/* * Copyright 2020 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. */ #include #include #include #include #include #include "GLShadowTexture.h" #include "GLSkiaShadowPort.h" namespace android { namespace renderengine { namespace gl { GLShadowTexture::GLShadowTexture() { fillShadowTextureData(mTextureData, SHADOW_TEXTURE_WIDTH); glGenTextures(1, &mName); glBindTexture(GL_TEXTURE_2D, mName); glTexImage2D(GL_TEXTURE_2D, 0 /* base image level */, GL_ALPHA, SHADOW_TEXTURE_WIDTH, SHADOW_TEXTURE_HEIGHT, 0 /* border */, GL_ALPHA, GL_UNSIGNED_BYTE, mTextureData); mTexture.init(Texture::TEXTURE_2D, mName); mTexture.setFiltering(true); mTexture.setDimensions(SHADOW_TEXTURE_WIDTH, 1); } GLShadowTexture::~GLShadowTexture() { glDeleteTextures(1, &mName); } const Texture& GLShadowTexture::getTexture() { return mTexture; } } // namespace gl } // namespace renderengine } // namespace android