The vertex array to be reversed.
100      * @param len The length of the vertex array.
101      */
102     static void reverseVertexArray(Vertex* polygon, int len);
103 
104     static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
105             float divisor);
106 
107     static void checkOverflow(int used, int total, const char* bufferName);
108 }; // ShadowTessellator
109 
110 }; // namespace uirenderer
111 }; // namespace android
112 
113 #endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H
114