SpotShadow.cpp revision 28c3ea018771562a9150f30c6a088e5bf7502972
17b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/*
27b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Copyright (C) 2014 The Android Open Source Project
37b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
47b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Licensed under the Apache License, Version 2.0 (the "License");
57b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * you may not use this file except in compliance with the License.
67b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * You may obtain a copy of the License at
77b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
87b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *      http://www.apache.org/licenses/LICENSE-2.0
97b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Unless required by applicable law or agreed to in writing, software
117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * distributed under the License is distributed on an "AS IS" BASIS,
127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * See the License for the specific language governing permissions and
147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * limitations under the License.
157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#define LOG_TAG "OpenGLRenderer"
187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#define SHADOW_SHRINK_SCALE 0.1f
207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include <math.h>
22f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#include <stdlib.h>
237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include <utils/Log.h>
247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2563d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui#include "ShadowTessellator.h"
267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include "SpotShadow.h"
277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include "Vertex.h"
287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuinamespace android {
307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuinamespace uirenderer {
317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
32726118b35240957710d4d85fb5747e2ba8b934f7Chris Craikstatic const double EPSILON = 1e-7;
33726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
34726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik/**
35726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Calculate the angle between and x and a y coordinate.
36726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * The atan2 range from -PI to PI.
37726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik */
38b79a3e301a8d89b9e1b1f6f3d7fd6aa56610a6f0Chris Craikstatic float angle(const Vector2& point, const Vector2& center) {
39726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    return atan2(point.y - center.y, point.x - center.x);
40726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik}
41726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
43726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Calculate the intersection of a ray with the line segment defined by two points.
447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
45726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Returns a negative value in error conditions.
46726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
47726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param rayOrigin The start of the ray
48726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param dx The x vector of the ray
49726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param dy The y vector of the ray
50726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param p1 The first point defining the line segment
51726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param p2 The second point defining the line segment
52726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @return The distance along the ray if it intersects with the line segment, negative if otherwise
537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
54b79a3e301a8d89b9e1b1f6f3d7fd6aa56610a6f0Chris Craikstatic float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy,
55726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        const Vector2& p1, const Vector2& p2) {
56726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    // The math below is derived from solving this formula, basically the
57726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    // intersection point should stay on both the ray and the edge of (p1, p2).
58726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    // solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]);
59726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
60726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    double divisor = (dx * (p1.y - p2.y) + dy * p2.x - dy * p1.x);
61726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    if (divisor == 0) return -1.0f; // error, invalid divisor
62726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
63726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik#if DEBUG_SHADOW
64726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    double interpVal = (dx * (p1.y - rayOrigin.y) + dy * rayOrigin.x - dy * p1.x) / divisor;
6599af9429cda84ad0af1d7fcecb580295b0046882ztenghui    if (interpVal < 0 || interpVal > 1) {
6699af9429cda84ad0af1d7fcecb580295b0046882ztenghui        ALOGW("rayIntersectPoints is hitting outside the segment %f", interpVal);
6799af9429cda84ad0af1d7fcecb580295b0046882ztenghui    }
68726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik#endif
69726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
70726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    double distance = (p1.x * (rayOrigin.y - p2.y) + p2.x * (p1.y - rayOrigin.y) +
71726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik            rayOrigin.x * (p2.y - p1.y)) / divisor;
72726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
73726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    return distance; // may be negative in error cases
747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points by their X coordinates
787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points the points as a Vector2 array.
807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param pointsLength the number of vertices of the polygon.
817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::xsort(Vector2* points, int pointsLength) {
837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    quicksortX(points, 0, pointsLength - 1);
847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * compute the convex hull of a collection of Points
887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points the points as a Vector2 array.
907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param pointsLength the number of vertices of the polygon.
917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param retPoly pre allocated array of floats to put the vertices
927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return the number of points in the polygon 0 if no intersection
937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiint SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) {
957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    xsort(points, pointsLength);
967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int n = pointsLength;
977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 lUpper[n];
987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lUpper[0] = points[0];
997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lUpper[1] = points[1];
1007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int lUpperSize = 2;
1027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 2; i < n; i++) {
1047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lUpper[lUpperSize] = points[i];
1057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lUpperSize++;
1067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
107f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        while (lUpperSize > 2 && !ccw(
108f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                lUpper[lUpperSize - 3].x, lUpper[lUpperSize - 3].y,
109f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                lUpper[lUpperSize - 2].x, lUpper[lUpperSize - 2].y,
110f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                lUpper[lUpperSize - 1].x, lUpper[lUpperSize - 1].y)) {
1117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            // Remove the middle point of the three last
1127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x;
1137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y;
1147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lUpperSize--;
1157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
1167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 lLower[n];
1197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lLower[0] = points[n - 1];
1207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    lLower[1] = points[n - 2];
1217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int lLowerSize = 2;
1237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = n - 3; i >= 0; i--) {
1257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lLower[lLowerSize] = points[i];
1267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        lLowerSize++;
1277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
128f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        while (lLowerSize > 2 && !ccw(
129f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                lLower[lLowerSize - 3].x, lLower[lLowerSize - 3].y,
130f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                lLower[lLowerSize - 2].x, lLower[lLowerSize - 2].y,
131f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                lLower[lLowerSize - 1].x, lLower[lLowerSize - 1].y)) {
1327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            // Remove the middle point of the three last
1337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lLower[lLowerSize - 2] = lLower[lLowerSize - 1];
1347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            lLowerSize--;
1357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
1367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
138726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    // output points in CW ordering
139726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    const int total = lUpperSize + lLowerSize - 2;
140726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    int outIndex = total - 1;
1417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < lUpperSize; i++) {
142726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        retPoly[outIndex] = lUpper[i];
143726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        outIndex--;
1447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 1; i < lLowerSize - 1; i++) {
147726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        retPoly[outIndex] = lLower[i];
148726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        outIndex--;
1497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // TODO: Add test harness which verify that all the points are inside the hull.
