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99 lines
4.0 KiB
99 lines
4.0 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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#include <renderengine/Mesh.h>
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#include <math/vec4.h>
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#include <ui/Rect.h>
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#include <ui/Transform.h>
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#include "GLShadowVertexGenerator.h"
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namespace android {
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namespace renderengine {
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namespace gl {
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GLShadowVertexGenerator::GLShadowVertexGenerator(const FloatRect& casterRect,
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float casterCornerRadius, float casterZ,
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bool casterIsTranslucent, const vec4& ambientColor,
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const vec4& spotColor, const vec3& lightPosition,
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float lightRadius) {
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mDrawAmbientShadow = ambientColor.a > 0.f;
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mDrawSpotShadow = spotColor.a > 0.f;
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// Generate geometries and find number of vertices to generate
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if (mDrawAmbientShadow) {
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mAmbientShadowGeometry = getAmbientShadowGeometry(casterRect, casterCornerRadius, casterZ,
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casterIsTranslucent, ambientColor);
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mAmbientShadowVertexCount = getVertexCountForGeometry(*mAmbientShadowGeometry.get());
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mAmbientShadowIndexCount = getIndexCountForGeometry(*mAmbientShadowGeometry.get());
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} else {
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mAmbientShadowVertexCount = 0;
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mAmbientShadowIndexCount = 0;
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}
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if (mDrawSpotShadow) {
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mSpotShadowGeometry =
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getSpotShadowGeometry(casterRect, casterCornerRadius, casterZ, casterIsTranslucent,
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spotColor, lightPosition, lightRadius);
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mSpotShadowVertexCount = getVertexCountForGeometry(*mSpotShadowGeometry.get());
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mSpotShadowIndexCount = getIndexCountForGeometry(*mSpotShadowGeometry.get());
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} else {
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mSpotShadowVertexCount = 0;
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mSpotShadowIndexCount = 0;
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}
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}
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size_t GLShadowVertexGenerator::getVertexCount() const {
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return mAmbientShadowVertexCount + mSpotShadowVertexCount;
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}
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size_t GLShadowVertexGenerator::getIndexCount() const {
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return mAmbientShadowIndexCount + mSpotShadowIndexCount;
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}
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void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position,
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Mesh::VertexArray<vec4>& color,
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Mesh::VertexArray<vec3>& params) const {
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if (mDrawAmbientShadow) {
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fillVerticesForGeometry(*mAmbientShadowGeometry.get(), mAmbientShadowVertexCount, position,
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color, params);
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}
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if (mDrawSpotShadow) {
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fillVerticesForGeometry(*mSpotShadowGeometry.get(), mSpotShadowVertexCount,
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Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount),
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Mesh::VertexArray<vec4>(color, mAmbientShadowVertexCount),
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Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount));
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}
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}
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void GLShadowVertexGenerator::fillIndices(uint16_t* indices) const {
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if (mDrawAmbientShadow) {
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fillIndicesForGeometry(*mAmbientShadowGeometry.get(), mAmbientShadowIndexCount,
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0 /* starting vertex offset */, indices);
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}
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if (mDrawSpotShadow) {
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fillIndicesForGeometry(*mSpotShadowGeometry.get(), mSpotShadowIndexCount,
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mAmbientShadowVertexCount /* starting vertex offset */,
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&(indices[mAmbientShadowIndexCount]));
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}
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}
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} // namespace gl
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} // namespace renderengine
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} // namespace android
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