diff options
author | 2016-10-03 14:26:21 -0700 | |
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committer | 2016-10-04 17:26:09 -0700 | |
commit | 9c555566bfef718464546dcab3640f64d2fdc55d (patch) | |
tree | b45547fbc7e5237b187a51b30da79b3917209383 | |
parent | 7d25ab7b11f95d7df1c078f2fc37ce122b61534e (diff) |
Make umbra lighter when the blocker is too high and has no real umbra area.
b/31939390
Test: CTS testShadowLayout && Manual FrameworkShadow test
Change-Id: Ib0b6c4239ac8a521a827be246e912daf2ad3b885
-rw-r--r-- | libs/hwui/SpotShadow.cpp | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/libs/hwui/SpotShadow.cpp b/libs/hwui/SpotShadow.cpp index 760d814f27a8..cc96a137c306 100644 --- a/libs/hwui/SpotShadow.cpp +++ b/libs/hwui/SpotShadow.cpp @@ -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++) { @@ -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; |