151726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    return total;
1527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
1537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
155f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Test whether the 3 points form a counter clockwise turn.
1567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if a right hand turn
1587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
159f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuibool SpotShadow::ccw(double ax, double ay, double bx, double by,
1607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double cx, double cy) {
1617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
1627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
1637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
1657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Calculates the intersection of poly1 with poly2 and put in poly2.
16650ecf849cb7ccc3482517b74d2214b347927791eztenghui * Note that both poly1 and poly2 must be in CW order already!
1677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
1687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly1 The 1st polygon, as a Vector2 array.
1697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly1Length The number of vertices of 1st polygon.
1707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly2 The 2nd and output polygon, as a Vector2 array.
1717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly2Length The number of vertices of 2nd polygon.
1727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return number of vertices in output polygon as poly2.
1737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
17450ecf849cb7ccc3482517b74d2214b347927791eztenghuiint SpotShadow::intersection(const Vector2* poly1, int poly1Length,
1757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2* poly2, int poly2Length) {
17650ecf849cb7ccc3482517b74d2214b347927791eztenghui#if DEBUG_SHADOW
17750ecf849cb7ccc3482517b74d2214b347927791eztenghui    if (!isClockwise(poly1, poly1Length)) {
17850ecf849cb7ccc3482517b74d2214b347927791eztenghui        ALOGW("Poly1 is not clockwise! Intersection is wrong!");
17950ecf849cb7ccc3482517b74d2214b347927791eztenghui    }
18050ecf849cb7ccc3482517b74d2214b347927791eztenghui    if (!isClockwise(poly2, poly2Length)) {
18150ecf849cb7ccc3482517b74d2214b347927791eztenghui        ALOGW("Poly2 is not clockwise! Intersection is wrong!");
18250ecf849cb7ccc3482517b74d2214b347927791eztenghui    }
18350ecf849cb7ccc3482517b74d2214b347927791eztenghui#endif
1847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 poly[poly1Length * poly2Length + 2];
1857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int count = 0;
1867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int pcount = 0;
1877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If one vertex from one polygon sits inside another polygon, add it and
1897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // count them.
1907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < poly1Length; i++) {
1917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (testPointInsidePolygon(poly1[i], poly2, poly2Length)) {
1927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            poly[count] = poly1[i];
1937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            count++;
1947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            pcount++;
1957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
1977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
1987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
1997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int insidePoly2 = pcount;
2007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < poly2Length; i++) {
2017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (testPointInsidePolygon(poly2[i], poly1, poly1Length)) {
2027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            poly[count] = poly2[i];
2037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            count++;
2047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int insidePoly1 = count - insidePoly2;
2087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If all vertices from poly1 are inside poly2, then just return poly1.
2097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (insidePoly2 == poly1Length) {
2107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        memcpy(poly2, poly1, poly1Length * sizeof(Vector2));
2117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return poly1Length;
2127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If all vertices from poly2 are inside poly1, then just return poly2.
2157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (insidePoly1 == poly2Length) {
2167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return poly2Length;
2177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Since neither polygon fully contain the other one, we need to add all the
2207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // intersection points.
2217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 intersection;
2227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < poly2Length; i++) {
2237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int j = 0; j < poly1Length; j++) {
2247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly2LineStart = i;
2257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly2LineEnd = ((i + 1) % poly2Length);
2267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly1LineStart = j;
2277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int poly1LineEnd = ((j + 1) % poly1Length);
2287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            bool found = lineIntersection(
2297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly2[poly2LineStart].x, poly2[poly2LineStart].y,
2307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly2[poly2LineEnd].x, poly2[poly2LineEnd].y,
2317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly1[poly1LineStart].x, poly1[poly1LineStart].y,
2327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly1[poly1LineEnd].x, poly1[poly1LineEnd].y,
2337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    intersection);
2347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (found) {
2357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                poly[count].x = intersection.x;
2367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                poly[count].y = intersection.y;
2377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                count++;
2387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            } else {
2397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                Vector2 delta = poly2[i] - poly1[j];
240f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                if (delta.lengthSquared() < EPSILON) {
2417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    poly[count] = poly2[i];
2427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                    count++;
2437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                }
2447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
2457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (count == 0) {
2497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return 0;
2507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Sort the result polygon around the center.
2537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 center(0.0f, 0.0f);
2547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < count; i++) {
2557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        center += poly[i];
2567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
2577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    center /= count;
2587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    sort(poly, count, center);
2597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
260f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#if DEBUG_SHADOW
261f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    // Since poly2 is overwritten as the result, we need to save a copy to do
262f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    // our verification.
263f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    Vector2 oldPoly2[poly2Length];
264f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    int oldPoly2Length = poly2Length;
265f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    memcpy(oldPoly2, poly2, sizeof(Vector2) * poly2Length);
266f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#endif
2677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
268f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    // Filter the result out from poly and put it into poly2.
2697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    poly2[0] = poly[0];
270f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    int lastOutputIndex = 0;
2717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 1; i < count; i++) {
272f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        Vector2 delta = poly[i] - poly2[lastOutputIndex];
273f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        if (delta.lengthSquared() >= EPSILON) {
274f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            poly2[++lastOutputIndex] = poly[i];
275f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        } else {
276f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            // If the vertices are too close, pick the inner one, because the
277f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            // inner one is more likely to be an intersection point.
