Loading libs/hwui/ShadowTessellator.cpp +9 −14 Original line number Diff line number Diff line Loading @@ -45,28 +45,23 @@ static inline T max(T a, T b) { */ void ShadowTessellator::generateCasterPolygon(float width, float height, const mat4& casterTransform, int vertexCount, Vector3* polygon) { Vector3 pivot(width / 2, height / 2, 0.0f); casterTransform.mapPoint3d(pivot); // TODO: The zScaleFactor need to be mapped to the screen. float zScaleFactor = 0.5; Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor, pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor); // Generate the caster's polygon from the rect. Rect blockRect(0, 0, width, height); polygon[0].x = blockRect.left; polygon[0].y = blockRect.top; polygon[0].z = pivot.z; polygon[0].z = 0; polygon[1].x = blockRect.right; polygon[1].y = blockRect.top; polygon[1].z = pivot.z; polygon[1].z = 0; polygon[2].x = blockRect.right; polygon[2].y = blockRect.bottom; polygon[2].z = pivot.z; polygon[2].z = 0; polygon[3].x = blockRect.left; polygon[3].y = blockRect.bottom; polygon[3].z = pivot.z; polygon[3].z = 0; casterTransform.mapPoint3d(polygon[0]); casterTransform.mapPoint3d(polygon[1]); casterTransform.mapPoint3d(polygon[2]); casterTransform.mapPoint3d(polygon[3]); } void ShadowTessellator::tessellateAmbientShadow(float width, float height, Loading Loading
libs/hwui/ShadowTessellator.cpp +9 −14 Original line number Diff line number Diff line Loading @@ -45,28 +45,23 @@ static inline T max(T a, T b) { */ void ShadowTessellator::generateCasterPolygon(float width, float height, const mat4& casterTransform, int vertexCount, Vector3* polygon) { Vector3 pivot(width / 2, height / 2, 0.0f); casterTransform.mapPoint3d(pivot); // TODO: The zScaleFactor need to be mapped to the screen. float zScaleFactor = 0.5; Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor, pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor); // Generate the caster's polygon from the rect. Rect blockRect(0, 0, width, height); polygon[0].x = blockRect.left; polygon[0].y = blockRect.top; polygon[0].z = pivot.z; polygon[0].z = 0; polygon[1].x = blockRect.right; polygon[1].y = blockRect.top; polygon[1].z = pivot.z; polygon[1].z = 0; polygon[2].x = blockRect.right; polygon[2].y = blockRect.bottom; polygon[2].z = pivot.z; polygon[2].z = 0; polygon[3].x = blockRect.left; polygon[3].y = blockRect.bottom; polygon[3].z = pivot.z; polygon[3].z = 0; casterTransform.mapPoint3d(polygon[0]); casterTransform.mapPoint3d(polygon[1]); casterTransform.mapPoint3d(polygon[2]); casterTransform.mapPoint3d(polygon[3]); } void ShadowTessellator::tessellateAmbientShadow(float width, float height, Loading