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
This commit is contained in:
Teng-Hui Zhu
2016-10-03 14:26:21 -07:00
parent 7d25ab7b11
commit 9c555566bf

View File

@@ -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;