278f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            Vector2 delta1 = poly[i] - center;
279f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            Vector2 delta2 = poly2[lastOutputIndex] - center;
280f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            if (delta1.lengthSquared() < delta2.lengthSquared()) {
281f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                poly2[lastOutputIndex] = poly[i];
282f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            }
2837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
2847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
285f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    int resultLength = lastOutputIndex + 1;
286f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
287f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#if DEBUG_SHADOW
288f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    testConvex(poly2, resultLength, "intersection");
289f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    testConvex(poly1, poly1Length, "input poly1");
290f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    testConvex(oldPoly2, oldPoly2Length, "input poly2");
291f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
292f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    testIntersection(poly1, poly1Length, oldPoly2, oldPoly2Length, poly2, resultLength);
293f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#endif
2947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return resultLength;
2967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
2977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
2987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
2997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points about a center point
3007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
3017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly The in and out polyogon as a Vector2 array.
3027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength The number of vertices of the polygon.
3037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param center the center ctr[0] = x , ctr[1] = y to sort around.
3047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) {
3067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    quicksortCirc(poly, 0, polyLength - 1, center);
3077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Swap points pointed to by i and j
3117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::swap(Vector2* points, int i, int j) {
3137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 temp = points[i];
3147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    points[i] = points[j];
3157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    points[j] = temp;
3167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * quick sort implementation about the center.
3207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::quicksortCirc(Vector2* points, int low, int high,
3227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector2& center) {
3237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int i = low, j = high;
3247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int p = low + (high - low) / 2;
3257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float pivot = angle(points[p], center);
3267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    while (i <= j) {
327726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        while (angle(points[i], center) > pivot) {
3287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
330726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        while (angle(points[j], center) < pivot) {
3317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (i <= j) {
3357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            swap(points, i, j);
3367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
3407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (low < j) quicksortCirc(points, low, j, center);
3417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (i < high) quicksortCirc(points, i, high, center);
3427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points by x axis
3467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
3477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points points to sort
3487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param low start index
3497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param high end index
3507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::quicksortX(Vector2* points, int low, int high) {
3527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int i = low, j = high;
3537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int p = low + (high - low) / 2;
3547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float pivot = points[p].x;
3557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    while (i <= j) {
3567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (points[i].x < pivot) {
3577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        while (points[j].x > pivot) {
3607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (i <= j) {
3647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            swap(points, i, j);
3657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            i++;
3667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            j--;
3677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
3697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (low < j) quicksortX(points, low, j);
3707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (i < high) quicksortX(points, i, high);
3717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
3747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Test whether a point is inside the polygon.
3757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
3767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param testPoint the point to test
3777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly the polygon
3787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if the testPoint is inside the poly.
3797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
3807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuibool SpotShadow::testPointInsidePolygon(const Vector2 testPoint,
3817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        const Vector2* poly, int len) {
3827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    bool c = false;
3837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double testx = testPoint.x;
3847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double testy = testPoint.y;
3857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0, j = len - 1; i < len; j = i++) {
3867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double startX = poly[j].x;
3877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double startY = poly[j].y;
3887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double endX = poly[i].x;
3897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double endY = poly[i].y;
3907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
3917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (((endY > testy) != (startY > testy)) &&
3927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            (testx < (startX - endX) * (testy - endY)
3937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui             / (startY - endY) + endX)) {
3947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            c = !c;
3957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
3967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
3977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return c;
3987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
3997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Make the polygon turn clockwise.
4027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array.
4047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon
4057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::makeClockwise(Vector2* polygon, int len) {
4077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (polygon == 0  || len == 0) {
4087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return;
4097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (!isClockwise(polygon, len)) {
4117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        reverse(polygon, len);
4127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Test whether the polygon is order in clockwise.
4177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array
4197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon
4207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
42150ecf849cb7ccc3482517b74d2214b347927791eztenghuibool SpotShadow::isClockwise(const Vector2* polygon, int len) {
4227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double sum = 0;
4237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double p1x = polygon[len - 1].x;
4247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double p1y = polygon[len - 1].y;
4257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < len; i++) {
4267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p2x = polygon[i].x;
4287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double p2y = polygon[i].y;
4297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        sum += p1x * p2y - p2x * p1y;
4307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        p1x = p2x;
4317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        p1y = p2y;
4327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return sum < 0;
4347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Reverse the polygon
4387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array
4407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon
4417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::reverse(Vector2* polygon, int len) {
4437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int n = len / 2;
4447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < n; i++) {
4457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        Vector2 tmp = polygon[i];
4467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int k = len - 1 - i;
4477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        polygon[i] = polygon[k];
4487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        polygon[k] = tmp;
4497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Intersects two lines in parametric form. This function is called in a tight
4547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * loop, and we need double precision to get things right.
4557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x1 the x coordinate point 1 of line 1
4577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y1 the y coordinate point 1 of line 1
4587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x2 the x coordinate point 2 of line 1
4597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y2 the y coordinate point 2 of line 1
4607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x3 the x coordinate point 1 of line 2
4617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y3 the y coordinate point 1 of line 2
4627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param x4 the x coordinate point 2 of line 2
4637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param y4 the y coordinate point 2 of line 2
4647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ret the x,y location of the intersection
4657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if it found an intersection
4667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
4677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiinline bool SpotShadow::lineIntersection(double x1, double y1, double x2, double y2,
4687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double x3, double y3, double x4, double y4, Vector2& ret) {
4697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
4707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (d == 0.0) return false;
4717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double dx = (x1 * y2 - y1 * x2);
4737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double dy = (x3 * y4 - y3 * x4);
4747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double x = (dx * (x3 - x4) - (x1 - x2) * dy) / d;
4757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    double y = (dx * (y3 - y4) - (y1 - y2) * dy) / d;
4767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // The intersection should be in the middle of the point 1 and point 2,
4787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // likewise point 3 and point 4.
