SpotShadow.cpp revision 9122b1b168d2a74d51517ed7282f4d6a8adea367
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 19512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// The highest z value can't be higher than (CASTER_Z_CAP_RATIO * light.z) 20c50a03d78aaedd0003377e98710e7038bda330e9ztenghui#define CASTER_Z_CAP_RATIO 0.95f 21512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 22512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// When there is no umbra, then just fake the umbra using 23512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// centroid * (1 - FAKE_UMBRA_SIZE_RATIO) + outline * FAKE_UMBRA_SIZE_RATIO 24512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#define FAKE_UMBRA_SIZE_RATIO 0.05f 25512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 26512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// When the polygon is about 90 vertices, the penumbra + umbra can reach 270 rays. 27512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// That is consider pretty fine tessllated polygon so far. 28512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// This is just to prevent using too much some memory when edge slicing is not 29512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// needed any more. 30512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#define FINE_TESSELLATED_POLYGON_RAY_NUMBER 270 31512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 32512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Extra vertices for the corner for smoother corner. 33512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Only for outer loop. 34512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Note that we use such extra memory to avoid an extra loop. 35512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 36512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// For half circle, we could add EXTRA_VERTEX_PER_PI vertices. 37512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// Set to 1 if we don't want to have any. 38512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#define SPOT_EXTRA_CORNER_VERTEX_PER_PI 18 39512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 40512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI, 41512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// therefore, the maximum number of extra vertices will be twice bigger. 42512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#define SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * SPOT_EXTRA_CORNER_VERTEX_PER_PI) 43512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 44512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals. 45512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#define SPOT_CORNER_RADIANS_DIVISOR (M_PI / SPOT_EXTRA_CORNER_VERTEX_PER_PI) 46512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include <math.h> 49f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#include <stdlib.h> 507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include <utils/Log.h> 517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 5263d41abb40b3ce40d8b9bccb1cf186e8158a3687ztenghui#include "ShadowTessellator.h" 537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include "SpotShadow.h" 547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#include "Vertex.h" 55c50a03d78aaedd0003377e98710e7038bda330e9ztenghui#include "utils/MathUtils.h" 567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 57c50a03d78aaedd0003377e98710e7038bda330e9ztenghui// TODO: After we settle down the new algorithm, we can remove the old one and 58c50a03d78aaedd0003377e98710e7038bda330e9ztenghui// its utility functions. 59c50a03d78aaedd0003377e98710e7038bda330e9ztenghui// Right now, we still need to keep it for comparison purpose and future expansion. 607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuinamespace android { 617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuinamespace uirenderer { 627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 639122b1b168d2a74d51517ed7282f4d6a8adea367ztenghuistatic const float EPSILON = 1e-7; 64726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 65726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik/** 66c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * For each polygon's vertex, the light center will project it to the receiver 67c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * as one of the outline vertex. 68c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * For each outline vertex, we need to store the position and normal. 69c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * Normal here is defined against the edge by the current vertex and the next vertex. 70c50a03d78aaedd0003377e98710e7038bda330e9ztenghui */ 71c50a03d78aaedd0003377e98710e7038bda330e9ztenghuistruct OutlineData { 72c50a03d78aaedd0003377e98710e7038bda330e9ztenghui Vector2 position; 73c50a03d78aaedd0003377e98710e7038bda330e9ztenghui Vector2 normal; 74c50a03d78aaedd0003377e98710e7038bda330e9ztenghui float radius; 75c50a03d78aaedd0003377e98710e7038bda330e9ztenghui}; 76c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 77c50a03d78aaedd0003377e98710e7038bda330e9ztenghui/** 78512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * For each vertex, we need to keep track of its angle, whether it is penumbra or 79512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * umbra, and its corresponding vertex index. 80512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 81512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuistruct SpotShadow::VertexAngleData { 82512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // The angle to the vertex from the centroid. 83512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float mAngle; 84512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // True is the vertex comes from penumbra, otherwise it comes from umbra. 85512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool mIsPenumbra; 86512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // The index of the vertex described by this data. 87512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int mVertexIndex; 88512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui void set(float angle, bool isPenumbra, int index) { 89512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui mAngle = angle; 90512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui mIsPenumbra = isPenumbra; 91512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui mVertexIndex = index; 92512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 93512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui}; 94512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 95512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 96726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Calculate the angle between and x and a y coordinate. 97726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * The atan2 range from -PI to PI. 98726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik */ 99b79a3e301a8d89b9e1b1f6f3d7fd6aa56610a6f0Chris Craikstatic float angle(const Vector2& point, const Vector2& center) { 100726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik return atan2(point.y - center.y, point.x - center.x); 101726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik} 102726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 1037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 104726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Calculate the intersection of a ray with the line segment defined by two points. 1057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 106726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Returns a negative value in error conditions. 107726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 108726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param rayOrigin The start of the ray 109726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param dx The x vector of the ray 110726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param dy The y vector of the ray 111726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param p1 The first point defining the line segment 112726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param p2 The second point defining the line segment 113726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @return The distance along the ray if it intersects with the line segment, negative if otherwise 1147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 115b79a3e301a8d89b9e1b1f6f3d7fd6aa56610a6f0Chris Craikstatic float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, 116726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik const Vector2& p1, const Vector2& p2) { 117726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // The math below is derived from solving this formula, basically the 118726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // intersection point should stay on both the ray and the edge of (p1, p2). 119726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]); 120726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 1219122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float divisor = (dx * (p1.y - p2.y) + dy * p2.x - dy * p1.x); 122726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik if (divisor == 0) return -1.0f; // error, invalid divisor 123726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 124726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik#if DEBUG_SHADOW 1259122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float interpVal = (dx * (p1.y - rayOrigin.y) + dy * rayOrigin.x - dy * p1.x) / divisor; 12699af9429cda84ad0af1d7fcecb580295b0046882ztenghui if (interpVal < 0 || interpVal > 1) { 12799af9429cda84ad0af1d7fcecb580295b0046882ztenghui ALOGW("rayIntersectPoints is hitting outside the segment %f", interpVal); 12899af9429cda84ad0af1d7fcecb580295b0046882ztenghui } 129726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik#endif 130726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 1319122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float distance = (p1.x * (rayOrigin.y - p2.y) + p2.x * (p1.y - rayOrigin.y) + 132726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik rayOrigin.x * (p2.y - p1.y)) / divisor; 133726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 134726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik return distance; // may be negative in error cases 1357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 1367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 1387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points by their X coordinates 1397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 1407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points the points as a Vector2 array. 1417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param pointsLength the number of vertices of the polygon. 1427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 1437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::xsort(Vector2* points, int pointsLength) { 1447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui quicksortX(points, 0, pointsLength - 1); 1457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 1467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 1487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * compute the convex hull of a collection of Points 1497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 1507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points the points as a Vector2 array. 1517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param pointsLength the number of vertices of the polygon. 1527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param retPoly pre allocated array of floats to put the vertices 1537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return the number of points in the polygon 0 if no intersection 1547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 1557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuiint SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) { 1567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui xsort(points, pointsLength); 1577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int n = pointsLength; 1587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui Vector2 lUpper[n]; 1597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpper[0] = points[0]; 1607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpper[1] = points[1]; 1617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int lUpperSize = 2; 1637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = 2; i < n; i++) { 1657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpper[lUpperSize] = points[i]; 1667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpperSize++; 1677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 168f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui while (lUpperSize > 2 && !ccw( 169f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lUpper[lUpperSize - 3].x, lUpper[lUpperSize - 3].y, 170f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lUpper[lUpperSize - 2].x, lUpper[lUpperSize - 2].y, 171f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lUpper[lUpperSize - 1].x, lUpper[lUpperSize - 1].y)) { 1727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui // Remove the middle point of the three last 1737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x; 1747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y; 1757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lUpperSize--; 1767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 1777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 1787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui Vector2 lLower[n]; 1807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lLower[0] = points[n - 1]; 1817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lLower[1] = points[n - 2]; 1827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int lLowerSize = 2; 1847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = n - 3; i >= 0; i--) { 1867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lLower[lLowerSize] = points[i]; 1877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lLowerSize++; 1887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 189f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui while (lLowerSize > 2 && !ccw( 190f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lLower[lLowerSize - 3].x, lLower[lLowerSize - 3].y, 191f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lLower[lLowerSize - 2].x, lLower[lLowerSize - 2].y, 192f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lLower[lLowerSize - 1].x, lLower[lLowerSize - 1].y)) { 1937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui // Remove the middle point of the three last 1947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lLower[lLowerSize - 2] = lLower[lLowerSize - 1]; 1957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui lLowerSize--; 1967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 1977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 1987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 199726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // output points in CW ordering 200726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik const int total = lUpperSize + lLowerSize - 2; 201726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik int outIndex = total - 1; 2027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = 0; i < lUpperSize; i++) { 203726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik retPoly[outIndex] = lUpper[i]; 204726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik outIndex--; 2057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = 1; i < lLowerSize - 1; i++) { 208726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik retPoly[outIndex] = lLower[i]; 209726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik outIndex--; 2107b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2117b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui // TODO: Add test harness which verify that all the points are inside the hull. 212726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik return total; 2137b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 2147b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2157b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 216f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Test whether the 3 points form a counter clockwise turn. 2177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 2187b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if a right hand turn 2197b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 2209122b1b168d2a74d51517ed7282f4d6a8adea367ztenghuibool SpotShadow::ccw(float ax, float ay, float bx, float by, 2219122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float cx, float cy) { 2227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON; 2237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 2247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 2267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points about a center point 2277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 2287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly The in and out polyogon as a Vector2 array. 