ShadowTessellator.cpp revision 3197cded4e265bc99dc82d695bbb7163fe134ed4
1/* 2 * Copyright (C) 2013 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <math.h> 20#include <utils/Log.h> 21 22#include "AmbientShadow.h" 23#include "ShadowTessellator.h" 24#include "SpotShadow.h" 25 26namespace android { 27namespace uirenderer { 28 29template<typename T> 30static inline T max(T a, T b) { 31 return a > b ? a : b; 32} 33 34// TODO: Support path as the input of the polygon instead of the rect's width 35// and height. And the z values need to be computed according to the 36// transformation for each vertex. 37/** 38 * Generate the polygon for the caster. 39 * 40 * @param width the width of the caster 41 * @param height the height of the caster 42 * @param casterTransform transformation info of the caster 43 * @param polygon return the caster's polygon 44 * 45 */ 46void ShadowTessellator::generateCasterPolygon(float width, float height, 47 const mat4& casterTransform, int vertexCount, Vector3* polygon) { 48 49 Vector3 pivot(width / 2, height / 2, 0.0f); 50 casterTransform.mapPoint3d(pivot); 51 52 // TODO: The zScaleFactor need to be mapped to the screen. 53 float zScaleFactor = 0.5; 54 Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor, 55 pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor); 56 57 // Generate the caster's polygon from the rect. 58 polygon[0].x = blockRect.left; 59 polygon[0].y = blockRect.top; 60 polygon[0].z = pivot.z; 61 polygon[1].x = blockRect.right; 62 polygon[1].y = blockRect.top; 63 polygon[1].z = pivot.z; 64 polygon[2].x = blockRect.right; 65 polygon[2].y = blockRect.bottom; 66 polygon[2].z = pivot.z; 67 polygon[3].x = blockRect.left; 68 polygon[3].y = blockRect.bottom; 69 polygon[3].z = pivot.z; 70} 71 72void ShadowTessellator::tessellateAmbientShadow(float width, float height, 73 const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) { 74 75 const int vertexCount = 4; 76 Vector3 polygon[vertexCount]; 77 generateCasterPolygon(width, height, casterTransform, vertexCount, polygon); 78 79 // A bunch of parameters to tweak the shadow. 80 // TODO: Allow some of these changable by debug settings or APIs. 81 const int rays = 128; 82 const int layers = 2; 83 const float strength = 0.5; 84 const float heightFactor = 128; 85 const float geomFactor = 64; 86 87 AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength, 88 heightFactor, geomFactor, shadowVertexBuffer); 89 90} 91 92void ShadowTessellator::tessellateSpotShadow(float width, float height, 93 const mat4& receiverTransform, int screenWidth, int screenHeight, 94 const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) { 95 const int vertexCount = 4; 96 Vector3 polygon[vertexCount]; 97 generateCasterPolygon(width, height, casterTransform, vertexCount, polygon); 98 99 // A bunch of parameters to tweak the shadow. 100 // TODO: Allow some of these changable by debug settings or APIs. 101 const int rays = 256; 102 const int layers = 2; 103 const float strength = 0.5; 104 int maximal = max(screenWidth, screenHeight); 105 Vector3 lightCenter(screenWidth / 2, 0, maximal); 106#if DEBUG_SHADOW 107 ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z); 108#endif 109 110 // light position (because it's in local space) needs to compensate for receiver transform 111 // TODO: should apply to light orientation, not just position 112 Matrix4 reverseReceiverTransform; 113 reverseReceiverTransform.loadInverse(receiverTransform); 114 reverseReceiverTransform.mapPoint3d(lightCenter); 115 116 const float lightSize = maximal / 8; 117 const int lightVertexCount = 16; 118 119 SpotShadow::createSpotShadow(polygon, vertexCount, lightCenter, lightSize, 120 lightVertexCount, rays, layers, strength, shadowVertexBuffer); 121 122} 123}; // namespace uirenderer 124}; // namespace android 125