blob: 112f97623b50ebf2b4a1ba6a873b35743bc73471 [file] [log] [blame]
/*
* 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 <math/vec4.h>
#include <ui/Rect.h>
#include "GLSkiaShadowPort.h"
namespace android {
namespace renderengine {
class Mesh;
namespace gl {
/**
* Generates gl attributes required to draw shadow spot and/or ambient shadows.
*
* Each shadow can support different colors. This class generates three vertex attributes for
* each shadow, its position, color and shadow params(offset and distance). These can be sent
* using a single glDrawElements call.
*/
class GLShadowVertexGenerator {
public:
GLShadowVertexGenerator(const FloatRect& casterRect, float casterCornerRadius, float casterZ,
bool casterIsTranslucent, const vec4& ambientColor,
const vec4& spotColor, const vec3& lightPosition, float lightRadius);
~GLShadowVertexGenerator() = default;
size_t getVertexCount() const;
size_t getIndexCount() const;
void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
Mesh::VertexArray<vec3>& params) const;
void fillIndices(uint16_t* indices) const;
private:
bool mDrawAmbientShadow;
std::unique_ptr<Geometry> mAmbientShadowGeometry;
int mAmbientShadowVertexCount = 0;
int mAmbientShadowIndexCount = 0;
bool mDrawSpotShadow;
std::unique_ptr<Geometry> mSpotShadowGeometry;
int mSpotShadowVertexCount = 0;
int mSpotShadowIndexCount = 0;
};
} // namespace gl
} // namespace renderengine
} // namespace android