2297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polyLength The number of vertices of the polygon. 2307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param center the center ctr[0] = x , ctr[1] = y to sort around. 2317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 2327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) { 2337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui quicksortCirc(poly, 0, polyLength - 1, center); 2347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 2357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 2377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Swap points pointed to by i and j 2387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 2397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::swap(Vector2* points, int i, int j) { 2407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui Vector2 temp = points[i]; 2417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui points[i] = points[j]; 2427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui points[j] = temp; 2437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 2447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 2467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * quick sort implementation about the center. 2477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 2487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::quicksortCirc(Vector2* points, int low, int high, 2497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui const Vector2& center) { 2507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int i = low, j = high; 2517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int p = low + (high - low) / 2; 2527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui float pivot = angle(points[p], center); 2537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui while (i <= j) { 254726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik while (angle(points[i], center) > pivot) { 2557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui i++; 2567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 257726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik while (angle(points[j], center) < pivot) { 2587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui j--; 2597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (i <= j) { 2627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui swap(points, i, j); 2637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui i++; 2647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui j--; 2657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (low < j) quicksortCirc(points, low, j, center); 2687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (i < high) quicksortCirc(points, i, high, center); 2697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 2707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2717b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 2727b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Sort points by x axis 2737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 2747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points points to sort 2757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param low start index 2767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param high end index 2777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 2787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::quicksortX(Vector2* points, int low, int high) { 2797b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int i = low, j = high; 2807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int p = low + (high - low) / 2; 2817b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui float pivot = points[p].x; 2827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui while (i <= j) { 2837b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui while (points[i].x < pivot) { 2847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui i++; 2857b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui while (points[j].x > pivot) { 2877b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui j--; 2887b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2897b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 2907b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (i <= j) { 2917b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui swap(points, i, j); 2927b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui i++; 2937b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui j--; 2947b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2957b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 2967b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (low < j) quicksortX(points, low, j); 2977b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (i < high) quicksortX(points, i, high); 2987b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 2997b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 3007b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 3017b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Test whether a point is inside the polygon. 3027b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 3037b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param testPoint the point to test 3047b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param poly the polygon 3057b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @return true if the testPoint is inside the poly. 3067b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 3077b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuibool SpotShadow::testPointInsidePolygon(const Vector2 testPoint, 3087b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui const Vector2* poly, int len) { 3097b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui bool c = false; 3109122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float testx = testPoint.x; 3119122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float testy = testPoint.y; 3127b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = 0, j = len - 1; i < len; j = i++) { 3139122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float startX = poly[j].x; 3149122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float startY = poly[j].y; 3159122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float endX = poly[i].x; 3169122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float endY = poly[i].y; 3177b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 318512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (((endY > testy) != (startY > testy)) 319512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui && (testx < (startX - endX) * (testy - endY) 3207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui / (startY - endY) + endX)) { 3217b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui c = !c; 3227b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 3237b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 3247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui return c; 3257b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 3267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 3277b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 3287b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Make the polygon turn clockwise. 3297b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 3307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array. 3317b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon 3327b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 3337b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::makeClockwise(Vector2* polygon, int len) { 3347b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui if (polygon == 0 || len == 0) { 3357b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui return; 3367b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 3372e023f3827dfc0dfc1ed7c3dd54d02b4a993f0b4ztenghui if (!ShadowTessellator::isClockwise(polygon, len)) { 3387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui reverse(polygon, len); 3397b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 3407b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 3417b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 3427b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 3437b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Reverse the polygon 3447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 3457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param polygon the polygon as a Vector2 array 3467b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param len the number of points of the polygon 3477b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 3487b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::reverse(Vector2* polygon, int len) { 3497b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int n = len / 2; 3507b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = 0; i < n; i++) { 3517b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui Vector2 tmp = polygon[i]; 3527b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui int k = len - 1 - i; 3537b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui polygon[i] = polygon[k]; 3547b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui polygon[k] = tmp; 3557b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 3567b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 3577b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 3587b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 3597b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * Compute a horizontal circular polygon about point (x , y , height) of radius 3607b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * (size) 3617b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 3627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param points number of the points of the output polygon. 3637b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param lightCenter the center of the light. 3647b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param size the light size. 3657b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * @param ret result polygon. 3667b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 3677b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghuivoid SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter, 3687b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui float size, Vector3* ret) { 3697b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui // TODO: Caching all the sin / cos values and store them in a look up table. 3707b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui for (int i = 0; i < points; i++) { 3719122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float angle = 2 * i * M_PI / points; 372726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik ret[i].x = cosf(angle) * size + lightCenter.x; 373726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik ret[i].y = sinf(angle) * size + lightCenter.y; 3747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui ret[i].z = lightCenter.z; 3757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 3767b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 3777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 3787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 379512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * From light center, project one vertex to the z=0 surface and get the outline. 3807b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 381512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param outline The result which is the outline position. 382512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param lightCenter The center of light. 383512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param polyVertex The input polygon's vertex. 384512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 385512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return float The ratio of (polygon.z / light.z - polygon.z) 3867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 387c50a03d78aaedd0003377e98710e7038bda330e9ztenghuifloat SpotShadow::projectCasterToOutline(Vector2& outline, 388c50a03d78aaedd0003377e98710e7038bda330e9ztenghui const Vector3& lightCenter, const Vector3& polyVertex) { 389c50a03d78aaedd0003377e98710e7038bda330e9ztenghui float lightToPolyZ = lightCenter.z - polyVertex.z; 390c50a03d78aaedd0003377e98710e7038bda330e9ztenghui float ratioZ = CASTER_Z_CAP_RATIO; 391c50a03d78aaedd0003377e98710e7038bda330e9ztenghui if (lightToPolyZ != 0) { 392c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // If any caster's vertex is almost above the light, we just keep it as 95% 393c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // of the height of the light. 3943bd3fa1f1d437e22aee35381a559dcee15a437ddztenghui ratioZ = MathUtils::clamp(polyVertex.z / lightToPolyZ, 0.0f, CASTER_Z_CAP_RATIO); 395c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 396c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 397c50a03d78aaedd0003377e98710e7038bda330e9ztenghui outline.x = polyVertex.x - ratioZ * (lightCenter.x - polyVertex.x); 398c50a03d78aaedd0003377e98710e7038bda330e9ztenghui outline.y = polyVertex.y - ratioZ * (lightCenter.y - polyVertex.y); 399c50a03d78aaedd0003377e98710e7038bda330e9ztenghui return ratioZ; 400c50a03d78aaedd0003377e98710e7038bda330e9ztenghui} 401c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 402c50a03d78aaedd0003377e98710e7038bda330e9ztenghui/** 403c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * Generate the shadow spot light of shape lightPoly and a object poly 404c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * 405c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * @param isCasterOpaque whether the caster is opaque 406c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * @param lightCenter the center of the light 407c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * @param lightSize the radius of the light 408c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * @param poly x,y,z vertexes of a convex polygon that occludes the light source 409c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * @param polyLength number of vertexes of the occluding polygon 410c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return 411c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * empty strip if error. 