AmbientShadow.cpp revision 4ac36f80beb958c77a92a3e1a235f6ed9daaa510
155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui/*
255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Copyright (C) 2013 The Android Open Source Project
355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *
455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Licensed under the Apache License, Version 2.0 (the "License");
555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * you may not use this file except in compliance with the License.
655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * You may obtain a copy of the License at
755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *
855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *      http://www.apache.org/licenses/LICENSE-2.0
955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *
1055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Unless required by applicable law or agreed to in writing, software
1155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * distributed under the License is distributed on an "AS IS" BASIS,
1255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
1355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * See the License for the specific language governing permissions and
1455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * limitations under the License.
1555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui */
1655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
1755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#define LOG_TAG "OpenGLRenderer"
1855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
19d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui/**
20d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Extra vertices for the corner for smoother corner.
21d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Only for outer vertices.
22d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Note that we use such extra memory to avoid an extra loop.
23d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui */
24d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
25d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// Set to 1 if we don't want to have any.
26d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define EXTRA_CORNER_VERTEX_PER_PI 12
27d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
28d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
29d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// therefore, the maximum number of extra vertices will be twice bigger.
30d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define MAX_EXTRA_CORNER_VERTEX_NUMBER  (2 * EXTRA_CORNER_VERTEX_PER_PI)
31d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
32d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
33d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
34d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
35d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui/**
36d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Extra vertices for the Edge for interpolation artifacts.
37d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Same value for both inner and outer vertices.
38d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui */
39d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define EXTRA_EDGE_VERTEX_PER_PI 50
40d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
41d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define MAX_EXTRA_EDGE_VERTEX_NUMBER  (2 * EXTRA_EDGE_VERTEX_PER_PI)
42d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
43d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define EDGE_RADIANS_DIVISOR  (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
44d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
45d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui/**
46d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Other constants:
47d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui */
48d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// For the edge of the penumbra, the opacity is 0.
49d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define OUTER_OPACITY (0.0f)
50d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
51d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// Once the alpha difference is greater than this threshold, we will allocate extra
52d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// edge vertices.
53d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// If this is set to negative value, then all the edge will be tessellated.
54d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#define ALPHA_THRESHOLD (0.1f / 255.0f)
55d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
5655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#include <math.h>
5755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#include <utils/Log.h>
58564acf7c9bff822f608cda0d5df0a64a9f9aaefdChris Craik#include <utils/Vector.h>
5955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
6055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#include "AmbientShadow.h"
6163d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui#include "ShadowTessellator.h"
6255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#include "Vertex.h"
63d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#include "utils/MathUtils.h"
6455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
6555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghuinamespace android {
6655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghuinamespace uirenderer {
6755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
6855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui/**
69d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *  Local utility functions.
70d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui */
71d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
72d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // Convert from Vector3 to Vector2 first.
73d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    Vector2 currentVertex = { vertices[current].x, vertices[current].y };
74d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    Vector2 nextVertex = { vertices[next].x, vertices[next].y };
75d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
76d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
77d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
78d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
79d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// The input z value will be converted to be non-negative inside.
80d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// The output must be ranged from 0 to 1.
81d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline float getAlphaFromFactoredZ(float factoredZ) {
82d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    return 1.0 / (1 + MathUtils::max(factoredZ, 0.0f));
83d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
84d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
85d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline float getTransformedAlphaFromAlpha(float alpha) {
86d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    return acosf(1.0f - 2.0f * alpha);
87d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
88d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
89d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// The output is ranged from 0 to M_PI.
90d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline float getTransformedAlphaFromFactoredZ(float factoredZ) {
91d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
92d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
93d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
94d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
95d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        const Vector3& secondVertex, const Vector3& centroid) {
96d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    Vector2 secondSpike  = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
97d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    secondSpike.normalize();
98d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
99512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui    int result = ShadowTessellator::getExtraVertexNumber(secondSpike, *currentSpike,
100512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui            EDGE_RADIANS_DIVISOR);
101d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    *currentSpike = secondSpike;
102d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    return result;
103d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
104d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
105d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// Given the caster's vertex count, compute all the buffers size depending on
106d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui// whether or not the caster is opaque.