4797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (((x - x1) * (x - x2) > EPSILON)
4807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        || ((x - x3) * (x - x4) > EPSILON)
4817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        || ((y - y1) * (y - y2) > EPSILON)
4827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        || ((y - y3) * (y - y4) > EPSILON)) {
4837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Not interesected
4847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return false;
4857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
4867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    ret.x = x;
4877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    ret.y = y;
4887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    return true;
4897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
4917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
4927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
4937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Compute a horizontal circular polygon about point (x , y , height) of radius
4947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * (size)
4957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
4967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points number of the points of the output polygon.
4977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightCenter the center of the light.
4987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param size the light size.
4997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ret result polygon.
5007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
5017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter,
5027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        float size, Vector3* ret) {
5037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // TODO: Caching all the sin / cos values and store them in a look up table.
5047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < points; i++) {
5057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        double angle = 2 * i * M_PI / points;
506726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        ret[i].x = cosf(angle) * size + lightCenter.x;
507726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        ret[i].y = sinf(angle) * size + lightCenter.y;
5087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ret[i].z = lightCenter.z;
5097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
5107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
5117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
5137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* Generate the shadow from a spot light.
5147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*
5157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param poly x,y,z vertexes of a convex polygon that occludes the light source
5167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param polyLength number of vertexes of the occluding polygon
5177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param lightCenter the center of the light
5187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param lightSize the radius of the light source
5197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param lightVertexCount the vertex counter for the light polygon
5207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
5217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*                            empty strip if error.
5227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*
5237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui*/
52450ecf849cb7ccc3482517b74d2214b347927791eztenghuiVertexBufferMode SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3* poly,
52550ecf849cb7ccc3482517b74d2214b347927791eztenghui        int polyLength, const Vector3& lightCenter, float lightSize,
52650ecf849cb7ccc3482517b74d2214b347927791eztenghui        int lightVertexCount, VertexBuffer& retStrips) {
5277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector3 light[lightVertexCount * 3];
5287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    computeLightPolygon(lightVertexCount, lightCenter, lightSize, light);
52950ecf849cb7ccc3482517b74d2214b347927791eztenghui    computeSpotShadow(isCasterOpaque, light, lightVertexCount, lightCenter, poly,
53050ecf849cb7ccc3482517b74d2214b347927791eztenghui            polyLength, retStrips);
53150ecf849cb7ccc3482517b74d2214b347927791eztenghui    return kVertexBufferMode_TwoPolyRingShadow;
5327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
5337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
5357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Generate the shadow spot light of shape lightPoly and a object poly
5367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
5377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightPoly x,y,z vertex of a convex polygon that is the light source
5387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightPolyLength number of vertexes of the light source polygon
5397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly x,y,z vertexes of a convex polygon that occludes the light source
5407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength number of vertexes of the occluding polygon
5417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
5427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *                            empty strip if error.
5437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
54450ecf849cb7ccc3482517b74d2214b347927791eztenghuivoid SpotShadow::computeSpotShadow(bool isCasterOpaque, const Vector3* lightPoly,
54550ecf849cb7ccc3482517b74d2214b347927791eztenghui        int lightPolyLength, const Vector3& lightCenter, const Vector3* poly,
54650ecf849cb7ccc3482517b74d2214b347927791eztenghui        int polyLength, VertexBuffer& shadowTriangleStrip) {
5477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Point clouds for all the shadowed vertices
5487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 shadowRegion[lightPolyLength * polyLength];
5497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Shadow polygon from one point light.
5507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 outline[polyLength];
5517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 umbraMem[polyLength * lightPolyLength];
5527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2* umbra = umbraMem;
5537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int umbraLength = 0;
5557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Validate input, receiver is always at z = 0 plane.
5577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    bool inputPolyPositionValid = true;
5587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int i = 0; i < polyLength; i++) {
5597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (poly[i].z >= lightPoly[0].z) {
5607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            inputPolyPositionValid = false;
561b79a3e301a8d89b9e1b1f6f3d7fd6aa56610a6f0Chris Craik            ALOGW("polygon above the light");
5627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            break;
5637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
5647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
5657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // If the caster's position is invalid, don't draw anything.
5677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (!inputPolyPositionValid) {
5687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        return;
5697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
5707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Calculate the umbra polygon based on intersections of all outlines
5727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int k = 0;
5737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int j = 0; j < lightPolyLength; j++) {
5747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        int m = 0;
5757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < polyLength; i++) {
57628c3ea018771562a9150f30c6a088e5bf7502972ztenghui            // After validating the input, deltaZ is guaranteed to be positive.
57750ecf849cb7ccc3482517b74d2214b347927791eztenghui            float deltaZ = lightPoly[j].z - poly[i].z;
57850ecf849cb7ccc3482517b74d2214b347927791eztenghui            float ratioZ = lightPoly[j].z / deltaZ;
57950ecf849cb7ccc3482517b74d2214b347927791eztenghui            float x = lightPoly[j].x - ratioZ * (lightPoly[j].x - poly[i].x);
58050ecf849cb7ccc3482517b74d2214b347927791eztenghui            float y = lightPoly[j].y - ratioZ * (lightPoly[j].y - poly[i].y);
5817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            Vector2 newPoint = Vector2(x, y);
5837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            shadowRegion[k] = newPoint;
5847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            outline[m] = newPoint;
5857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            k++;
5877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            m++;
5887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
5897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
5907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // For the first light polygon's vertex, use the outline as the umbra.