412c50a03d78aaedd0003377e98710e7038bda330e9ztenghui */ 413c50a03d78aaedd0003377e98710e7038bda330e9ztenghuivoid SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, 414c50a03d78aaedd0003377e98710e7038bda330e9ztenghui float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, 415c50a03d78aaedd0003377e98710e7038bda330e9ztenghui VertexBuffer& shadowTriangleStrip) { 4163bd3fa1f1d437e22aee35381a559dcee15a437ddztenghui if (CC_UNLIKELY(lightCenter.z <= 0)) { 4173bd3fa1f1d437e22aee35381a559dcee15a437ddztenghui ALOGW("Relative Light Z is not positive. No spot shadow!"); 4183bd3fa1f1d437e22aee35381a559dcee15a437ddztenghui return; 4193bd3fa1f1d437e22aee35381a559dcee15a437ddztenghui } 420512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (CC_UNLIKELY(polyLength < 3)) { 421512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 422512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGW("Invalid polygon length. No spot shadow!"); 423512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 424512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return; 425512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 426c50a03d78aaedd0003377e98710e7038bda330e9ztenghui OutlineData outlineData[polyLength]; 427c50a03d78aaedd0003377e98710e7038bda330e9ztenghui Vector2 outlineCentroid; 428c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Calculate the projected outline for each polygon's vertices from the light center. 429c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // 430c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // O Light 431c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // / 432c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // / 433c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // . Polygon vertex 434c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // / 435c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // / 436c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // O Outline vertices 437c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // 438c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Ratio = (Poly - Outline) / (Light - Poly) 439c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Outline.x = Poly.x - Ratio * (Light.x - Poly.x) 440c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Outline's radius / Light's radius = Ratio 441c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 442c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Compute the last outline vertex to make sure we can get the normal and outline 443c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // in one single loop. 444c50a03d78aaedd0003377e98710e7038bda330e9ztenghui projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter, 445c50a03d78aaedd0003377e98710e7038bda330e9ztenghui poly[polyLength - 1]); 446c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 447c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Take the outline's polygon, calculate the normal for each outline edge. 448c50a03d78aaedd0003377e98710e7038bda330e9ztenghui int currentNormalIndex = polyLength - 1; 449c50a03d78aaedd0003377e98710e7038bda330e9ztenghui int nextNormalIndex = 0; 450c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 451c50a03d78aaedd0003377e98710e7038bda330e9ztenghui for (int i = 0; i < polyLength; i++) { 452c50a03d78aaedd0003377e98710e7038bda330e9ztenghui float ratioZ = projectCasterToOutline(outlineData[i].position, 453c50a03d78aaedd0003377e98710e7038bda330e9ztenghui lightCenter, poly[i]); 454c50a03d78aaedd0003377e98710e7038bda330e9ztenghui outlineData[i].radius = ratioZ * lightSize; 455c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 456c50a03d78aaedd0003377e98710e7038bda330e9ztenghui outlineData[currentNormalIndex].normal = ShadowTessellator::calculateNormal( 457c50a03d78aaedd0003377e98710e7038bda330e9ztenghui outlineData[currentNormalIndex].position, 458c50a03d78aaedd0003377e98710e7038bda330e9ztenghui outlineData[nextNormalIndex].position); 459c50a03d78aaedd0003377e98710e7038bda330e9ztenghui currentNormalIndex = (currentNormalIndex + 1) % polyLength; 460c50a03d78aaedd0003377e98710e7038bda330e9ztenghui nextNormalIndex++; 461c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 462c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 463c50a03d78aaedd0003377e98710e7038bda330e9ztenghui projectCasterToOutline(outlineCentroid, lightCenter, polyCentroid); 464c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 465c50a03d78aaedd0003377e98710e7038bda330e9ztenghui int penumbraIndex = 0; 466512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Then each polygon's vertex produce at minmal 2 penumbra vertices. 467512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Since the size can be dynamic here, we keep track of the size and update 468512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // the real size at the end. 469512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int allocatedPenumbraLength = 2 * polyLength + SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER; 470512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 penumbra[allocatedPenumbraLength]; 471512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int totalExtraCornerSliceNumber = 0; 472c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 473c50a03d78aaedd0003377e98710e7038bda330e9ztenghui Vector2 umbra[polyLength]; 474c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 475512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // When centroid is covered by all circles from outline, then we consider 476512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // the umbra is invalid, and we will tune down the shadow strength. 477c50a03d78aaedd0003377e98710e7038bda330e9ztenghui bool hasValidUmbra = true; 478512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // We need the minimal of RaitoVI to decrease the spot shadow strength accordingly. 479512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float minRaitoVI = FLT_MAX; 480c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 481c50a03d78aaedd0003377e98710e7038bda330e9ztenghui for (int i = 0; i < polyLength; i++) { 482c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Generate all the penumbra's vertices only using the (outline vertex + normal * radius) 483c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // There is no guarantee that the penumbra is still convex, but for 484c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // each outline vertex, it will connect to all its corresponding penumbra vertices as 485c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // triangle fans. And for neighber penumbra vertex, it will be a trapezoid. 486c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // 487c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Penumbra Vertices marked as Pi 488c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Outline Vertices marked as Vi 489c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // (P3) 490c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // (P2) | ' (P4) 491c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // (P1)' | | ' 492c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // ' | | ' 493c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // (P0) ------------------------------------------------(P5) 494c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | (V0) |(V1) 495c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 496c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 497c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 498c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 499c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 500c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 501c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 502c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 503c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // (V3)-----------------------------------(V2) 504c50a03d78aaedd0003377e98710e7038bda330e9ztenghui int preNormalIndex = (i + polyLength - 1) % polyLength; 505c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 506512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2& previousNormal = outlineData[preNormalIndex].normal; 507512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2& currentNormal = outlineData[i].normal; 508512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 509512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Depending on how roundness we want for each corner, we can subdivide 510c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // further here and/or introduce some heuristic to decide how much the 511c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // subdivision should be. 512512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentExtraSliceNumber = ShadowTessellator::getExtraVertexNumber( 513512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui previousNormal, currentNormal, SPOT_CORNER_RADIANS_DIVISOR); 514c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 515512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentCornerSliceNumber = 1 + currentExtraSliceNumber; 516512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui totalExtraCornerSliceNumber += currentExtraSliceNumber; 517512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 518512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("currentExtraSliceNumber should be %d", currentExtraSliceNumber); 519512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("currentCornerSliceNumber should be %d", currentCornerSliceNumber); 520512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("totalCornerSliceNumber is %d", totalExtraCornerSliceNumber); 521512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 522512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (CC_UNLIKELY(totalExtraCornerSliceNumber > SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER)) { 523512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentCornerSliceNumber = 1; 524512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 525512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int k = 0; k <= currentCornerSliceNumber; k++) { 526512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 avgNormal = 527512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui (previousNormal * (currentCornerSliceNumber - k) + currentNormal * k) / 528512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentCornerSliceNumber; 529512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui avgNormal.normalize(); 530512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbra[penumbraIndex++] = outlineData[i].position + 531512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui avgNormal * outlineData[i].radius; 532512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 533c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 534c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 535c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Compute the umbra by the intersection from the outline's centroid! 536c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // 537c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // (V) ------------------------------------ 538c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | ' | 539c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | ' | 540c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | ' (I) | 541c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | ' | 542c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | ' (C) | 543c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 544c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 545c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 546c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // | | 547c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // ------------------------------------ 548c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // 549c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Connect a line b/t the outline vertex (V) and the centroid (C), it will 550c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // intersect with the outline vertex's circle at point (I). 551c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Now, ratioVI = VI / VC, ratioIC = IC / VC 552c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // Then the intersetion point can be computed as Ixy = Vxy * ratioIC + Cxy * ratioVI; 553c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // 554512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // When all of the outline circles cover the the outline centroid, (like I is 555c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // on the other side of C), there is no real umbra any more, so we just fake 556c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // a small area around the centroid as the umbra, and tune down the spot 557c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // shadow's umbra strength to simulate the effect the whole shadow will 558c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // become lighter in this case. 559c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // The ratio can be simulated by using the inverse of maximum of ratioVI for 560c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // all (V). 561512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float distOutline = (outlineData[i].position - outlineCentroid).length(); 5623bd3fa1f1d437e22aee35381a559dcee15a437ddztenghui if (CC_UNLIKELY(distOutline == 0)) { 563c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // If the outline has 0 area, then there is no spot shadow anyway. 564c50a03d78aaedd0003377e98710e7038bda330e9ztenghui ALOGW("Outline has 0 area, no spot shadow!"); 565c50a03d78aaedd0003377e98710e7038bda330e9ztenghui return; 566c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 567512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 568512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float ratioVI = outlineData[i].radius / distOutline; 569512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui minRaitoVI = MathUtils::min(minRaitoVI, ratioVI); 570512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (ratioVI >= (1 - FAKE_UMBRA_SIZE_RATIO)) { 571512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ratioVI = (1 - FAKE_UMBRA_SIZE_RATIO); 572c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 573c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // When we know we don't have valid umbra, don't bother to compute the 574c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // values below. But we can't skip the loop yet since we want to know the 575c50a03d78aaedd0003377e98710e7038bda330e9ztenghui // maximum ratio. 576512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float ratioIC = 1 - ratioVI; 577512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbra[i] = outlineData[i].position * ratioIC + outlineCentroid * ratioVI; 578c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 579c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 580512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui hasValidUmbra = (minRaitoVI <= 1.0); 581c50a03d78aaedd0003377e98710e7038bda330e9ztenghui float shadowStrengthScale = 1.0; 582c50a03d78aaedd0003377e98710e7038bda330e9ztenghui if (!hasValidUmbra) { 583512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 584c50a03d78aaedd0003377e98710e7038bda330e9ztenghui ALOGW("The object is too close to the light or too small, no real umbra!"); 585512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 586c50a03d78aaedd0003377e98710e7038bda330e9ztenghui for (int i = 0; i < polyLength; i++) { 587c50a03d78aaedd0003377e98710e7038bda330e9ztenghui umbra[i] = outlineData[i].position * FAKE_UMBRA_SIZE_RATIO + 588512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui outlineCentroid * (1 - FAKE_UMBRA_SIZE_RATIO); 589c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 590512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowStrengthScale = 1.0 / minRaitoVI; 591c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 592c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 593512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int penumbraLength = penumbraIndex; 594512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int umbraLength = polyLength; 595512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 596c50a03d78aaedd0003377e98710e7038bda330e9ztenghui#if DEBUG_SHADOW 597512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("penumbraLength is %d , allocatedPenumbraLength %d", penumbraLength, allocatedPenumbraLength); 598c50a03d78aaedd0003377e98710e7038bda330e9ztenghui dumpPolygon(poly, polyLength, "input poly"); 599c50a03d78aaedd0003377e98710e7038bda330e9ztenghui dumpPolygon(penumbra, penumbraLength, "penumbra"); 600512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui dumpPolygon(umbra, umbraLength, "umbra"); 601c50a03d78aaedd0003377e98710e7038bda330e9ztenghui ALOGD("hasValidUmbra is %d and shadowStrengthScale is %f", hasValidUmbra, shadowStrengthScale); 602c50a03d78aaedd0003377e98710e7038bda330e9ztenghui#endif 603c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 604512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // The penumbra and umbra needs to be in convex shape to keep consistency 605512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // and quality. 