155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui/* 355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Copyright (C) 2013 The Android Open Source Project 455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * 555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Licensed under the Apache License, Version 2.0 (the "License"); 655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * you may not use this file except in compliance with the License. 755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * You may obtain a copy of the License at 855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * 955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * http://www.apache.org/licenses/LICENSE-2.0 1055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * 1155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Unless required by applicable law or agreed to in writing, software 1255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * distributed under the License is distributed on an "AS IS" BASIS, 1355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 1455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * See the License for the specific language governing permissions and 1555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * limitations under the License. 1655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui */ 1755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 1855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H 1955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#define ANDROID_HWUI_SHADOW_TESSELLATOR_H 2055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 212dc236b2bae13b9a0ed9b3f7320502aecd7983b3Tom Hudson#include <SkPath.h> 222dc236b2bae13b9a0ed9b3f7320502aecd7983b3Tom Hudson 2355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#include "Debug.h" 2455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#include "Matrix.h" 2555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 2655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghuinamespace android { 2755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghuinamespace uirenderer { 2855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 292dc236b2bae13b9a0ed9b3f7320502aecd7983b3Tom Hudsonclass VertexBuffer; 302dc236b2bae13b9a0ed9b3f7320502aecd7983b3Tom Hudson 3163d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// All SHADOW_* are used to define all the geometry property of shadows. 3263d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// Use a simplified example to illustrate the geometry setup here. 3363d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// Assuming we use 6 rays and only 1 layer, Then we will have 2 hexagons, which 3463d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// are 0 to 5 and 6 to 11. The area between them will be the penumbra area, and 3563d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// the area inside the 2nd hexagon is the umbra. 3650ecf849cb7ccc3482517b74d2214b347927791eztenghui// Ambient shadow is using only 1 layer for opaque caster, otherwise, spot 3750ecf849cb7ccc3482517b74d2214b347927791eztenghui// shadow and ambient shadow are using 2 layers. 3863d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// Triange strip indices for penumbra area: (0, 6, 1, 7, 2, 8, 3, 9, 4, 10, 5, 11, 0, 6) 3963d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 0 4063d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 4163d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 5 6 1 4263d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 11 7 4350ecf849cb7ccc3482517b74d2214b347927791eztenghui// 4463d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 10 8 4563d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 4 9 2 4663d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 4763d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// 3 4863d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui 4963d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// The total number of rays starting from the centroid of shadow area, in order 5063d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// to generate the shadow geometry. 51726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik#define SHADOW_RAY_COUNT 128 5263d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui 5363d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// The total number of all the vertices representing the shadow. 5450ecf849cb7ccc3482517b74d2214b347927791eztenghui// For the case we only have 1 layer, then we will just fill only 2/3 of it. 5550ecf849cb7ccc3482517b74d2214b347927791eztenghui#define SHADOW_VERTEX_COUNT (3 * SHADOW_RAY_COUNT) 5663d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui 5763d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui// The total number of indices used for drawing the shadow geometry as triangle strips. 5850ecf849cb7ccc3482517b74d2214b347927791eztenghui// Depending on the mode we are drawing, we can have 1 layer or 2 layers. 5950ecf849cb7ccc3482517b74d2214b347927791eztenghui// Therefore, we only build the longer index buffer. 6050ecf849cb7ccc3482517b74d2214b347927791eztenghui#define TWO_POLY_RING_SHADOW_INDEX_COUNT (4 * (SHADOW_RAY_COUNT + 1)) 6150ecf849cb7ccc3482517b74d2214b347927791eztenghui#define ONE_POLY_RING_SHADOW_INDEX_COUNT (2 * (SHADOW_RAY_COUNT + 1)) 6250ecf849cb7ccc3482517b74d2214b347927791eztenghui 6350ecf849cb7ccc3482517b74d2214b347927791eztenghui#define MAX_SHADOW_INDEX_COUNT TWO_POLY_RING_SHADOW_INDEX_COUNT 6463d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui 65b98f2116f5896acb4b221015b22624a3c5d5a7feChris Craik#define SHADOW_MIN_CASTER_Z 0.001f 66b98f2116f5896acb4b221015b22624a3c5d5a7feChris Craik 677940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui#define MINIMAL_DELTA_THETA (M_PI / 180 / 1000) 687940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui 6955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghuiclass ShadowTessellator { 7055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghuipublic: 7105f3d6e5111fd08df5cd9aae2c3d28399dc0e7f5Chris Craik static void tessellateAmbientShadow(bool isCasterOpaque, 7250ecf849cb7ccc3482517b74d2214b347927791eztenghui const Vector3* casterPolygon, int casterVertexCount, 73af6f7ed8dd4288a41d0a07a1f0f0be7d6d035b33ztenghui const Vector3& centroid3d, const Rect& casterBounds, 74af6f7ed8dd4288a41d0a07a1f0f0be7d6d035b33ztenghui const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer); 757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 7605f3d6e5111fd08df5cd9aae2c3d28399dc0e7f5Chris Craik static void tessellateSpotShadow(bool isCasterOpaque, 77c50a03d78aaedd0003377e98710e7038bda330e9ztenghui const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid, 78797b95b26bbb7557678af78b9a2a61830158920fChris Craik const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius, 79797b95b26bbb7557678af78b9a2a61830158920fChris Craik const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer); 8063d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui 8163d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui static Vector2 centroid2d(const Vector2* poly, int polyLength); 822e023f3827dfc0dfc1ed7c3dd54d02b4a993f0b4ztenghui 832e023f3827dfc0dfc1ed7c3dd54d02b4a993f0b4ztenghui static bool isClockwise(const Vector2* polygon, int len); 842e023f3827dfc0dfc1ed7c3dd54d02b4a993f0b4ztenghui 85c50a03d78aaedd0003377e98710e7038bda330e9ztenghui static Vector2 calculateNormal(const Vector2& p1, const Vector2& p2); 862e023f3827dfc0dfc1ed7c3dd54d02b4a993f0b4ztenghui 87512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui static int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2, 88512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float divisor); 89512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 90512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui static void checkOverflow(int used, int total, const char* bufferName); 9155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui}; // ShadowTessellator 9255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 9355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui}; // namespace uirenderer 9455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui}; // namespace android 9555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui 9655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H 97