Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp
index 3982fa0..aa96698 100644
--- a/libs/hwui/AmbientShadow.cpp
+++ b/libs/hwui/AmbientShadow.cpp
@@ -25,7 +25,7 @@
// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
// therefore, the maximum number of extra vertices will be twice bigger.
-#define MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * EXTRA_CORNER_VERTEX_PER_PI)
+#define MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * EXTRA_CORNER_VERTEX_PER_PI)
// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
#define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
@@ -36,9 +36,9 @@
*/
#define EXTRA_EDGE_VERTEX_PER_PI 50
-#define MAX_EXTRA_EDGE_VERTEX_NUMBER (2 * EXTRA_EDGE_VERTEX_PER_PI)
+#define MAX_EXTRA_EDGE_VERTEX_NUMBER (2 * EXTRA_EDGE_VERTEX_PER_PI)
-#define EDGE_RADIANS_DIVISOR (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
+#define EDGE_RADIANS_DIVISOR (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
/**
* Other constants:
@@ -56,8 +56,8 @@
#include "Vertex.h"
#include "VertexBuffer.h"
-#include <algorithm>
#include <utils/Log.h>
+#include <algorithm>
namespace android {
namespace uirenderer {
@@ -67,8 +67,8 @@
*/
inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
// Convert from Vector3 to Vector2 first.
- Vector2 currentVertex = { vertices[current].x, vertices[current].y };
- Vector2 nextVertex = { vertices[next].x, vertices[next].y };
+ Vector2 currentVertex = {vertices[current].x, vertices[current].y};
+ Vector2 nextVertex = {vertices[next].x, vertices[next].y};
return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
}
@@ -79,24 +79,24 @@
return 1.0 / (1 + std::max(factoredZ, 0.0f));
}
-inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
- const Vector3& secondVertex, const Vector3& centroid) {
- Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
+inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike, const Vector3& secondVertex,
+ const Vector3& centroid) {
+ Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
secondSpike.normalize();
int result = ShadowTessellator::getExtraVertexNumber(secondSpike, *currentSpike,
- EDGE_RADIANS_DIVISOR);
+ EDGE_RADIANS_DIVISOR);
*currentSpike = secondSpike;
return result;
}
// Given the caster's vertex count, compute all the buffers size depending on
// whether or not the caster is opaque.
-inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
- int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
+inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount, int* totalUmbraCount,
+ int casterVertexCount, bool isCasterOpaque) {
// Compute the size of the vertex buffer.
- int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
- MAX_EXTRA_EDGE_VERTEX_NUMBER;
+ int outerVertexCount =
+ casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER + MAX_EXTRA_EDGE_VERTEX_NUMBER;
int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
*totalVertexCount = outerVertexCount + innerVertexCount;
@@ -163,44 +163,42 @@
* | |
* (V3)-----------------------------------(V2)
*/
-void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
- const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
- float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
+void AmbientShadow::createAmbientShadow(bool isCasterOpaque, const Vector3* casterVertices,
+ int casterVertexCount, const Vector3& centroid3d,
+ float heightFactor, float geomFactor,
+ VertexBuffer& shadowVertexBuffer) {
shadowVertexBuffer.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices);
// In order to computer the outer vertices in one loop, we need pre-compute
// the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
// for vertex 0.
- Vector2 previousNormal = getNormalFromVertices(casterVertices,
- casterVertexCount - 1 , 0);
- Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
- casterVertices[0].y - centroid3d.y};
+ Vector2 previousNormal = getNormalFromVertices(casterVertices, casterVertexCount - 1, 0);
+ Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, casterVertices[0].y - centroid3d.y};
currentSpike.normalize();
float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
// Preparing all the output data.
int totalVertexCount, totalIndexCount, totalUmbraCount;
- computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
- casterVertexCount, isCasterOpaque);
- AlphaVertex* shadowVertices =
- shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
+ computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount, casterVertexCount,
+ isCasterOpaque);
+ AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
int vertexBufferIndex = 0;
uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
int indexBufferIndex = 0;
uint16_t umbraVertices[totalUmbraCount];
int umbraIndex = 0;
- for (int i = 0; i < casterVertexCount; i++) {
+ for (int i = 0; i < casterVertexCount; i++) {
// Corner: first figure out the extra vertices we need for the corner.