606512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Since we are still shooting rays to penumbra, it needs to be convex. 607512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Umbra can be represented as a fan from the centroid, but visually umbra 608512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // looks nicer when it is convex. 609512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 finalUmbra[umbraLength]; 610512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 finalPenumbra[penumbraLength]; 611512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int finalUmbraLength = hull(umbra, umbraLength, finalUmbra); 612512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int finalPenumbraLength = hull(penumbra, penumbraLength, finalPenumbra); 613512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 614512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui generateTriangleStrip(isCasterOpaque, shadowStrengthScale, finalPenumbra, 615512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui finalPenumbraLength, finalUmbra, finalUmbraLength, poly, polyLength, 616512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip, outlineCentroid); 617512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 618c50a03d78aaedd0003377e98710e7038bda330e9ztenghui} 619c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 6207b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 621726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Converts a polygon specified with CW vertices into an array of distance-from-centroid values. 622726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * 623726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Returns false in error conditions 624726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * 625726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param poly Array of vertices. Note that these *must* be CW. 626726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param polyLength The number of vertices in the polygon. 627726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param polyCentroid The centroid of the polygon, from which rays will be cast 628726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * @param rayDist The output array for the calculated distances, must be SHADOW_RAY_COUNT in size 629726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik */ 630726118b35240957710d4d85fb5747e2ba8b934f7Chris Craikbool convertPolyToRayDist(const Vector2* poly, int polyLength, const Vector2& polyCentroid, 631726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik float* rayDist) { 632726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik const int rays = SHADOW_RAY_COUNT; 633726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik const float step = M_PI * 2 / rays; 634726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 635726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik const Vector2* lastVertex = &(poly[polyLength - 1]); 636726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik float startAngle = angle(*lastVertex, polyCentroid); 637726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 638726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // Start with the ray that's closest to and less than startAngle 639726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik int rayIndex = floor((startAngle - EPSILON) / step); 640726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik rayIndex = (rayIndex + rays) % rays; // ensure positive 641726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 642726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik for (int polyIndex = 0; polyIndex < polyLength; polyIndex++) { 643726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik /* 644726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * For a given pair of vertices on the polygon, poly[i-1] and poly[i], the rays that 645726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * intersect these will be those that are between the two angles from the centroid that the 646726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * vertices define. 647726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * 648726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * Because the polygon vertices are stored clockwise, the closest ray with an angle 649726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * *smaller* than that defined by angle(poly[i], centroid) will be the first ray that does 650726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik * not intersect with poly[i-1], poly[i]. 651726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik */ 652726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik float currentAngle = angle(poly[polyIndex], polyCentroid); 653726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 654726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // find first ray that will not intersect the line segment poly[i-1] & poly[i] 655726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik int firstRayIndexOnNextSegment = floor((currentAngle - EPSILON) / step); 656726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik firstRayIndexOnNextSegment = (firstRayIndexOnNextSegment + rays) % rays; // ensure positive 657726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 658726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // Iterate through all rays that intersect with poly[i-1], poly[i] line segment. 659726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik // This may be 0 rays. 660726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik while (rayIndex != firstRayIndexOnNextSegment) { 661726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik float distanceToIntersect = rayIntersectPoints(polyCentroid, 662726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik cos(rayIndex * step), 663726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik sin(rayIndex * step), 664726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik *lastVertex, poly[polyIndex]); 66550ecf849cb7ccc3482517b74d2214b347927791eztenghui if (distanceToIntersect < 0) { 66650ecf849cb7ccc3482517b74d2214b347927791eztenghui#if DEBUG_SHADOW 66750ecf849cb7ccc3482517b74d2214b347927791eztenghui ALOGW("ERROR: convertPolyToRayDist failed"); 66850ecf849cb7ccc3482517b74d2214b347927791eztenghui#endif 66950ecf849cb7ccc3482517b74d2214b347927791eztenghui return false; // error case, abort 67050ecf849cb7ccc3482517b74d2214b347927791eztenghui } 671726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 672726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik rayDist[rayIndex] = distanceToIntersect; 673726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 674726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik rayIndex = (rayIndex - 1 + rays) % rays; 675726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik } 676726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik lastVertex = &poly[polyIndex]; 677726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik } 678726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 679512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return true; 680726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik} 681726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik 682726118b35240957710d4d85fb5747e2ba8b934f7Chris Craik/** 683512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * This is only for experimental purpose. 684512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * After intersections are calculated, we could smooth the polygon if needed. 685512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * So far, we don't think it is more appealing yet. 6867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 687512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param level The level of smoothness. 688512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param rays The total number of rays. 689512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param rayDist (In and Out) The distance for each ray. 690512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 691512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 692512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuivoid SpotShadow::smoothPolygon(int level, int rays, float* rayDist) { 693512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int k = 0; k < level; k++) { 694512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < rays; i++) { 695512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float p1 = rayDist[(rays - 1 + i) % rays]; 696512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float p2 = rayDist[i]; 697512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float p3 = rayDist[(i + 1) % rays]; 698512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui rayDist[i] = (p1 + p2 * 2 + p3) / 4; 699512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 700512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 701512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 702512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 703512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 704512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Generate a array of the angleData for either umbra or penumbra vertices. 705512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 706512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * This array will be merged and used to guide where to shoot the rays, in clockwise order. 707512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 708512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param angleDataList The result array of angle data. 709512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 710512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return int The maximum angle's index in the array. 711512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 712512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuiint SpotShadow::setupAngleList(VertexAngleData* angleDataList, 713512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int polyLength, const Vector2* polygon, const Vector2& centroid, 714512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool isPenumbra, const char* name) { 715512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float maxAngle = FLT_MIN; 716512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int maxAngleIndex = 0; 717512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < polyLength; i++) { 718512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float currentAngle = angle(polygon[i], centroid); 719512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentAngle > maxAngle) { 720512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui maxAngle = currentAngle; 721512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui maxAngleIndex = i; 722512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 723512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui angleDataList[i].set(currentAngle, isPenumbra, i); 7247b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#if DEBUG_SHADOW 725512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("%s AngleList i %d %f", name, i, currentAngle); 7267b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui#endif 727512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 728512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return maxAngleIndex; 729512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 7307b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 731512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 732512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Make sure the polygons are indeed in clockwise order. 733512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 734512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Possible reasons to return false: 1. The input polygon is not setup properly. 2. The hull 735512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * algorithm is not able to generate it properly. 736512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 737512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Anyway, since the algorithm depends on the clockwise, when these kind of unexpected error 738512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * situation is found, we need to detect it and early return without corrupting the memory. 739512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 740512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return bool True if the angle list is actually from big to small. 741512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 742512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuibool SpotShadow::checkClockwise(int indexOfMaxAngle, int listLength, VertexAngleData* angleList, 743512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const char* name) { 744512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentIndex = indexOfMaxAngle; 745512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 746512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("max index %d", currentIndex); 747512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 748512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < listLength - 1; i++) { 749512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // TODO: Cache the last angle. 750512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float currentAngle = angleList[currentIndex].mAngle; 751512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float nextAngle = angleList[(currentIndex + 1) % listLength].mAngle; 752512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentAngle < nextAngle) { 753512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 754512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("%s, is not CW, at index %d", name, currentIndex); 755512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 756512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return false; 757512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 758512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentIndex = (currentIndex + 1) % listLength; 759512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 760512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return true; 761512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 7627b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 763512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 764512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Check the polygon is clockwise. 765512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 766512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return bool True is the polygon is clockwise. 767512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 768512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuibool SpotShadow::checkPolyClockwise(int polyAngleLength, int maxPolyAngleIndex, 769512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const float* polyAngleList) { 770512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool isPolyCW = true; 771512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Starting from maxPolyAngleIndex , check around to make sure angle decrease. 