5917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Later on, use the intersection of the outline and existing umbra.
5927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        if (umbraLength == 0) {
5937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            for (int i = 0; i < polyLength; i++) {
5947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                umbra[i] = outline[i];
5957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
5967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            umbraLength = polyLength;
5977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        } else {
5987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            int col = ((j * 255) / lightPolyLength);
5997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            umbraLength = intersection(outline, polyLength, umbra, umbraLength);
6007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            if (umbraLength == 0) {
6017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                break;
6027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            }
6037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
6057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Generate the penumbra area using the hull of all shadow regions.
6077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int shadowRegionLength = k;
6087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    Vector2 penumbra[k];
6097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    int penumbraLength = hull(shadowRegion, shadowRegionLength, penumbra);
6107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6115176c974f1d9af833b7584e895fcba61e6e7427aztenghui    Vector2 fakeUmbra[polyLength];
6127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    if (umbraLength < 3) {
6135176c974f1d9af833b7584e895fcba61e6e7427aztenghui        // If there is no real umbra, make a fake one.
6147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < polyLength; i++) {
61550ecf849cb7ccc3482517b74d2214b347927791eztenghui            float deltaZ = lightCenter.z - poly[i].z;
61650ecf849cb7ccc3482517b74d2214b347927791eztenghui            float ratioZ = lightCenter.z / deltaZ;
61750ecf849cb7ccc3482517b74d2214b347927791eztenghui            float x = lightCenter.x - ratioZ * (lightCenter.x - poly[i].x);
61850ecf849cb7ccc3482517b74d2214b347927791eztenghui            float y = lightCenter.y - ratioZ * (lightCenter.y - poly[i].y);
6197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6205176c974f1d9af833b7584e895fcba61e6e7427aztenghui            fakeUmbra[i].x = x;
6215176c974f1d9af833b7584e895fcba61e6e7427aztenghui            fakeUmbra[i].y = y;
6227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Shrink the centroid's shadow by 10%.
6257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // TODO: Study the magic number of 10%.
62663d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui        Vector2 shadowCentroid =
62763d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui                ShadowTessellator::centroid2d(fakeUmbra, polyLength);
6287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < polyLength; i++) {
6295176c974f1d9af833b7584e895fcba61e6e7427aztenghui            fakeUmbra[i] = shadowCentroid * (1.0f - SHADOW_SHRINK_SCALE) +
6305176c974f1d9af833b7584e895fcba61e6e7427aztenghui                    fakeUmbra[i] * SHADOW_SHRINK_SCALE;
6317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
6327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#if DEBUG_SHADOW
6337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        ALOGD("No real umbra make a fake one, centroid2d =  %f , %f",
6347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui                shadowCentroid.x, shadowCentroid.y);
6357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#endif
6367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        // Set the fake umbra, whose size is the same as the original polygon.
6375176c974f1d9af833b7584e895fcba61e6e7427aztenghui        umbra = fakeUmbra;
6387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        umbraLength = polyLength;
6397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
6407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
64150ecf849cb7ccc3482517b74d2214b347927791eztenghui    generateTriangleStrip(isCasterOpaque, penumbra, penumbraLength, umbra,
64250ecf849cb7ccc3482517b74d2214b347927791eztenghui            umbraLength, poly, polyLength, shadowTriangleStrip);
6437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
6447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
6457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
646726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Converts a polygon specified with CW vertices into an array of distance-from-centroid values.
647726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik *
648726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Returns false in error conditions
649726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik *
650726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param poly Array of vertices. Note that these *must* be CW.
651726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param polyLength The number of vertices in the polygon.
652726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param polyCentroid The centroid of the polygon, from which rays will be cast
653726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param rayDist The output array for the calculated distances, must be SHADOW_RAY_COUNT in size
654726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik */
655726118b35240957710d4d85fb5747e2ba8b934f7Chris Craikbool convertPolyToRayDist(const Vector2* poly, int polyLength, const Vector2& polyCentroid,
656726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        float* rayDist) {
657726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    const int rays = SHADOW_RAY_COUNT;
658726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    const float step = M_PI * 2 / rays;
659726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
660726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    const Vector2* lastVertex = &(poly[polyLength - 1]);
661726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    float startAngle = angle(*lastVertex, polyCentroid);
662726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
663726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    // Start with the ray that's closest to and less than startAngle
664726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    int rayIndex = floor((startAngle - EPSILON) / step);
665726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    rayIndex = (rayIndex + rays) % rays; // ensure positive
666726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
667726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    for (int polyIndex = 0; polyIndex < polyLength; polyIndex++) {
668726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        /*
669726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         * For a given pair of vertices on the polygon, poly[i-1] and poly[i], the rays that
670726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         * intersect these will be those that are between the two angles from the centroid that the
671726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         * vertices define.
672726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         *
673726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         * Because the polygon vertices are stored clockwise, the closest ray with an angle
674726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         * *smaller* than that defined by angle(poly[i], centroid) will be the first ray that does
675726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         * not intersect with poly[i-1], poly[i].
676726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik         */
677726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        float currentAngle = angle(poly[polyIndex], polyCentroid);
678726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
679726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        // find first ray that will not intersect the line segment poly[i-1] & poly[i]
680726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        int firstRayIndexOnNextSegment = floor((currentAngle - EPSILON) / step);
681726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        firstRayIndexOnNextSegment = (firstRayIndexOnNextSegment + rays) % rays; // ensure positive
682726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
683726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        // Iterate through all rays that intersect with poly[i-1], poly[i] line segment.
684726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        // This may be 0 rays.
