ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame^] | 1 | /* |
| 2 | * Copyright (C) 2013 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | #define LOG_TAG "OpenGLRenderer" |
| 18 | |
| 19 | #include <math.h> |
| 20 | #include <utils/Log.h> |
| 21 | |
| 22 | #include "AmbientShadow.h" |
| 23 | #include "ShadowTessellator.h" |
| 24 | |
| 25 | namespace android { |
| 26 | namespace uirenderer { |
| 27 | |
| 28 | // TODO: Support path as the input of the polygon instead of the rect's width |
| 29 | // and height. |
| 30 | void ShadowTessellator::tessellateAmbientShadow(float width, float height, |
| 31 | const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) { |
| 32 | |
| 33 | Vector3 pivot(width / 2, height / 2, 0.0f); |
| 34 | casterTransform.mapPoint3d(pivot); |
| 35 | |
| 36 | // TODO: The zScaleFactor need to be mapped to the screen. |
| 37 | float zScaleFactor = 0.5; |
| 38 | Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor, |
| 39 | pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor); |
| 40 | |
| 41 | // Generate the caster's polygon from the rect. |
| 42 | // TODO: support arbitrary polygon, and the z value need to be computed |
| 43 | // according to the transformation for each vertex. |
| 44 | const int vertexCount = 4; |
| 45 | Vector3 polygon[vertexCount]; |
| 46 | polygon[0].x = blockRect.left; |
| 47 | polygon[0].y = blockRect.top; |
| 48 | polygon[0].z = pivot.z; |
| 49 | polygon[1].x = blockRect.right; |
| 50 | polygon[1].y = blockRect.top; |
| 51 | polygon[1].z = pivot.z; |
| 52 | polygon[2].x = blockRect.right; |
| 53 | polygon[2].y = blockRect.bottom; |
| 54 | polygon[2].z = pivot.z; |
| 55 | polygon[3].x = blockRect.left; |
| 56 | polygon[3].y = blockRect.bottom; |
| 57 | polygon[3].z = pivot.z; |
| 58 | |
| 59 | // A bunch of parameters to tweak the shadow. |
| 60 | // TODO: Allow some of these changable by debug settings or APIs. |
| 61 | const int rays = 120; |
| 62 | const int layers = 2; |
| 63 | const float strength = 0.5; |
| 64 | const float heightFactor = 120; |
| 65 | const float geomFactor = 60; |
| 66 | |
| 67 | AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength, |
| 68 | heightFactor, geomFactor, shadowVertexBuffer); |
| 69 | |
| 70 | } |
| 71 | |
| 72 | }; // namespace uirenderer |
| 73 | }; // namespace android |