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