107d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
108d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
109d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // Compute the size of the vertex buffer.
110d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
111d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        MAX_EXTRA_EDGE_VERTEX_NUMBER;
112d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
113d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    *totalVertexCount = outerVertexCount + innerVertexCount;
114d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
115d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // Compute the size of the index buffer.
116d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    *totalIndexCount = 2 * outerVertexCount + 2;
117d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
118d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // Compute the size of the umber buffer.
119d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // For translucent object, keep track of the umbra(inner) vertex in order to draw
120d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // inside. We only need to store the index information.
121d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    *totalUmbraCount = 0;
122d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    if (!isCasterOpaque) {
123d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // Add the centroid if occluder is translucent.
124d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        *totalVertexCount++;
125d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        *totalIndexCount += 2 * innerVertexCount + 1;
126d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        *totalUmbraCount = innerVertexCount;
127d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    }
128d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
129d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
130d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghuiinline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
131d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    return abs(firstAlpha - secondAlpha) > ALPHA_THRESHOLD;
132d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui}
133d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
134d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui/**
13555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * Calculate the shadows as a triangle strips while alpha value as the
13655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * shadow values.
13755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *
13850ecf849cb7ccc3482517b74d2214b347927791eztenghui * @param isCasterOpaque Whether the caster is opaque.
13955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * @param vertices The shadow caster's polygon, which is represented in a Vector3
14055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *                  array.
14155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * @param vertexCount The length of caster's polygon in terms of number of
14255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *                    vertices.
14363d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui * @param centroid3d The centroid of the shadow caster.
14455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * @param heightFactor The factor showing the higher the object, the lighter the
14555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *                     shadow.
14655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * @param geomFactor The factor scaling the geometry expansion along the normal.
14755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *
14855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui * @param shadowVertexBuffer Return an floating point array of (x, y, a)
14955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui *               triangle strips mode.
150d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *
151d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * An simple illustration:
152d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C.
153d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *
154d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * First project the occluder to the Z=0 surface.
155d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Then we got all the inner vertices. And we compute the normal for each edge.
156d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * According to the normal, we generate outer vertices. E.g: We generate P1 / P4
157d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * as extra corner vertices to make the corner looks round and smoother.
158d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *
159d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * Due to the fact that the alpha is not linear interpolated along the inner
160d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * edge, when the alpha is different, we may add extra vertices such as P2.1, P2.2,
161d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * V0.1, V0.2 to avoid the visual artifacts.
162d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *
163d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *                                            (P3)
164d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *          (P2)     (P2.1)     (P2.2)         |     ' (P4)
165d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *   (P1)'   |        |           |            |   '
166d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *         ' |        |           |            | '
167d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui * (P0)  ------------------------------------------------(P5)
168d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           | (V0)   (V0.1)    (V0.2)         |(V1)
169d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |                                 |
170d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |                                 |
171d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |               (C)               |
172d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |                                 |
173d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |                                 |
174d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |                                 |
175d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *           |                                 |
176d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui *        (V3)-----------------------------------(V2)
17755bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui */
17805f3d6e5111fd08df5cd9aae2c3d28399dc0e7f5Chris Craikvoid AmbientShadow::createAmbientShadow(bool isCasterOpaque,
179d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
18050ecf849cb7ccc3482517b74d2214b347927791eztenghui        float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
181d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    shadowVertexBuffer.setMode(VertexBuffer::kIndices);
18255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
183d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // In order to computer the outer vertices in one loop, we need pre-compute
184d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
185d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // for vertex 0.
186d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    Vector2 previousNormal = getNormalFromVertices(casterVertices,
187d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            casterVertexCount - 1 , 0);
188d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
189d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        casterVertices[0].y - centroid3d.y};
190d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    currentSpike.normalize();
191d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
19255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
193d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // Preparing all the output data.
