/* * Copyright 2019 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include #include #include namespace android { namespace renderengine { namespace gl { /** * The shadow geometry logic and vertex generation code has been ported from skia shadow * fast path OpenGL implementation to draw shadows around rects and rounded rects including * circles. * * path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow * * Modifications made: * - Switched to using std lib math functions * - Fall off function is implemented in vertex shader rather than a shadow texture * - Removed transformations applied on the caster rect since the caster will be in local * coordinate space and will be transformed by the vertex shader. */ enum RRectType { kFill_RRectType, kStroke_RRectType, kOverstroke_RRectType, }; struct Geometry { vec4 fColor; float fOuterRadius; float fUmbraInset; float fInnerRadius; float fBlurRadius; FloatRect fDevBounds; RRectType fType; bool fIsCircle; bool fIsStroked; }; std::unique_ptr getSpotShadowGeometry(const FloatRect& casterRect, float casterCornerRadius, float casterZ, bool casterIsTranslucent, const vec4& spotColor, const vec3& lightPosition, float lightRadius); std::unique_ptr getAmbientShadowGeometry(const FloatRect& casterRect, float casterCornerRadius, float casterZ, bool casterIsTranslucent, const vec4& ambientColor); int getVertexCountForGeometry(const Geometry& shadowGeometry); int getIndexCountForGeometry(const Geometry& shadowGeometry); void fillVerticesForGeometry(const Geometry& shadowGeometry, int vertexCount, Mesh::VertexArray position, Mesh::VertexArray shadowColor, Mesh::VertexArray shadowParams); void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount, int startingVertexOffset, uint16_t* indices); /** * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to * darkness at that spot. Values are determined by an exponential falloff * function provided by UX. * * The texture is used for quick lookup in theshadow shader. * * textureData - filled with shadow texture data that needs to be at least of * size textureWidth * * textureWidth - width of the texture, height is always 1 */ void fillShadowTextureData(uint8_t* textureData, size_t textureWidth); } // namespace gl } // namespace renderengine } // namespace android