Loading libs/hwui/SpotShadow.cpp +7 −3 Original line number Diff line number Diff line Loading @@ -942,9 +942,13 @@ void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrength AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x, newPenumbra[i].y, PENUMBRA_ALPHA); } // Since the umbra can be a faked one when the occluder is too high, the umbra should be lighter // in this case. float scaledUmbraAlpha = UMBRA_ALPHA * shadowStrengthScale; for (int i = 0; i < umbraLength; i++) { AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y, UMBRA_ALPHA); scaledUmbraAlpha); } for (int i = 0; i < verticesPairIndex; i++) { Loading Loading @@ -984,14 +988,14 @@ void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrength indexBuffer[indexBufferIndex++] = newPenumbraLength + i; indexBuffer[indexBufferIndex++] = vertexBufferIndex; AlphaVertex::set(&shadowVertices[vertexBufferIndex++], closerVertex.x, closerVertex.y, UMBRA_ALPHA); closerVertex.x, closerVertex.y, scaledUmbraAlpha); } } else { // If there is no occluded umbra at all, then draw the triangle fan // starting from the centroid to all umbra vertices. int lastCentroidIndex = vertexBufferIndex; AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x, centroid.y, UMBRA_ALPHA); centroid.y, scaledUmbraAlpha); for (int i = 0; i < umbraLength; i++) { indexBuffer[indexBufferIndex++] = newPenumbraLength + i; indexBuffer[indexBufferIndex++] = lastCentroidIndex; Loading Loading
libs/hwui/SpotShadow.cpp +7 −3 Original line number Diff line number Diff line Loading @@ -942,9 +942,13 @@ void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrength AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x, newPenumbra[i].y, PENUMBRA_ALPHA); } // Since the umbra can be a faked one when the occluder is too high, the umbra should be lighter // in this case. float scaledUmbraAlpha = UMBRA_ALPHA * shadowStrengthScale; for (int i = 0; i < umbraLength; i++) { AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y, UMBRA_ALPHA); scaledUmbraAlpha); } for (int i = 0; i < verticesPairIndex; i++) { Loading Loading @@ -984,14 +988,14 @@ void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrength indexBuffer[indexBufferIndex++] = newPenumbraLength + i; indexBuffer[indexBufferIndex++] = vertexBufferIndex; AlphaVertex::set(&shadowVertices[vertexBufferIndex++], closerVertex.x, closerVertex.y, UMBRA_ALPHA); closerVertex.x, closerVertex.y, scaledUmbraAlpha); } } else { // If there is no occluded umbra at all, then draw the triangle fan // starting from the centroid to all umbra vertices. int lastCentroidIndex = vertexBufferIndex; AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x, centroid.y, UMBRA_ALPHA); centroid.y, scaledUmbraAlpha); for (int i = 0; i < umbraLength; i++) { indexBuffer[indexBufferIndex++] = newPenumbraLength + i; indexBuffer[indexBufferIndex++] = lastCentroidIndex; Loading