const Vector3& innerVertex = casterVertices[i];
- Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
- (i + 1) % casterVertexCount);
+ Vector2 currentNormal =
+ getNormalFromVertices(casterVertices, i, (i + 1) % casterVertexCount);
- int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(currentNormal,
- previousNormal, CORNER_RADIANS_DIVISOR);
+ int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(
+ currentNormal, previousNormal, CORNER_RADIANS_DIVISOR);
float expansionDist = innerVertex.z * heightFactor * geomFactor;
- const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
+ const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
#if DEBUG_SHADOW
ALOGD("cornerSlicesNumber is %d", cornerSlicesNumber);
#endif
@@ -212,9 +210,8 @@
if (!isCasterOpaque) {
umbraVertices[umbraIndex++] = vertexBufferIndex;
}
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
- casterVertices[i].x, casterVertices[i].y,
- currentAlpha);
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
+ casterVertices[i].y, currentAlpha);
const Vector3& innerStart = casterVertices[i];
@@ -225,8 +222,7 @@
// This will create vertices from [0, cornerSlicesNumber] inclusively,
// which means minimally 2 vertices even without the extra ones.
for (int j = 0; j <= cornerSlicesNumber; j++) {
- Vector2 averageNormal =
- previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
+ Vector2 averageNormal = previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
averageNormal /= cornerSlicesNumber;
averageNormal.normalize();
Vector2 outerVertex;
@@ -235,8 +231,8 @@
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
- outerVertex.y, OUTER_ALPHA);
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x, outerVertex.y,
+ OUTER_ALPHA);
if (j == 0) {
outerStart = outerVertex;
@@ -257,8 +253,8 @@
outerNext.y = innerNext.y + currentNormal.y * expansionDist;
// Compute the angle and see how many extra points we need.
- int extraVerticesNumber = getEdgeExtraAndUpdateSpike(¤tSpike,
- innerNext, centroid3d);
+ int extraVerticesNumber =
+ getEdgeExtraAndUpdateSpike(¤tSpike, innerNext, centroid3d);
#if DEBUG_SHADOW
ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
#endif
@@ -269,20 +265,20 @@
for (int k = 1; k < extraVerticesNumber; k++) {
int startWeight = extraVerticesNumber - k;
Vector2 currentOuter =
- (outerLast * startWeight + outerNext * k) / extraVerticesNumber;
+ (outerLast * startWeight + outerNext * k) / extraVerticesNumber;
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
- currentOuter.y, OUTER_ALPHA);
+ currentOuter.y, OUTER_ALPHA);
if (!isCasterOpaque) {
umbraVertices[umbraIndex++] = vertexBufferIndex;
}
Vector3 currentInner =
- (innerStart * startWeight + innerNext * k) / extraVerticesNumber;
+ (innerStart * startWeight + innerNext * k) / extraVerticesNumber;
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
- currentInner.y,
- getAlphaFromFactoredZ(currentInner.z * heightFactor));
+ currentInner.y,
+ getAlphaFromFactoredZ(currentInner.z * heightFactor));
}
}
currentAlpha = nextAlpha;
@@ -293,11 +289,10 @@
if (!isCasterOpaque) {
// Add the centroid as the last one in the vertex buffer.
- float centroidOpacity =
- getAlphaFromFactoredZ(centroid3d.z * heightFactor);
+ float centroidOpacity = getAlphaFromFactoredZ(centroid3d.z * heightFactor);
int centroidIndex = vertexBufferIndex;
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
- centroid3d.y, centroidOpacity);
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x, centroid3d.y,
+ centroidOpacity);
for (int i = 0; i < umbraIndex; i++) {
// Note that umbraVertices[0] is always 0.
@@ -322,7 +317,7 @@
#if DEBUG_SHADOW
for (int i = 0; i < vertexBufferIndex; i++) {
ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y,
- shadowVertices[i].alpha);
+ shadowVertices[i].alpha);
}
for (int i = 0; i < indexBufferIndex; i++) {
ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]);
@@ -330,5 +325,5 @@
#endif
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android