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Vishnu Nair16efdbf2019-12-10 11:55:42 -08001/*
2 * Copyright 2019 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#pragma once
18
19#include <math/vec4.h>
Vishnu Nairf19544f2020-02-03 11:23:26 -080020#include <renderengine/Mesh.h>
Vishnu Nair16efdbf2019-12-10 11:55:42 -080021#include <ui/Rect.h>
22
23namespace android {
24namespace renderengine {
Vishnu Nair16efdbf2019-12-10 11:55:42 -080025namespace gl {
26
27/**
28 * The shadow geometry logic and vertex generation code has been ported from skia shadow
29 * fast path OpenGL implementation to draw shadows around rects and rounded rects including
30 * circles.
31 *
32 * path: skia/src/gpu/GrRenderTargetContext.cpp GrRenderTargetContext::drawFastShadow
33 *
34 * Modifications made:
35 * - Switched to using std lib math functions
36 * - Fall off function is implemented in vertex shader rather than a shadow texture
37 * - Removed transformations applied on the caster rect since the caster will be in local
38 * coordinate space and will be transformed by the vertex shader.
39 */
40
41enum RRectType {
42 kFill_RRectType,
43 kStroke_RRectType,
44 kOverstroke_RRectType,
45};
46
47struct Geometry {
48 vec4 fColor;
49 float fOuterRadius;
50 float fUmbraInset;
51 float fInnerRadius;
52 float fBlurRadius;
53 FloatRect fDevBounds;
54 RRectType fType;
55 bool fIsCircle;
56 bool fIsStroked;
57};
58
59std::unique_ptr<Geometry> getSpotShadowGeometry(const FloatRect& casterRect,
60 float casterCornerRadius, float casterZ,
61 bool casterIsTranslucent, const vec4& spotColor,
62 const vec3& lightPosition, float lightRadius);
63
64std::unique_ptr<Geometry> getAmbientShadowGeometry(const FloatRect& casterRect,
65 float casterCornerRadius, float casterZ,
66 bool casterIsTranslucent,
67 const vec4& ambientColor);
68
69int getVertexCountForGeometry(const Geometry& shadowGeometry);
70
71int getIndexCountForGeometry(const Geometry& shadowGeometry);
72
73void fillVerticesForGeometry(const Geometry& shadowGeometry, int vertexCount,
74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
75 Mesh::VertexArray<vec3> shadowParams);
76
77void fillIndicesForGeometry(const Geometry& shadowGeometry, int indexCount,
78 int startingVertexOffset, uint16_t* indices);
79
Vishnu Nairf19544f2020-02-03 11:23:26 -080080/**
81 * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
82 * darkness at that spot. Values are determined by an exponential falloff
83 * function provided by UX.
84 *
85 * The texture is used for quick lookup in theshadow shader.
86 *
87 * textureData - filled with shadow texture data that needs to be at least of
88 * size textureWidth
89 *
90 * textureWidth - width of the texture, height is always 1
91 */
92void fillShadowTextureData(uint8_t* textureData, size_t textureWidth);
93
Vishnu Nair16efdbf2019-12-10 11:55:42 -080094} // namespace gl
95} // namespace renderengine
96} // namespace android