blob: 2423a3467e60cd855e14283b2c444d1e8ee0da84 [file] [log] [blame]
/*
* Copyright 2020 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.
*/
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl3.h>
#include "GLShadowTexture.h"
#include "GLSkiaShadowPort.h"
namespace android {
namespace renderengine {
namespace gl {
GLShadowTexture::GLShadowTexture() {
fillShadowTextureData(mTextureData, SHADOW_TEXTURE_WIDTH);
glGenTextures(1, &mName);
glBindTexture(GL_TEXTURE_2D, mName);
glTexImage2D(GL_TEXTURE_2D, 0 /* base image level */, GL_ALPHA, SHADOW_TEXTURE_WIDTH,
SHADOW_TEXTURE_HEIGHT, 0 /* border */, GL_ALPHA, GL_UNSIGNED_BYTE, mTextureData);
mTexture.init(Texture::TEXTURE_2D, mName);
mTexture.setFiltering(true);
mTexture.setDimensions(SHADOW_TEXTURE_WIDTH, 1);
}
GLShadowTexture::~GLShadowTexture() {
glDeleteTextures(1, &mName);
}
const Texture& GLShadowTexture::getTexture() {
return mTexture;
}
} // namespace gl
} // namespace renderengine
} // namespace android