685726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        while (rayIndex != firstRayIndexOnNextSegment) {
686726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik            float distanceToIntersect = rayIntersectPoints(polyCentroid,
687726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik                    cos(rayIndex * step),
688726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik                    sin(rayIndex * step),
689726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik                    *lastVertex, poly[polyIndex]);
69050ecf849cb7ccc3482517b74d2214b347927791eztenghui            if (distanceToIntersect < 0) {
69150ecf849cb7ccc3482517b74d2214b347927791eztenghui#if DEBUG_SHADOW
69250ecf849cb7ccc3482517b74d2214b347927791eztenghui                ALOGW("ERROR: convertPolyToRayDist failed");
69350ecf849cb7ccc3482517b74d2214b347927791eztenghui#endif
69450ecf849cb7ccc3482517b74d2214b347927791eztenghui                return false; // error case, abort
69550ecf849cb7ccc3482517b74d2214b347927791eztenghui            }
696726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
697726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik            rayDist[rayIndex] = distanceToIntersect;
698726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
699726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik            rayIndex = (rayIndex - 1 + rays) % rays;
700726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        }
701726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        lastVertex = &poly[polyIndex];
702726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    }
703726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
704726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik   return true;
705726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik}
706726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
70750ecf849cb7ccc3482517b74d2214b347927791eztenghuiint SpotShadow::calculateOccludedUmbra(const Vector2* umbra, int umbraLength,
70850ecf849cb7ccc3482517b74d2214b347927791eztenghui        const Vector3* poly, int polyLength, Vector2* occludedUmbra) {
70950ecf849cb7ccc3482517b74d2214b347927791eztenghui    // Occluded umbra area is computed as the intersection of the projected 2D
71050ecf849cb7ccc3482517b74d2214b347927791eztenghui    // poly and umbra.
71150ecf849cb7ccc3482517b74d2214b347927791eztenghui    for (int i = 0; i < polyLength; i++) {
71250ecf849cb7ccc3482517b74d2214b347927791eztenghui        occludedUmbra[i].x = poly[i].x;
71350ecf849cb7ccc3482517b74d2214b347927791eztenghui        occludedUmbra[i].y = poly[i].y;
71450ecf849cb7ccc3482517b74d2214b347927791eztenghui    }
71550ecf849cb7ccc3482517b74d2214b347927791eztenghui
71650ecf849cb7ccc3482517b74d2214b347927791eztenghui    // Both umbra and incoming polygon are guaranteed to be CW, so we can call
71750ecf849cb7ccc3482517b74d2214b347927791eztenghui    // intersection() directly.
71850ecf849cb7ccc3482517b74d2214b347927791eztenghui    return intersection(umbra, umbraLength,
71950ecf849cb7ccc3482517b74d2214b347927791eztenghui            occludedUmbra, polyLength);
72050ecf849cb7ccc3482517b74d2214b347927791eztenghui}
72150ecf849cb7ccc3482517b74d2214b347927791eztenghui
72250ecf849cb7ccc3482517b74d2214b347927791eztenghui#define OCLLUDED_UMBRA_SHRINK_FACTOR 0.95f
723726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik/**
7247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Generate a triangle strip given two convex polygons
7257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
7267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param penumbra The outer polygon x,y vertexes
7277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param penumbraLength The number of vertexes in the outer polygon
7287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param umbra The inner outer polygon x,y vertexes
7297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param umbraLength The number of vertexes in the inner polygon
7307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
7317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *                            empty strip if error.
7327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui**/
73350ecf849cb7ccc3482517b74d2214b347927791eztenghuivoid SpotShadow::generateTriangleStrip(bool isCasterOpaque, const Vector2* penumbra,
73450ecf849cb7ccc3482517b74d2214b347927791eztenghui        int penumbraLength, const Vector2* umbra, int umbraLength,
73550ecf849cb7ccc3482517b74d2214b347927791eztenghui        const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip) {
73663d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui    const int rays = SHADOW_RAY_COUNT;
737726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    const int size = 2 * rays;
738726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    const float step = M_PI * 2 / rays;
7397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Centroid of the umbra.
74063d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui    Vector2 centroid = ShadowTessellator::centroid2d(umbra, umbraLength);
7417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#if DEBUG_SHADOW
7427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    ALOGD("centroid2d =  %f , %f", centroid.x, centroid.y);
7437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#endif
7447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Intersection to the penumbra.
7457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float penumbraDistPerRay[rays];
7467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    // Intersection to the umbra.
7477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    float umbraDistPerRay[rays];
74850ecf849cb7ccc3482517b74d2214b347927791eztenghui    // Intersection to the occluded umbra area.
74950ecf849cb7ccc3482517b74d2214b347927791eztenghui    float occludedUmbraDistPerRay[rays];
7507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
751726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    // convert CW polygons to ray distance encoding, aborting on conversion failure
752726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    if (!convertPolyToRayDist(umbra, umbraLength, centroid, umbraDistPerRay)) return;
753726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    if (!convertPolyToRayDist(penumbra, penumbraLength, centroid, penumbraDistPerRay)) return;
7547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
75550ecf849cb7ccc3482517b74d2214b347927791eztenghui    bool hasOccludedUmbraArea = false;
75650ecf849cb7ccc3482517b74d2214b347927791eztenghui    if (isCasterOpaque) {
75750ecf849cb7ccc3482517b74d2214b347927791eztenghui        Vector2 occludedUmbra[polyLength + umbraLength];
75850ecf849cb7ccc3482517b74d2214b347927791eztenghui        int occludedUmbraLength = calculateOccludedUmbra(umbra, umbraLength, poly, polyLength,
75950ecf849cb7ccc3482517b74d2214b347927791eztenghui                occludedUmbra);
76050ecf849cb7ccc3482517b74d2214b347927791eztenghui        // Make sure the centroid is inside the umbra, otherwise, fall back to the
76150ecf849cb7ccc3482517b74d2214b347927791eztenghui        // approach as if there is no occluded umbra area.