772512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < polyAngleLength - 1; i++) { 773512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float currentAngle = polyAngleList[(i + maxPolyAngleIndex) % polyAngleLength]; 774512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float nextAngle = polyAngleList[(i + maxPolyAngleIndex + 1) % polyAngleLength]; 775512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentAngle < nextAngle) { 776512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui isPolyCW = false; 777512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 778512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 779512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return isPolyCW; 780512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 781512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 782512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 783512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Given the sorted array of all the vertices angle data, calculate for each 784512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * vertices, the offset value to array element which represent the start edge 785512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * of the polygon we need to shoot the ray at. 786512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 787512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * TODO: Calculate this for umbra and penumbra in one loop using one single array. 788512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 789512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param distances The result of the array distance counter. 790512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 791512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuivoid SpotShadow::calculateDistanceCounter(bool needsOffsetToUmbra, int angleLength, 792512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const VertexAngleData* allVerticesAngleData, int* distances) { 793512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 794512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool firstVertexIsPenumbra = allVerticesAngleData[0].mIsPenumbra; 795512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // If we want distance to inner, then we just set to 0 when we see inner. 796512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool needsSearch = needsOffsetToUmbra ? firstVertexIsPenumbra : !firstVertexIsPenumbra; 797512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int distanceCounter = 0; 798512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (needsSearch) { 799512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int foundIndex = -1; 800512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = (angleLength - 1); i >= 0; i--) { 801512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool currentIsOuter = allVerticesAngleData[i].mIsPenumbra; 802512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // If we need distance to inner, then we need to find a inner vertex. 803512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentIsOuter != firstVertexIsPenumbra) { 804512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui foundIndex = i; 805512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui break; 806512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 807512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 808512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui LOG_ALWAYS_FATAL_IF(foundIndex == -1, "Wrong index found, means either" 809512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui " umbra or penumbra's length is 0"); 810512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceCounter = angleLength - foundIndex; 811512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 812512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 813512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("distances[0] is %d", distanceCounter); 814512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 815512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 816512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distances[0] = distanceCounter; // means never see a target poly 817512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 818512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 1; i < angleLength; i++) { 819512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool firstVertexIsPenumbra = allVerticesAngleData[i].mIsPenumbra; 820512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // When we needs for distance for each outer vertex to inner, then we 821512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // increase the distance when seeing outer vertices. Otherwise, we clear 822512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // to 0. 823512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool needsIncrement = needsOffsetToUmbra ? firstVertexIsPenumbra : !firstVertexIsPenumbra; 824512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // If counter is not -1, that means we have seen an other polygon's vertex. 825512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (needsIncrement && distanceCounter != -1) { 826512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceCounter++; 827512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 828512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceCounter = 0; 829512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 830512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distances[i] = distanceCounter; 831512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 832512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 833512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 834512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 835512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Given umbra and penumbra angle data list, merge them by sorting the angle 836512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * from the biggest to smallest. 837512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 838512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param allVerticesAngleData The result array of merged angle data. 839512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 840512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuivoid SpotShadow::mergeAngleList(int maxUmbraAngleIndex, int maxPenumbraAngleIndex, 841512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const VertexAngleData* umbraAngleList, int umbraLength, 842512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const VertexAngleData* penumbraAngleList, int penumbraLength, 843512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui VertexAngleData* allVerticesAngleData) { 844512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 845512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int totalRayNumber = umbraLength + penumbraLength; 846512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int umbraIndex = maxUmbraAngleIndex; 847512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int penumbraIndex = maxPenumbraAngleIndex; 848512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 849512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float currentUmbraAngle = umbraAngleList[umbraIndex].mAngle; 850512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float currentPenumbraAngle = penumbraAngleList[penumbraIndex].mAngle; 851512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 852512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // TODO: Clean this up using a while loop with 2 iterators. 853512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNumber; i++) { 854512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentUmbraAngle > currentPenumbraAngle) { 855512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[i] = umbraAngleList[umbraIndex]; 856512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraIndex = (umbraIndex + 1) % umbraLength; 857512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 858512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // If umbraIndex round back, that means we are running out of 859512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // umbra vertices to merge, so just copy all the penumbra leftover. 860512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Otherwise, we update the currentUmbraAngle. 861512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (umbraIndex != maxUmbraAngleIndex) { 862512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentUmbraAngle = umbraAngleList[umbraIndex].mAngle; 863512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 864512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int j = i + 1; j < totalRayNumber; j++) { 865512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[j] = penumbraAngleList[penumbraIndex]; 866512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraIndex = (penumbraIndex + 1) % penumbraLength; 867512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 868512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui break; 86950ecf849cb7ccc3482517b74d2214b347927791eztenghui } 870512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 871512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[i] = penumbraAngleList[penumbraIndex]; 872512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraIndex = (penumbraIndex + 1) % penumbraLength; 873512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // If penumbraIndex round back, that means we are running out of 874512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // penumbra vertices to merge, so just copy all the umbra leftover. 875512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Otherwise, we update the currentPenumbraAngle. 876512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (penumbraIndex != maxPenumbraAngleIndex) { 877512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentPenumbraAngle = penumbraAngleList[penumbraIndex].mAngle; 878512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 879512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int j = i + 1; j < totalRayNumber; j++) { 880512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[j] = umbraAngleList[umbraIndex]; 881512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraIndex = (umbraIndex + 1) % umbraLength; 882512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 883512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui break; 88450ecf849cb7ccc3482517b74d2214b347927791eztenghui } 88550ecf849cb7ccc3482517b74d2214b347927791eztenghui } 88650ecf849cb7ccc3482517b74d2214b347927791eztenghui } 887512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 888512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 889512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 890512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 891512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * DEBUG ONLY: Verify all the offset compuation is correctly done by examining 892512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * each vertex and its neighbor. 893512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 894512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuistatic void verifyDistanceCounter(const VertexAngleData* allVerticesAngleData, 895512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const int* distances, int angleLength, const char* name) { 896512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentDistance = distances[0]; 897512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 1; i < angleLength; i++) { 898512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (distances[i] != INT_MIN) { 899512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (!((currentDistance + 1) == distances[i] 900512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui || distances[i] == 0)) { 901512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("Wrong distance found at i %d name %s", i, name); 902512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 903512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentDistance = distances[i]; 904512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentDistance != 0) { 905512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool currentOuter = allVerticesAngleData[i].mIsPenumbra; 906512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int j = 1; j <= (currentDistance - 1); j++) { 907512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool neigborOuter = 908512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[(i + angleLength - j) % angleLength].mIsPenumbra; 909512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (neigborOuter != currentOuter) { 910512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("Wrong distance found at i %d name %s", i, name); 911512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 912512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 913512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool oppositeOuter = 914512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[(i + angleLength - currentDistance) % angleLength].mIsPenumbra; 915512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (oppositeOuter == currentOuter) { 916512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("Wrong distance found at i %d name %s", i, name); 917512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 918512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 919512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 920512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 921512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 922512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 923512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 924512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * DEBUG ONLY: Verify all the angle data compuated are is correctly done 925512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 926512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuistatic void verifyAngleData(int totalRayNumber, const VertexAngleData* allVerticesAngleData, 927512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const int* distancesToInner, const int* distancesToOuter, 928512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const VertexAngleData* umbraAngleList, int maxUmbraAngleIndex, int umbraLength, 929512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const VertexAngleData* penumbraAngleList, int maxPenumbraAngleIndex, 930512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int penumbraLength) { 931512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNumber; i++) { 932512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("currentAngleList i %d, angle %f, isInner %d, index %d distancesToInner" 933512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui " %d distancesToOuter %d", i, allVerticesAngleData[i].mAngle, 934512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui !allVerticesAngleData[i].mIsPenumbra, 935512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[i].mVertexIndex, distancesToInner[i], distancesToOuter[i]); 936512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 937512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 938512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui verifyDistanceCounter(allVerticesAngleData, distancesToInner, totalRayNumber, "distancesToInner"); 939512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui verifyDistanceCounter(allVerticesAngleData, distancesToOuter, totalRayNumber, "distancesToOuter"); 940512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 941512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNumber; i++) { 942512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if ((distancesToInner[i] * distancesToOuter[i]) != 0) { 943512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("distancesToInner wrong at index %d distancesToInner[i] %d," 944512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui " distancesToOuter[i] %d", i, distancesToInner[i], distancesToOuter[i]); 945512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 946512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 947512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentUmbraVertexIndex = 948512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraAngleList[maxUmbraAngleIndex].mVertexIndex; 949512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentPenumbraVertexIndex = 950512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraAngleList[maxPenumbraAngleIndex].mVertexIndex; 