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ztenghui55bfb4e2013-12-03 10:38:55 -08001
2/*
3 * Copyright (C) 2013 The Android Open Source Project
4 *
5 * Licensed under the Apache License, Version 2.0 (the "License");
6 * you may not use this file except in compliance with the License.
7 * You may obtain a copy of the License at
8 *
9 * http://www.apache.org/licenses/LICENSE-2.0
10 *
11 * Unless required by applicable law or agreed to in writing, software
12 * distributed under the License is distributed on an "AS IS" BASIS,
13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 * See the License for the specific language governing permissions and
15 * limitations under the License.
16 */
17
18#ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H
19#define ANDROID_HWUI_SHADOW_TESSELLATOR_H
20
21#include "Debug.h"
22#include "Matrix.h"
ztenghui63d41ab2014-02-14 13:13:41 -080023#include "VertexBuffer.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080024
25namespace android {
26namespace uirenderer {
27
ztenghui63d41ab2014-02-14 13:13:41 -080028// All SHADOW_* are used to define all the geometry property of shadows.
29// Use a simplified example to illustrate the geometry setup here.
30// Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which
31// are 0 to 5 and 6 to 11. The area between them will be the penumbra area, and
32// the area inside the 2nd hexagon is the umbra.
33// Also, we need to add the centroid "12" to draw the umbra area as triangle fans.
34//
35// Triange strip indices for penumbra area: (0, 6, 1, 7, 2, 8, 3, 9, 4, 10, 5, 11, 0, 6)
36// Triange strip indices for numbra area: (6, 12, 7, 12, 8, 12, 9, 12, 10, 12, 11, 12, 6)
37// 0
38//
39// 5 6 1
40// 11 7
41// 12
42// 10 8
43// 4 9 2
44//
45// 3
46
47// The total number of rays starting from the centroid of shadow area, in order
48// to generate the shadow geometry.
Chris Craik726118b2014-03-07 18:27:49 -080049#define SHADOW_RAY_COUNT 128
ztenghui63d41ab2014-02-14 13:13:41 -080050
51// The total number of all the vertices representing the shadow.
Chris Craik726118b2014-03-07 18:27:49 -080052#define SHADOW_VERTEX_COUNT (2 * SHADOW_RAY_COUNT + 1)
ztenghui63d41ab2014-02-14 13:13:41 -080053
54// The total number of indices used for drawing the shadow geometry as triangle strips.
Chris Craik726118b2014-03-07 18:27:49 -080055#define SHADOW_INDEX_COUNT (2 * SHADOW_RAY_COUNT + 1 + 2 * (SHADOW_RAY_COUNT + 1))
ztenghui63d41ab2014-02-14 13:13:41 -080056
ztenghui55bfb4e2013-12-03 10:38:55 -080057class ShadowTessellator {
58public:
ztenghui63d41ab2014-02-14 13:13:41 -080059 static void tessellateAmbientShadow(const Vector3* casterPolygon,
60 int casterVertexCount, const Vector3& centroid3d,
ztenghuicc3c2562014-01-17 10:34:10 -080061 VertexBuffer& shadowVertexBuffer);
ztenghui7b4516e2014-01-07 10:42:55 -080062
Chris Craik15a07a22014-01-26 13:43:53 -080063 static void tessellateSpotShadow(const Vector3* casterPolygon, int casterVertexCount,
64 const Vector3& lightPosScale, const mat4& receiverTransform,
65 int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer);
ztenghui63d41ab2014-02-14 13:13:41 -080066
67 static void generateShadowIndices(uint16_t* shadowIndices);
68
69 static Vector2 centroid2d(const Vector2* poly, int polyLength);
ztenghui55bfb4e2013-12-03 10:38:55 -080070}; // ShadowTessellator
71
72}; // namespace uirenderer
73}; // namespace android
74
75#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H