194d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    int totalVertexCount, totalIndexCount, totalUmbraCount;
195d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
196d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            casterVertexCount, isCasterOpaque);
19750ecf849cb7ccc3482517b74d2214b347927791eztenghui    AlphaVertex* shadowVertices =
198d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
199d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    int vertexBufferIndex = 0;
200d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
201d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    int indexBufferIndex = 0;
202d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    uint16_t umbraVertices[totalUmbraCount];
203d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    int umbraIndex = 0;
20455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
205d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    for (int i = 0; i < casterVertexCount; i++)  {
206d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // Corner: first figure out the extra vertices we need for the corner.
207d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        const Vector3& innerVertex = casterVertices[i];
208d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
209d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                (i + 1) % casterVertexCount);
210d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
211512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui        int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(currentNormal,
212512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui                previousNormal, CORNER_RADIANS_DIVISOR);
21350ecf849cb7ccc3482517b74d2214b347927791eztenghui
214d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        float expansionDist = innerVertex.z * heightFactor * geomFactor;
215d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
21650ecf849cb7ccc3482517b74d2214b347927791eztenghui#if DEBUG_SHADOW
217d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        ALOGD("cornerSlicesNumber is %d", cornerSlicesNumber);
21855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui#endif
21955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
220d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
221d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // We fill the inner vertex first, such that we can fill the index buffer
222d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // inside the loop.
223d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        int currentInnerVertexIndex = vertexBufferIndex;
224d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        if (!isCasterOpaque) {
225d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            umbraVertices[umbraIndex++] = vertexBufferIndex;
2267940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui        }
227d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
228d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                casterVertices[i].y,
229d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                getTransformedAlphaFromAlpha(currentAlpha));
23055bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
231d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        const Vector3& innerStart = casterVertices[i];
2327940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui
233d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // outerStart is the first outer vertex for this inner vertex.
234d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // outerLast is the last outer vertex for this inner vertex.
235d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        Vector2 outerStart = {0, 0};
236d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        Vector2 outerLast = {0, 0};
237d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // This will create vertices from [0, cornerSlicesNumber] inclusively,
238d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // which means minimally 2 vertices even without the extra ones.
239d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        for (int j = 0; j <= cornerSlicesNumber; j++) {
240d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            Vector2 averageNormal =
241d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
242d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            averageNormal /= cornerSlicesNumber;
243d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            averageNormal.normalize();
244d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            Vector2 outerVertex;
245d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            outerVertex.x = innerVertex.x + averageNormal.x * expansionDist;
246d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            outerVertex.y = innerVertex.y + averageNormal.y * expansionDist;
247d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
248d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            indexBuffer[indexBufferIndex++] = vertexBufferIndex;
249d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
250d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
251d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                    outerVertex.y, OUTER_OPACITY);
252d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
253d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            if (j == 0) {
254d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                outerStart = outerVertex;
255d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            } else if (j == cornerSlicesNumber) {
256d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                outerLast = outerVertex;
2577940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui            }
2587940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui        }
259d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        previousNormal = currentNormal;
260d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
261d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // Edge: first figure out the extra vertices needed for the edge.
262d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        const Vector3& innerNext = casterVertices[(i + 1) % casterVertexCount];
263d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        float nextAlpha = getAlphaFromFactoredZ(innerNext.z * heightFactor);
264d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        if (needsExtraForEdge(currentAlpha, nextAlpha)) {
265d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // TODO: See if we can / should cache this outer vertex across the loop.
266d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            Vector2 outerNext;
267d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            float expansionDist = innerNext.z * heightFactor * geomFactor;
268d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            outerNext.x = innerNext.x + currentNormal.x * expansionDist;
269d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            outerNext.y = innerNext.y + currentNormal.y * expansionDist;
2707940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui
271d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // Compute the angle and see how many extra points we need.
