AmbientShadow.h revision 63d41abb40b3ce40d8b9bccb1cf186e8158a3687
1 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_AMBIENT_SHADOW_H 19#define ANDROID_HWUI_AMBIENT_SHADOW_H 20 21#include "Debug.h" 22#include "Vector.h" 23#include "VertexBuffer.h" 24 25namespace android { 26namespace uirenderer { 27 28/** 29 * AmbientShadow is used to calculate the ambient shadow value around a polygon. 30 * 31 * TODO: calculateIntersection() now is O(N*M), where N is the number of 32 * polygon's vertics and M is the number of rays. In fact, by staring tracing 33 * the vertex from the previous intersection, the algorithm can be O(N + M); 34 */ 35class AmbientShadow { 36public: 37 static void createAmbientShadow(const Vector3* poly, int polyLength, 38 const Vector3& centroid3d, float heightFactor, float geomFactor, 39 VertexBuffer& shadowVertexBuffer); 40 41private: 42 static void calculateRayDirections(int rays, Vector2* dir); 43 44 static void calculateIntersection(const Vector3* poly, int nbVertices, 45 const Vector3& start, const Vector2& dir, int& outEdgeIndex, 46 float& outEdgeFraction, float& outRayDist); 47 48 static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir, 49 const float* rayDist, Vector2& normal); 50}; // AmbientShadow 51 52}; // namespace uirenderer 53}; // namespace android 54 55#endif // ANDROID_HWUI_AMBIENT_SHADOW_H 56