76250ecf849cb7ccc3482517b74d2214b347927791eztenghui        if (testPointInsidePolygon(centroid, occludedUmbra, occludedUmbraLength)) {
76350ecf849cb7ccc3482517b74d2214b347927791eztenghui            hasOccludedUmbraArea = true;
76450ecf849cb7ccc3482517b74d2214b347927791eztenghui            // Shrink the occluded umbra area to avoid pixel level artifacts.
76550ecf849cb7ccc3482517b74d2214b347927791eztenghui            for (int i = 0; i < occludedUmbraLength; i ++) {
76650ecf849cb7ccc3482517b74d2214b347927791eztenghui                occludedUmbra[i] = centroid + (occludedUmbra[i] - centroid) *
76750ecf849cb7ccc3482517b74d2214b347927791eztenghui                        OCLLUDED_UMBRA_SHRINK_FACTOR;
76850ecf849cb7ccc3482517b74d2214b347927791eztenghui            }
76950ecf849cb7ccc3482517b74d2214b347927791eztenghui            if (!convertPolyToRayDist(occludedUmbra, occludedUmbraLength, centroid,
77050ecf849cb7ccc3482517b74d2214b347927791eztenghui                    occludedUmbraDistPerRay)) {
77150ecf849cb7ccc3482517b74d2214b347927791eztenghui                return;
77250ecf849cb7ccc3482517b74d2214b347927791eztenghui            }
77350ecf849cb7ccc3482517b74d2214b347927791eztenghui        }
77450ecf849cb7ccc3482517b74d2214b347927791eztenghui    }
77550ecf849cb7ccc3482517b74d2214b347927791eztenghui
77650ecf849cb7ccc3482517b74d2214b347927791eztenghui    AlphaVertex* shadowVertices =
77750ecf849cb7ccc3482517b74d2214b347927791eztenghui            shadowTriangleStrip.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT);
7787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
77963d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui    // Calculate the vertices (x, y, alpha) in the shadow area.
78050ecf849cb7ccc3482517b74d2214b347927791eztenghui    AlphaVertex centroidXYA;
78150ecf849cb7ccc3482517b74d2214b347927791eztenghui    AlphaVertex::set(&centroidXYA, centroid.x, centroid.y, 1.0f);
782726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik    for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
783726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        float dx = cosf(step * rayIndex);
784726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        float dy = sinf(step * rayIndex);
785726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
78650ecf849cb7ccc3482517b74d2214b347927791eztenghui        // penumbra ring
78750ecf849cb7ccc3482517b74d2214b347927791eztenghui        float penumbraDistance = penumbraDistPerRay[rayIndex];
788726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        AlphaVertex::set(&shadowVertices[rayIndex],
78950ecf849cb7ccc3482517b74d2214b347927791eztenghui                dx * penumbraDistance + centroid.x,
79050ecf849cb7ccc3482517b74d2214b347927791eztenghui                dy * penumbraDistance + centroid.y, 0.0f);
791726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik
79250ecf849cb7ccc3482517b74d2214b347927791eztenghui        // umbra ring
79350ecf849cb7ccc3482517b74d2214b347927791eztenghui        float umbraDistance = umbraDistPerRay[rayIndex];
794726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik        AlphaVertex::set(&shadowVertices[rays + rayIndex],
79550ecf849cb7ccc3482517b74d2214b347927791eztenghui                dx * umbraDistance + centroid.x, dy * umbraDistance + centroid.y, 1.0f);
79650ecf849cb7ccc3482517b74d2214b347927791eztenghui
79750ecf849cb7ccc3482517b74d2214b347927791eztenghui        // occluded umbra ring
79850ecf849cb7ccc3482517b74d2214b347927791eztenghui        if (hasOccludedUmbraArea) {
79950ecf849cb7ccc3482517b74d2214b347927791eztenghui            float occludedUmbraDistance = occludedUmbraDistPerRay[rayIndex];
80050ecf849cb7ccc3482517b74d2214b347927791eztenghui            AlphaVertex::set(&shadowVertices[2 * rays + rayIndex],
80150ecf849cb7ccc3482517b74d2214b347927791eztenghui                    dx * occludedUmbraDistance + centroid.x,
80250ecf849cb7ccc3482517b74d2214b347927791eztenghui                    dy * occludedUmbraDistance + centroid.y, 1.0f);
80350ecf849cb7ccc3482517b74d2214b347927791eztenghui        } else {
80450ecf849cb7ccc3482517b74d2214b347927791eztenghui            // Put all vertices of the occluded umbra ring at the centroid.
80550ecf849cb7ccc3482517b74d2214b347927791eztenghui            shadowVertices[2 * rays + rayIndex] = centroidXYA;
80650ecf849cb7ccc3482517b74d2214b347927791eztenghui        }
8077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
8087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
8097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
8107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/**
8117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * This is only for experimental purpose.
8127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * After intersections are calculated, we could smooth the polygon if needed.
8137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * So far, we don't think it is more appealing yet.
8147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
8157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param level The level of smoothness.
8167b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rays The total number of rays.
8177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param rayDist (In and Out) The distance for each ray.
