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97 lines
3.4 KiB
97 lines
3.4 KiB
/*
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* Copyright 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <math/vec4.h>
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#include <renderengine/Mesh.h>
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#include <ui/Rect.h>
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namespace android {
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namespace renderengine {
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namespace gl {
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/**
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* The shadow geometry logic and vertex generation code has been ported from skia shadow
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* fast path OpenGL implementation to draw shadows around rects and rounded rects including
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* circles.
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*
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* path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow
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*
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* Modifications made:
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* - Switched to using std lib math functions
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* - Fall off function is implemented in vertex shader rather than a shadow texture
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* - Removed transformations applied on the caster rect since the caster will be in local
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* coordinate space and will be transformed by the vertex shader.
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*/
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enum RRectType {
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kFill_RRectType,
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kStroke_RRectType,
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kOverstroke_RRectType,
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};
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struct Geometry {
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vec4 fColor;
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float fOuterRadius;
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float fUmbraInset;
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float fInnerRadius;
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float fBlurRadius;
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FloatRect fDevBounds;
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RRectType fType;
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bool fIsCircle;
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bool fIsStroked;
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};
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std::unique_ptr<Geometry> getSpotShadowGeometry(const FloatRect& casterRect,
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float casterCornerRadius, float casterZ,
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bool casterIsTranslucent, const vec4& spotColor,
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const vec3& lightPosition, float lightRadius);
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std::unique_ptr<Geometry> getAmbientShadowGeometry(const FloatRect& casterRect,
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float casterCornerRadius, float casterZ,
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bool casterIsTranslucent,
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const vec4& ambientColor);
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int getVertexCountForGeometry(const Geometry& shadowGeometry);
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int getIndexCountForGeometry(const Geometry& shadowGeometry);
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void fillVerticesForGeometry(const Geometry& shadowGeometry, int vertexCount,
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Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
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Mesh::VertexArray<vec3> shadowParams);
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void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount,
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int startingVertexOffset, uint16_t* indices);
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/**
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* Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
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* darkness at that spot. Values are determined by an exponential falloff
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* function provided by UX.
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*
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* The texture is used for quick lookup in theshadow shader.
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*
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* textureData - filled with shadow texture data that needs to be at least of
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* size textureWidth
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*
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* textureWidth - width of the texture, height is always 1
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*/
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void fillShadowTextureData(uint8_t* textureData, size_t textureWidth);
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} // namespace gl
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} // namespace renderengine
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} // namespace android
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