272d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            int extraVerticesNumber = getEdgeExtraAndUpdateSpike(&currentSpike,
273d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                    innerNext, centroid3d);
2747940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui#if DEBUG_SHADOW
275d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
2767940dc57e3ffcf9c4a33375215f3a42250fa896cztenghui#endif
277d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // Edge: fill the edge's VB and IB.
278d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // This will create vertices pair from [1, extraVerticesNumber - 1].
279d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // If there is no extra vertices created here, the edge will be drawn
280d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // as just 2 triangles.
281d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            for (int k = 1; k < extraVerticesNumber; k++) {
282d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                int startWeight = extraVerticesNumber - k;
283d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                Vector2 currentOuter =
284d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                    (outerLast * startWeight + outerNext * k) / extraVerticesNumber;
285d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                indexBuffer[indexBufferIndex++] = vertexBufferIndex;
286d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
287d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                        currentOuter.y, OUTER_OPACITY);
28855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
289d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                if (!isCasterOpaque) {
290d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                    umbraVertices[umbraIndex++] = vertexBufferIndex;
29155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui                }
292d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                Vector3 currentInner =
293d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                    (innerStart * startWeight + innerNext * k) / extraVerticesNumber;
294d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                indexBuffer[indexBufferIndex++] = vertexBufferIndex;
295d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
296d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                        currentInner.y,
297d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                        getTransformedAlphaFromFactoredZ(currentInner.z * heightFactor));
29855bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui            }
29955bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui        }
300d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        currentAlpha = nextAlpha;
30155bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui    }
30255bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
303d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    indexBuffer[indexBufferIndex++] = 1;
304d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    indexBuffer[indexBufferIndex++] = 0;
305d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
306d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    if (!isCasterOpaque) {
307d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        // Add the centroid as the last one in the vertex buffer.
308d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        float centroidOpacity =
309d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            getTransformedAlphaFromFactoredZ(centroid3d.z * heightFactor);
310d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        int centroidIndex = vertexBufferIndex;
311d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
312d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                centroid3d.y, centroidOpacity);
313d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
314d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        for (int i = 0; i < umbraIndex; i++) {
315d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // Note that umbraVertices[0] is always 0.
316d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // So the start and the end of the umbra are using the "0".
317d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // And penumbra ended with 0, so a degenerated triangle is formed b/t
318d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            // the umbra and penumbra.
319d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            indexBuffer[indexBufferIndex++] = umbraVertices[i];
320d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui            indexBuffer[indexBufferIndex++] = centroidIndex;
321d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        }
322d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        indexBuffer[indexBufferIndex++] = 0;
32355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui    }
324d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
325d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    // At the end, update the real index and vertex buffer size.
326d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
327d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    shadowVertexBuffer.updateIndexCount(indexBufferIndex);
3284ac36f80beb958c77a92a3e1a235f6ed9daaa510Chris Craik    shadowVertexBuffer.computeBounds<AlphaVertex>();
329d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
330d2dcd6fded3a036f334a88bf9593398833f2919aztenghui    ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Ambient Vertex Buffer");
331d2dcd6fded3a036f334a88bf9593398833f2919aztenghui    ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Ambient Index Buffer");
332d2dcd6fded3a036f334a88bf9593398833f2919aztenghui    ShadowTessellator::checkOverflow(umbraIndex, totalUmbraCount, "Ambient Umbra Buffer");
333d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui
334d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#if DEBUG_SHADOW
335d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    for (int i = 0; i < vertexBufferIndex; i++) {
336d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y,
337d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui                shadowVertices[i].alpha);
338d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    }
339d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    for (int i = 0; i < indexBufferIndex; i++) {
340d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui        ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]);
341d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui    }
342d5e8ade498b41b42874273cbfa375aed7b4d6a08ztenghui#endif
34355bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui}
34455bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui
34555bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui}; // namespace uirenderer
34655bfb4e728fe1db619af5d2c287f4abe711b3343ztenghui}; // namespace android
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