8187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui *
8197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */
8207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::smoothPolygon(int level, int rays, float* rayDist) {
8217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    for (int k = 0; k < level; k++) {
8227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        for (int i = 0; i < rays; i++) {
8237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float p1 = rayDist[(rays - 1 + i) % rays];
8247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float p2 = rayDist[i];
8257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            float p3 = rayDist[(i + 1) % rays];
8267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui            rayDist[i] = (p1 + p2 * 2 + p3) / 4;
8277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui        }
8287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui    }
8297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}
8307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui
831f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#if DEBUG_SHADOW
832f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
833f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#define TEST_POINT_NUMBER 128
834f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
835f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/**
836f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Calculate the bounds for generating random test points.
837f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */
838f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuivoid SpotShadow::updateBound(const Vector2 inVector, Vector2& lowerBound,
839f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        Vector2& upperBound ) {
840f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    if (inVector.x < lowerBound.x) {
841f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        lowerBound.x = inVector.x;
842f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
843f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
844f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    if (inVector.y < lowerBound.y) {
845f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        lowerBound.y = inVector.y;
846f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
847f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
848f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    if (inVector.x > upperBound.x) {
849f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        upperBound.x = inVector.x;
850f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
851f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
852f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    if (inVector.y > upperBound.y) {
853f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        upperBound.y = inVector.y;
854f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
855f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui}
856f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
857f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/**
858f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * For debug purpose, when things go wrong, dump the whole polygon data.
859f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */
860f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuistatic void dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) {
861f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    for (int i = 0; i < polyLength; i++) {
862f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y);
863f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
864f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui}
865f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
866f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/**
867f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Test whether the polygon is convex.
868f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */
869f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuibool SpotShadow::testConvex(const Vector2* polygon, int polygonLength,
870f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        const char* name) {
871f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    bool isConvex = true;
872f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    for (int i = 0; i < polygonLength; i++) {
873f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        Vector2 start = polygon[i];
874f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        Vector2 middle = polygon[(i + 1) % polygonLength];
875f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        Vector2 end = polygon[(i + 2) % polygonLength];
876f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
877f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        double delta = (double(middle.x) - start.x) * (double(end.y) - start.y) -
878f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                (double(middle.y) - start.y) * (double(end.x) - start.x);
879f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        bool isCCWOrCoLinear = (delta >= EPSILON);
880f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
881f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        if (isCCWOrCoLinear) {
88250ecf849cb7ccc3482517b74d2214b347927791eztenghui            ALOGW("(Error Type 2): polygon (%s) is not a convex b/c start (x %f, y %f),"
883f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                    "middle (x %f, y %f) and end (x %f, y %f) , delta is %f !!!",
884f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                    name, start.x, start.y, middle.x, middle.y, end.x, end.y, delta);
885f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            isConvex = false;
886f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            break;
887f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        }
888f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
889f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    return isConvex;
890f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui}
891f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
892f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/**
893f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Test whether or not the polygon (intersection) is within the 2 input polygons.
894f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Using Marte Carlo method, we generate a random point, and if it is inside the
895f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * intersection, then it must be inside both source polygons.
896f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */
897f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuivoid SpotShadow::testIntersection(const Vector2* poly1, int poly1Length,
898f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        const Vector2* poly2, int poly2Length,
899f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        const Vector2* intersection, int intersectionLength) {
900f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    // Find the min and max of x and y.
901f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    Vector2 lowerBound(FLT_MAX, FLT_MAX);
902f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    Vector2 upperBound(-FLT_MAX, -FLT_MAX);
903f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    for (int i = 0; i < poly1Length; i++) {
904f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        updateBound(poly1[i], lowerBound, upperBound);
905f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
906f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    for (int i = 0; i < poly2Length; i++) {
907f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        updateBound(poly2[i], lowerBound, upperBound);
908f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
909f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
910f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    bool dumpPoly = false;
911f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    for (int k = 0; k < TEST_POINT_NUMBER; k++) {
912f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        // Generate a random point between minX, minY and maxX, maxY.
913f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        double randomX = rand() / double(RAND_MAX);
914f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        double randomY = rand() / double(RAND_MAX);
915f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
916f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        Vector2 testPoint;
917f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        testPoint.x = lowerBound.x + randomX * (upperBound.x - lowerBound.x);
918f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        testPoint.y = lowerBound.y + randomY * (upperBound.y - lowerBound.y);
919f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
920f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        // If the random point is in both poly 1 and 2, then it must be intersection.
921f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        if (testPointInsidePolygon(testPoint, intersection, intersectionLength)) {
922f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            if (!testPointInsidePolygon(testPoint, poly1, poly1Length)) {
923f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                dumpPoly = true;
92450ecf849cb7ccc3482517b74d2214b347927791eztenghui                ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
925f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                      " not in the poly1",
926f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                        testPoint.x, testPoint.y);
927f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            }
928f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
929f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            if (!testPointInsidePolygon(testPoint, poly2, poly2Length)) {
930f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                dumpPoly = true;
93150ecf849cb7ccc3482517b74d2214b347927791eztenghui                ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
932f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                      " not in the poly2",
933f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui                        testPoint.x, testPoint.y);
934f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            }
935f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        }
936f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
937f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
938f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    if (dumpPoly) {
939f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        dumpPolygon(intersection, intersectionLength, "intersection");
940f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        for (int i = 1; i < intersectionLength; i++) {
941f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            Vector2 delta = intersection[i] - intersection[i - 1];
942f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui            ALOGD("Intersetion i, %d Vs i-1 is delta %f", i, delta.lengthSquared());
943f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        }
944f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
945f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        dumpPolygon(poly1, poly1Length, "poly 1");
946f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui        dumpPolygon(poly2, poly2Length, "poly 2");
947f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui    }
948f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui}
949f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#endif
950f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui
9517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}; // namespace uirenderer
9527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}; // namespace android
953