951512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNumber; i++) { 952512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (allVerticesAngleData[i].mIsPenumbra == true) { 953512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (allVerticesAngleData[i].mVertexIndex != currentPenumbraVertexIndex) { 954512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGW("wrong penumbra indexing i %d allVerticesAngleData[i].mVertexIndex %d " 955512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui "currentpenumbraVertexIndex %d", i, 956512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[i].mVertexIndex, currentPenumbraVertexIndex); 957512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 958512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentPenumbraVertexIndex = (currentPenumbraVertexIndex + 1) % penumbraLength; 95950ecf849cb7ccc3482517b74d2214b347927791eztenghui } else { 960512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (allVerticesAngleData[i].mVertexIndex != currentUmbraVertexIndex) { 961512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGW("wrong umbra indexing i %d allVerticesAngleData[i].mVertexIndex %d " 962512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui "currentUmbraVertexIndex %d", i, 963512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData[i].mVertexIndex, currentUmbraVertexIndex); 964512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 965512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentUmbraVertexIndex = (currentUmbraVertexIndex + 1) % umbraLength; 966512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 967512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 968512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNumber - 1; i++) { 969512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float currentAngle = allVerticesAngleData[i].mAngle; 970512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float nextAngle = allVerticesAngleData[(i + 1) % totalRayNumber].mAngle; 971512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentAngle < nextAngle) { 972512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("Unexpected angle values!, currentAngle nextAngle %f %f", currentAngle, nextAngle); 97350ecf849cb7ccc3482517b74d2214b347927791eztenghui } 9747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 9757b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 976512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 9777b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 9787b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui/** 979512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * In order to compute the occluded umbra, we need to setup the angle data list 980512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * for the polygon data. Since we only store one poly vertex per polygon vertex, 981512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * this array only needs to be a float array which are the angles for each vertex. 9827b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 983512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @param polyAngleList The result list 9847b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui * 985512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return int The index for the maximum angle in this array. 9867b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui */ 987512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuiint SpotShadow::setupPolyAngleList(float* polyAngleList, int polyAngleLength, 988512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2* poly2d, const Vector2& centroid) { 989512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int maxPolyAngleIndex = -1; 990512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float maxPolyAngle = -FLT_MAX; 991512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < polyAngleLength; i++) { 992512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui polyAngleList[i] = angle(poly2d[i], centroid); 993512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (polyAngleList[i] > maxPolyAngle) { 994512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui maxPolyAngle = polyAngleList[i]; 995512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui maxPolyAngleIndex = i; 996512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 997512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 998512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return maxPolyAngleIndex; 999512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 1000512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1001512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 1002512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * For umbra and penumbra, given the offset info and the current ray number, 1003512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * find the right edge index (the (starting vertex) for the ray to shoot at. 1004512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 1005512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return int The index of the starting vertex of the edge. 1006512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 1007512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuiinline int SpotShadow::getEdgeStartIndex(const int* offsets, int rayIndex, int totalRayNumber, 1008512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const VertexAngleData* allVerticesAngleData) { 1009512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int tempOffset = offsets[rayIndex]; 1010512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int targetRayIndex = (rayIndex - tempOffset + totalRayNumber) % totalRayNumber; 1011512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return allVerticesAngleData[targetRayIndex].mVertexIndex; 1012512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 1013512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1014512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 1015512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * For the occluded umbra, given the array of angles, find the index of the 1016512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * starting vertex of the edge, for the ray to shoo at. 1017512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 1018512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * TODO: Save the last result to shorten the search distance. 1019512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 1020512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * @return int The index of the starting vertex of the edge. 1021512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 1022512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuiinline int SpotShadow::getPolyEdgeStartIndex(int maxPolyAngleIndex, int polyLength, 1023512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const float* polyAngleList, float rayAngle) { 1024512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int minPolyAngleIndex = (maxPolyAngleIndex + polyLength - 1) % polyLength; 1025512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int resultIndex = -1; 1026512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (rayAngle > polyAngleList[maxPolyAngleIndex] 1027512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui || rayAngle <= polyAngleList[minPolyAngleIndex]) { 1028512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui resultIndex = minPolyAngleIndex; 1029512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 1030512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < polyLength - 1; i++) { 1031512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentIndex = (maxPolyAngleIndex + i) % polyLength; 1032512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int nextIndex = (maxPolyAngleIndex + i + 1) % polyLength; 1033512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (rayAngle <= polyAngleList[currentIndex] 1034512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui && rayAngle > polyAngleList[nextIndex]) { 1035512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui resultIndex = currentIndex; 1036512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 10377b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 10387b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui } 1039512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (CC_UNLIKELY(resultIndex == -1)) { 1040512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // TODO: Add more error handling here. 1041512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("Wrong index found, means no edge can't be found for rayAngle %f", rayAngle); 1042512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1043512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return resultIndex; 10447b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui} 10457b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui 1046512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 1047512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Convert the incoming polygons into arrays of vertices, for each ray. 1048512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Ray only shoots when there is one vertex either on penumbra on umbra. 1049512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 1050512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Finally, it will generate vertices per ray for umbra, penumbra and optionally 1051512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * occludedUmbra. 1052512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * 1053512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Return true (success) when all vertices are generated 1054512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui */ 1055512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuiint SpotShadow::convertPolysToVerticesPerRay( 1056512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool hasOccludedUmbraArea, const Vector2* poly2d, int polyLength, 1057512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2* umbra, int umbraLength, const Vector2* penumbra, 1058512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int penumbraLength, const Vector2& centroid, 1059512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2* umbraVerticesPerRay, Vector2* penumbraVerticesPerRay, 1060512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2* occludedUmbraVerticesPerRay) { 1061512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int totalRayNumber = umbraLength + penumbraLength; 1062512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1063512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // For incoming umbra / penumbra polygons, we will build an intermediate data 1064512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // structure to help us sort all the vertices according to the vertices. 1065512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Using this data structure, we can tell where (the angle) to shoot the ray, 1066512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // whether we shoot at penumbra edge or umbra edge, and which edge to shoot at. 1067512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // 1068512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // We first parse each vertices and generate a table of VertexAngleData. 1069512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Based on that, we create 2 arrays telling us which edge to shoot at. 1070512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui VertexAngleData allVerticesAngleData[totalRayNumber]; 1071512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui VertexAngleData umbraAngleList[umbraLength]; 1072512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui VertexAngleData penumbraAngleList[penumbraLength]; 1073512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1074512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int polyAngleLength = hasOccludedUmbraArea ? polyLength : 0; 1075512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float polyAngleList[polyAngleLength]; 1076512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1077512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const int maxUmbraAngleIndex = 1078512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui setupAngleList(umbraAngleList, umbraLength, umbra, centroid, false, "umbra"); 1079512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const int maxPenumbraAngleIndex = 1080512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui setupAngleList(penumbraAngleList, penumbraLength, penumbra, centroid, true, "penumbra"); 1081512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const int maxPolyAngleIndex = setupPolyAngleList(polyAngleList, polyAngleLength, poly2d, centroid); 1082512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1083512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Check all the polygons here are CW. 1084512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool isPolyCW = checkPolyClockwise(polyAngleLength, maxPolyAngleIndex, polyAngleList); 1085512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool isUmbraCW = checkClockwise(maxUmbraAngleIndex, umbraLength, 1086512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraAngleList, "umbra"); 1087512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool isPenumbraCW = checkClockwise(maxPenumbraAngleIndex, penumbraLength, 1088512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraAngleList, "penumbra"); 1089512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1090512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (!isUmbraCW || !isPenumbraCW || !isPolyCW) { 1091f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#if DEBUG_SHADOW 1092512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGE("One polygon is not CW isUmbraCW %d isPenumbraCW %d isPolyCW %d", 1093512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui isUmbraCW, isPenumbraCW, isPolyCW); 1094512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 1095512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return false; 1096512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1097f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1098512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui mergeAngleList(maxUmbraAngleIndex, maxPenumbraAngleIndex, 1099512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraAngleList, umbraLength, penumbraAngleList, penumbraLength, 1100512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData); 1101512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1102512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Calculate the offset to the left most Inner vertex for each outerVertex. 1103512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Then the offset to the left most Outer vertex for each innerVertex. 1104512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int offsetToInner[totalRayNumber]; 1105512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int offsetToOuter[totalRayNumber]; 1106512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui calculateDistanceCounter(true, totalRayNumber, allVerticesAngleData, offsetToInner); 1107512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui calculateDistanceCounter(false, totalRayNumber, allVerticesAngleData, offsetToOuter); 1108512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1109512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Generate both umbraVerticesPerRay and penumbraVerticesPerRay 1110512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNumber; i++) { 1111512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float rayAngle = allVerticesAngleData[i].mAngle; 1112512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool isUmbraVertex = !allVerticesAngleData[i].mIsPenumbra; 1113512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1114512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float dx = cosf(rayAngle); 1115512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float dy = sinf(rayAngle); 1116512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float distanceToIntersectUmbra = -1; 1117512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1118512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (isUmbraVertex) { 1119512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // We can just copy umbra easily, and calculate the distance for the 1120512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // occluded umbra computation. 