/* * Copyright 2019 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. */ #pragma once #include #include #include "GLSkiaShadowPort.h" namespace android { namespace renderengine { class Mesh; namespace gl { /** * Generates gl attributes required to draw shadow spot and/or ambient shadows. * * Each shadow can support different colors. This class generates three vertex attributes for * each shadow, its position, color and shadow params(offset and distance). These can be sent * using a single glDrawElements call. */ class GLShadowVertexGenerator { public: GLShadowVertexGenerator(const FloatRect& casterRect, float casterCornerRadius, float casterZ, bool casterIsTranslucent, const vec4& ambientColor, const vec4& spotColor, const vec3& lightPosition, float lightRadius); ~GLShadowVertexGenerator() = default; size_t getVertexCount() const; size_t getIndexCount() const; void fillVertices(Mesh::VertexArray& position, Mesh::VertexArray& color, Mesh::VertexArray& params) const; void fillIndices(uint16_t* indices) const; private: bool mDrawAmbientShadow; std::unique_ptr mAmbientShadowGeometry; int mAmbientShadowVertexCount = 0; int mAmbientShadowIndexCount = 0; bool mDrawSpotShadow; std::unique_ptr mSpotShadowGeometry; int mSpotShadowVertexCount = 0; int mSpotShadowIndexCount = 0; }; } // namespace gl } // namespace renderengine } // namespace android