Fix orthographic shadows projection, simplify shadow reordering
Separate matrix passed to shadow system into two parts, one for
transforming the polygon XY points (using the actual draw matrix) and
a separate one which respects correct 4x4 3d rotations and
translations for determining Z values.
Change-Id: I7e30a84774a8709df6b2241e8f51fc5583648fe8
diff --git a/libs/hwui/Matrix.h b/libs/hwui/Matrix.h
index 8b586f0..26cb05f 100644
--- a/libs/hwui/Matrix.h
+++ b/libs/hwui/Matrix.h
@@ -199,6 +199,7 @@
void copyTo(float* v) const;
void copyTo(SkMatrix& v) const;
+ float mapZ(const Vector3& orig) const;
void mapPoint3d(Vector3& vec) const;
void mapPoint(float& x, float& y) const; // 2d only
void mapRect(Rect& r) const; // 2d only