1121512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int startUmbraIndex = allVerticesAngleData[i].mVertexIndex; 1122512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraVerticesPerRay[i] = umbra[startUmbraIndex]; 1123512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (hasOccludedUmbraArea) { 1124512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceToIntersectUmbra = (umbraVerticesPerRay[i] - centroid).length(); 1125512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1126512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1127512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui //shoot ray to penumbra only 1128512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int startPenumbraIndex = getEdgeStartIndex(offsetToOuter, i, totalRayNumber, 1129512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData); 1130512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float distanceToIntersectPenumbra = rayIntersectPoints(centroid, dx, dy, 1131512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbra[startPenumbraIndex], 1132512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbra[(startPenumbraIndex + 1) % penumbraLength]); 1133512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (distanceToIntersectPenumbra < 0) { 1134512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 1135512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGW("convertPolyToRayDist for penumbra failed rayAngle %f dx %f dy %f", 1136512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui rayAngle, dx, dy); 1137512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 1138512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceToIntersectPenumbra = 0; 1139512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1140512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraVerticesPerRay[i].x = centroid.x + dx * distanceToIntersectPenumbra; 1141512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraVerticesPerRay[i].y = centroid.y + dy * distanceToIntersectPenumbra; 1142512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 1143512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // We can just copy the penumbra 1144512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int startPenumbraIndex = allVerticesAngleData[i].mVertexIndex; 1145512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraVerticesPerRay[i] = penumbra[startPenumbraIndex]; 1146512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1147512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // And shoot ray to umbra only 1148512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int startUmbraIndex = getEdgeStartIndex(offsetToInner, i, totalRayNumber, 1149512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui allVerticesAngleData); 1150512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1151512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceToIntersectUmbra = rayIntersectPoints(centroid, dx, dy, 1152512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbra[startUmbraIndex], umbra[(startUmbraIndex + 1) % umbraLength]); 1153512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (distanceToIntersectUmbra < 0) { 1154512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 1155512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGW("convertPolyToRayDist for umbra failed rayAngle %f dx %f dy %f", 1156512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui rayAngle, dx, dy); 1157512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 1158512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceToIntersectUmbra = 0; 1159512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1160512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraVerticesPerRay[i].x = centroid.x + dx * distanceToIntersectUmbra; 1161512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui umbraVerticesPerRay[i].y = centroid.y + dy * distanceToIntersectUmbra; 1162512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1163512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1164512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (hasOccludedUmbraArea) { 1165512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Shoot the same ray to the poly2d, and get the distance. 1166512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int startPolyIndex = getPolyEdgeStartIndex(maxPolyAngleIndex, polyLength, 1167512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui polyAngleList, rayAngle); 1168512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1169512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float distanceToIntersectPoly = rayIntersectPoints(centroid, dx, dy, 1170512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui poly2d[startPolyIndex], poly2d[(startPolyIndex + 1) % polyLength]); 1171512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (distanceToIntersectPoly < 0) { 1172512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceToIntersectPoly = 0; 1173512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1174512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui distanceToIntersectPoly = MathUtils::min(distanceToIntersectUmbra, distanceToIntersectPoly); 1175512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui occludedUmbraVerticesPerRay[i].x = centroid.x + dx * distanceToIntersectPoly; 1176512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui occludedUmbraVerticesPerRay[i].y = centroid.y + dy * distanceToIntersectPoly; 1177512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1178512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1179512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1180512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 1181512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui verifyAngleData(totalRayNumber, allVerticesAngleData, offsetToInner, 1182512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui offsetToOuter, umbraAngleList, maxUmbraAngleIndex, umbraLength, 1183512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui penumbraAngleList, maxPenumbraAngleIndex, penumbraLength); 1184512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 1185512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return true; // success 1186512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1187512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 1188512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1189512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui/** 1190512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui * Generate a triangle strip given two convex polygon 1191512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui**/ 1192512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghuivoid SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, 1193512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, 1194512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, 1195512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2& centroid) { 1196512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1197512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool hasOccludedUmbraArea = false; 1198512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 poly2d[polyLength]; 1199f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1200512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (isCasterOpaque) { 1201512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < polyLength; i++) { 1202512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui poly2d[i].x = poly[i].x; 1203512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui poly2d[i].y = poly[i].y; 1204512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1205512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Make sure the centroid is inside the umbra, otherwise, fall back to the 1206512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // approach as if there is no occluded umbra area. 1207512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (testPointInsidePolygon(centroid, poly2d, polyLength)) { 1208512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui hasOccludedUmbraArea = true; 1209512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1210512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1211512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1212512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int totalRayNum = umbraLength + penumbraLength; 1213512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 umbraVertices[totalRayNum]; 1214512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 penumbraVertices[totalRayNum]; 1215512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 occludedUmbraVertices[totalRayNum]; 1216512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui bool convertSuccess = convertPolysToVerticesPerRay(hasOccludedUmbraArea, poly2d, 1217512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui polyLength, umbra, umbraLength, penumbra, penumbraLength, 1218512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui centroid, umbraVertices, penumbraVertices, occludedUmbraVertices); 1219512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (!convertSuccess) { 1220512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui return; 1221512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1222512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1223512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Minimal value is 1, for each vertex show up once. 1224512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // The bigger this value is , the smoother the look is, but more memory 1225512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // is consumed. 1226512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // When the ray number is high, that means the polygon has been fine 1227512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // tessellated, we don't need this extra slice, just keep it as 1. 1228512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int sliceNumberPerEdge = (totalRayNum > FINE_TESSELLATED_POLYGON_RAY_NUMBER) ? 1 : 2; 1229512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1230512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // For each polygon, we at most add (totalRayNum * sliceNumberPerEdge) vertices. 1231512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int slicedVertexCountPerPolygon = totalRayNum * sliceNumberPerEdge; 1232512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int totalVertexCount = slicedVertexCountPerPolygon * 2 + totalRayNum; 1233512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int totalIndexCount = 2 * (slicedVertexCountPerPolygon * 2 + 2); 1234512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui AlphaVertex* shadowVertices = 1235512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip.alloc<AlphaVertex>(totalVertexCount); 1236512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui uint16_t* indexBuffer = 1237512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip.allocIndices<uint16_t>(totalIndexCount); 1238512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1239512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int indexBufferIndex = 0; 1240512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int vertexBufferIndex = 0; 1241512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1242512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui uint16_t slicedUmbraVertexIndex[totalRayNum * sliceNumberPerEdge]; 1243512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Should be something like 0 0 0 1 1 1 2 3 3 3... 1244512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int rayNumberPerSlicedUmbra[totalRayNum * sliceNumberPerEdge]; 1245512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int realUmbraVertexCount = 0; 1246512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < totalRayNum; i++) { 1247512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 currentPenumbra = penumbraVertices[i]; 1248512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 currentUmbra = umbraVertices[i]; 1249512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1250512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 nextPenumbra = penumbraVertices[(i + 1) % totalRayNum]; 1251512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2 nextUmbra = umbraVertices[(i + 1) % totalRayNum]; 1252512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // NextUmbra/Penumbra will be done in the next loop!! 1253512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int weight = 0; weight < sliceNumberPerEdge; weight++) { 1254512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2& slicedPenumbra = (currentPenumbra * (sliceNumberPerEdge - weight) 1255512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui + nextPenumbra * weight) / sliceNumberPerEdge; 1256512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1257512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui const Vector2& slicedUmbra = (currentUmbra * (sliceNumberPerEdge - weight) 1258512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui + nextUmbra * weight) / sliceNumberPerEdge; 1259512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1260512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // In the vertex buffer, we fill the Penumbra first, then umbra. 1261512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = vertexBufferIndex; 1262512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui AlphaVertex::set(&shadowVertices[vertexBufferIndex++], slicedPenumbra.x, 1263512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui slicedPenumbra.y, 0.0f); 1264512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1265512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // When we add umbra vertex, we need to remember its current ray number. 1266512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // And its own vertexBufferIndex. This is for occluded umbra usage. 1267512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = vertexBufferIndex; 1268512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui rayNumberPerSlicedUmbra[realUmbraVertexCount] = i; 1269512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui slicedUmbraVertexIndex[realUmbraVertexCount] = vertexBufferIndex; 1270512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui realUmbraVertexCount++; 1271512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui AlphaVertex::set(&shadowVertices[vertexBufferIndex++], slicedUmbra.x, 1272512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui slicedUmbra.y, M_PI); 1273512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1274512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1275512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1276512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = 0; 1277512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui //RealUmbraVertexIndex[0] must be 1, so we connect back well at the 1278512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui //beginning of occluded area. 1279512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = 1; 1280512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1281512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui float occludedUmbraAlpha = M_PI; 1282512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (hasOccludedUmbraArea) { 1283512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Now the occludedUmbra area; 1284512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int currentRayNumber = -1; 1285512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int firstOccludedUmbraIndex = -1; 1286512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < realUmbraVertexCount; i++) { 1287512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = slicedUmbraVertexIndex[i]; 1288512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1289512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // If the occludedUmbra vertex has not been added yet, then add it. 1290512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Otherwise, just use the previously added occludedUmbra vertices. 