blob: 3181f9bebb81062ae3af50c60d8334033ca0ac3f [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.
*/
#include <renderengine/Mesh.h>
#include <math/vec4.h>
#include <ui/Rect.h>
#include <ui/Transform.h>
#include "GLShadowVertexGenerator.h"
namespace android {
namespace renderengine {
namespace gl {
GLShadowVertexGenerator::GLShadowVertexGenerator(const FloatRect& casterRect,
float casterCornerRadius, float casterZ,
bool casterIsTranslucent, const vec4& ambientColor,
const vec4& spotColor, const vec3& lightPosition,
float lightRadius) {
mDrawAmbientShadow = ambientColor.a > 0.f;
mDrawSpotShadow = spotColor.a > 0.f;
// Generate geometries and find number of vertices to generate
if (mDrawAmbientShadow) {
mAmbientShadowGeometry = getAmbientShadowGeometry(casterRect, casterCornerRadius, casterZ,
casterIsTranslucent, ambientColor);
mAmbientShadowVertexCount = getVertexCountForGeometry(*mAmbientShadowGeometry.get());
mAmbientShadowIndexCount = getIndexCountForGeometry(*mAmbientShadowGeometry.get());
} else {
mAmbientShadowVertexCount = 0;
mAmbientShadowIndexCount = 0;
}
if (mDrawSpotShadow) {
mSpotShadowGeometry =
getSpotShadowGeometry(casterRect, casterCornerRadius, casterZ, casterIsTranslucent,
spotColor, lightPosition, lightRadius);
mSpotShadowVertexCount = getVertexCountForGeometry(*mSpotShadowGeometry.get());
mSpotShadowIndexCount = getIndexCountForGeometry(*mSpotShadowGeometry.get());
} else {
mSpotShadowVertexCount = 0;
mSpotShadowIndexCount = 0;
}
}
size_t GLShadowVertexGenerator::getVertexCount() const {
return mAmbientShadowVertexCount + mSpotShadowVertexCount;
}
size_t GLShadowVertexGenerator::getIndexCount() const {
return mAmbientShadowIndexCount + mSpotShadowIndexCount;
}
void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position,
Mesh::VertexArray<vec4>& color,
Mesh::VertexArray<vec3>& params) const {
if (mDrawAmbientShadow) {
fillVerticesForGeometry(*mAmbientShadowGeometry.get(), mAmbientShadowVertexCount, position,
color, params);
}
if (mDrawSpotShadow) {
fillVerticesForGeometry(*mSpotShadowGeometry.get(), mSpotShadowVertexCount,
Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount),
Mesh::VertexArray<vec4>(color, mAmbientShadowVertexCount),
Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount));
}
}
void GLShadowVertexGenerator::fillIndices(uint16_t* indices) const {
if (mDrawAmbientShadow) {
fillIndicesForGeometry(*mAmbientShadowGeometry.get(), mAmbientShadowIndexCount,
0 /* starting vertex offset */, indices);
}
if (mDrawSpotShadow) {
fillIndicesForGeometry(*mSpotShadowGeometry.get(), mSpotShadowIndexCount,
mAmbientShadowVertexCount /* starting vertex offset */,
&(indices[mAmbientShadowIndexCount]));
}
}
} // namespace gl
} // namespace renderengine
} // namespace android