| /* | 
 |  * 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 <renderengine/Mesh.h> | 
 | #include <ui/Rect.h> | 
 |  | 
 | namespace android { | 
 | namespace renderengine { | 
 | namespace gl { | 
 |  | 
 | /** | 
 |  * The shadow geometry logic and vertex generation code has been ported from skia shadow | 
 |  * fast path OpenGL implementation to draw shadows around rects and rounded rects including | 
 |  * circles. | 
 |  * | 
 |  * path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow | 
 |  * | 
 |  * Modifications made: | 
 |  * - Switched to using std lib math functions | 
 |  * - Fall off function is implemented in vertex shader rather than a shadow texture | 
 |  * - Removed transformations applied on the caster rect since the caster will be in local | 
 |  *   coordinate space and will be transformed by the vertex shader. | 
 |  */ | 
 |  | 
 | enum RRectType { | 
 |     kFill_RRectType, | 
 |     kStroke_RRectType, | 
 |     kOverstroke_RRectType, | 
 | }; | 
 |  | 
 | struct Geometry { | 
 |     vec4 fColor; | 
 |     float fOuterRadius; | 
 |     float fUmbraInset; | 
 |     float fInnerRadius; | 
 |     float fBlurRadius; | 
 |     FloatRect fDevBounds; | 
 |     RRectType fType; | 
 |     bool fIsCircle; | 
 |     bool fIsStroked; | 
 | }; | 
 |  | 
 | std::unique_ptr<Geometry> getSpotShadowGeometry(const FloatRect& casterRect, | 
 |                                                 float casterCornerRadius, float casterZ, | 
 |                                                 bool casterIsTranslucent, const vec4& spotColor, | 
 |                                                 const vec3& lightPosition, float lightRadius); | 
 |  | 
 | std::unique_ptr<Geometry> getAmbientShadowGeometry(const FloatRect& casterRect, | 
 |                                                    float casterCornerRadius, float casterZ, | 
 |                                                    bool casterIsTranslucent, | 
 |                                                    const vec4& ambientColor); | 
 |  | 
 | int getVertexCountForGeometry(const Geometry& shadowGeometry); | 
 |  | 
 | int getIndexCountForGeometry(const Geometry& shadowGeometry); | 
 |  | 
 | void fillVerticesForGeometry(const Geometry& shadowGeometry, int vertexCount, | 
 |                              Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor, | 
 |                              Mesh::VertexArray<vec3> shadowParams); | 
 |  | 
 | void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount, | 
 |                             int startingVertexOffset, uint16_t* indices); | 
 |  | 
 | /** | 
 |  * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to | 
 |  * darkness at that spot. Values are determined by an exponential falloff | 
 |  * function provided by UX. | 
 |  * | 
 |  * The texture is used for quick lookup in theshadow shader. | 
 |  * | 
 |  * textureData - filled with shadow texture data that needs to be at least of | 
 |  *               size textureWidth | 
 |  * | 
 |  * textureWidth - width of the texture, height is always 1 | 
 |  */ | 
 | void fillShadowTextureData(uint8_t* textureData, size_t textureWidth); | 
 |  | 
 | } // namespace gl | 
 | } // namespace renderengine | 
 | } // namespace android |