1291512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (rayNumberPerSlicedUmbra[i] != currentRayNumber) { 1292512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui currentRayNumber++; 1293512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = vertexBufferIndex; 1294512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // We need to remember the begining of the occludedUmbra vertices 1295512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // to close this loop. 1296512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui if (currentRayNumber == 0) { 1297512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui firstOccludedUmbraIndex = vertexBufferIndex; 1298512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1299512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui AlphaVertex::set(&shadowVertices[vertexBufferIndex++], 1300512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui occludedUmbraVertices[currentRayNumber].x, 1301512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui occludedUmbraVertices[currentRayNumber].y, 1302512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui occludedUmbraAlpha); 1303512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 1304512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = (vertexBufferIndex - 1); 1305512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1306512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1307512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Close the loop here! 1308512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = slicedUmbraVertexIndex[0]; 1309512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = firstOccludedUmbraIndex; 1310512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } else { 1311512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui int lastCentroidIndex = vertexBufferIndex; 1312512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x, 1313512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui centroid.y, occludedUmbraAlpha); 1314512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < realUmbraVertexCount; i++) { 1315512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = slicedUmbraVertexIndex[i]; 1316512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = lastCentroidIndex; 1317512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1318512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // Close the loop here! 1319512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = slicedUmbraVertexIndex[0]; 1320512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui indexBuffer[indexBufferIndex++] = lastCentroidIndex; 1321512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1322512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1323512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 1324512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("allocated IB %d allocated VB is %d", totalIndexCount, totalVertexCount); 1325512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("IB index %d VB index is %d", indexBufferIndex, vertexBufferIndex); 1326512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < vertexBufferIndex; i++) { 1327512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y, 1328512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowVertices[i].alpha); 1329512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1330512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui for (int i = 0; i < indexBufferIndex; i++) { 1331512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]); 1332512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui } 1333512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#endif 1334512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1335512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui // At the end, update the real index and vertex buffer size. 1336512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip.updateVertexCount(vertexBufferIndex); 1337512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip.updateIndexCount(indexBufferIndex); 1338512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Spot Vertex Buffer"); 1339512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Spot Index Buffer"); 1340512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1341512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip.setMode(VertexBuffer::kIndices); 1342512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui shadowTriangleStrip.computeBounds<AlphaVertex>(); 1343512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui} 1344512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1345512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#if DEBUG_SHADOW 1346512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui 1347512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui#define TEST_POINT_NUMBER 128 1348f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/** 1349f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Calculate the bounds for generating random test points. 1350f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */ 1351f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuivoid SpotShadow::updateBound(const Vector2 inVector, Vector2& lowerBound, 1352512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui Vector2& upperBound) { 1353f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (inVector.x < lowerBound.x) { 1354f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lowerBound.x = inVector.x; 1355f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1356f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1357f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (inVector.y < lowerBound.y) { 1358f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui lowerBound.y = inVector.y; 1359f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1360f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1361f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (inVector.x > upperBound.x) { 1362f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui upperBound.x = inVector.x; 1363f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1364f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1365f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (inVector.y > upperBound.y) { 1366f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui upperBound.y = inVector.y; 1367f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1368f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui} 1369f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1370f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/** 1371f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * For debug purpose, when things go wrong, dump the whole polygon data. 1372f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */ 1373c50a03d78aaedd0003377e98710e7038bda330e9ztenghuivoid SpotShadow::dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) { 1374c50a03d78aaedd0003377e98710e7038bda330e9ztenghui for (int i = 0; i < polyLength; i++) { 1375c50a03d78aaedd0003377e98710e7038bda330e9ztenghui ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y); 1376c50a03d78aaedd0003377e98710e7038bda330e9ztenghui } 1377c50a03d78aaedd0003377e98710e7038bda330e9ztenghui} 1378c50a03d78aaedd0003377e98710e7038bda330e9ztenghui 1379c50a03d78aaedd0003377e98710e7038bda330e9ztenghui/** 1380c50a03d78aaedd0003377e98710e7038bda330e9ztenghui * For debug purpose, when things go wrong, dump the whole polygon data. 1381c50a03d78aaedd0003377e98710e7038bda330e9ztenghui */ 1382c50a03d78aaedd0003377e98710e7038bda330e9ztenghuivoid SpotShadow::dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) { 1383f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui for (int i = 0; i < polyLength; i++) { 1384f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y); 1385f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1386f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui} 1387f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1388f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/** 1389f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Test whether the polygon is convex. 1390f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */ 1391f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuibool SpotShadow::testConvex(const Vector2* polygon, int polygonLength, 1392f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui const char* name) { 1393f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui bool isConvex = true; 1394f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui for (int i = 0; i < polygonLength; i++) { 1395f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui Vector2 start = polygon[i]; 1396f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui Vector2 middle = polygon[(i + 1) % polygonLength]; 1397f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui Vector2 end = polygon[(i + 2) % polygonLength]; 1398f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 13999122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float delta = (float(middle.x) - start.x) * (float(end.y) - start.y) - 14009122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui (float(middle.y) - start.y) * (float(end.x) - start.x); 1401f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui bool isCCWOrCoLinear = (delta >= EPSILON); 1402f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1403f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (isCCWOrCoLinear) { 140450ecf849cb7ccc3482517b74d2214b347927791eztenghui ALOGW("(Error Type 2): polygon (%s) is not a convex b/c start (x %f, y %f)," 1405f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui "middle (x %f, y %f) and end (x %f, y %f) , delta is %f !!!", 1406f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui name, start.x, start.y, middle.x, middle.y, end.x, end.y, delta); 1407f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui isConvex = false; 1408f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui break; 1409f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1410f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1411f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui return isConvex; 1412f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui} 1413f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1414f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui/** 1415f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Test whether or not the polygon (intersection) is within the 2 input polygons. 1416f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * Using Marte Carlo method, we generate a random point, and if it is inside the 1417f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui * intersection, then it must be inside both source polygons. 1418f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui */ 1419f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghuivoid SpotShadow::testIntersection(const Vector2* poly1, int poly1Length, 1420f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui const Vector2* poly2, int poly2Length, 1421f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui const Vector2* intersection, int intersectionLength) { 1422f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui // Find the min and max of x and y. 1423c50a03d78aaedd0003377e98710e7038bda330e9ztenghui Vector2 lowerBound = {FLT_MAX, FLT_MAX}; 1424c50a03d78aaedd0003377e98710e7038bda330e9ztenghui Vector2 upperBound = {-FLT_MAX, -FLT_MAX}; 1425f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui for (int i = 0; i < poly1Length; i++) { 1426f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui updateBound(poly1[i], lowerBound, upperBound); 1427f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1428f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui for (int i = 0; i < poly2Length; i++) { 1429f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui updateBound(poly2[i], lowerBound, upperBound); 1430f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1431f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1432f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui bool dumpPoly = false; 1433f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui for (int k = 0; k < TEST_POINT_NUMBER; k++) { 1434f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui // Generate a random point between minX, minY and maxX, maxY. 14359122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float randomX = rand() / float(RAND_MAX); 14369122b1b168d2a74d51517ed7282f4d6a8adea367ztenghui float randomY = rand() / float(RAND_MAX); 1437f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1438f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui Vector2 testPoint; 1439f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui testPoint.x = lowerBound.x + randomX * (upperBound.x - lowerBound.x); 1440f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui testPoint.y = lowerBound.y + randomY * (upperBound.y - lowerBound.y); 1441f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1442f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui // If the random point is in both poly 1 and 2, then it must be intersection. 1443f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (testPointInsidePolygon(testPoint, intersection, intersectionLength)) { 1444f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (!testPointInsidePolygon(testPoint, poly1, poly1Length)) { 1445f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui dumpPoly = true; 144650ecf849cb7ccc3482517b74d2214b347927791eztenghui ALOGW("(Error Type 1): one point (%f, %f) in the intersection is" 1447512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui " not in the poly1", 1448f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui testPoint.x, testPoint.y); 1449f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1450f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1451f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (!testPointInsidePolygon(testPoint, poly2, poly2Length)) { 1452f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui dumpPoly = true; 145350ecf849cb7ccc3482517b74d2214b347927791eztenghui ALOGW("(Error Type 1): one point (%f, %f) in the intersection is" 1454512e643ce83b1d48ad9630a3622276f795cf4fb2ztenghui " not in the poly2", 1455f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui testPoint.x, testPoint.y); 1456f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1457f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1458f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1459f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1460f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui if (dumpPoly) { 1461f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui dumpPolygon(intersection, intersectionLength, "intersection"); 1462f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui for (int i = 1; i < intersectionLength; i++) { 1463f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui Vector2 delta = intersection[i] - intersection[i - 1]; 1464f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui ALOGD("Intersetion i, %d Vs i-1 is delta %f", i, delta.lengthSquared()); 1465f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1466f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 1467f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui dumpPolygon(poly1, poly1Length, "poly 1"); 1468f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui dumpPolygon(poly2, poly2Length, "poly 2"); 1469f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui } 1470f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui} 1471f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui#endif 1472f5ca8b4cb178008472e67fa0ae6a3e3fa75d7952ztenghui 14737b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}; // namespace uirenderer 14747b4516e7ea552ad08d6e7277d311ef11bd8f12e8ztenghui}; // namespace android 1475