ShadowTessellator.cpp revision 15a07a21eb33e8ca1c7444944fe0541a53380c0c
1/* 2 * Copyright (C) 2013 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <math.h> 20#include <utils/Log.h> 21 22#include "AmbientShadow.h" 23#include "ShadowTessellator.h" 24#include "SpotShadow.h" 25 26namespace android { 27namespace uirenderer { 28 29template<typename T> 30static inline T max(T a, T b) { 31 return a > b ? a : b; 32} 33 34void ShadowTessellator::tessellateAmbientShadow(const Vector3* casterPolygon, int casterVertexCount, 35 VertexBuffer& shadowVertexBuffer) { 36 // A bunch of parameters to tweak the shadow. 37 // TODO: Allow some of these changable by debug settings or APIs. 38 const int rays = 128; 39 const int layers = 2; 40 const float strength = 0.5; 41 const float heightFactor = 128; 42 const float geomFactor = 64; 43 44 AmbientShadow::createAmbientShadow(casterPolygon, casterVertexCount, rays, layers, strength, 45 heightFactor, geomFactor, shadowVertexBuffer); 46 47} 48 49void ShadowTessellator::tessellateSpotShadow(const Vector3* casterPolygon, int casterVertexCount, 50 const Vector3& lightPosScale, const mat4& receiverTransform, 51 int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer) { 52 // A bunch of parameters to tweak the shadow. 53 // TODO: Allow some of these changable by debug settings or APIs. 54 const int rays = 256; 55 const int layers = 2; 56 const float strength = 0.5; 57 int maximal = max(screenWidth, screenHeight); 58 Vector3 lightCenter(screenWidth * lightPosScale.x, screenHeight * lightPosScale.y, 59 maximal * lightPosScale.z); 60#if DEBUG_SHADOW 61 ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z); 62#endif 63 64 // light position (because it's in local space) needs to compensate for receiver transform 65 // TODO: should apply to light orientation, not just position 66 Matrix4 reverseReceiverTransform; 67 reverseReceiverTransform.loadInverse(receiverTransform); 68 reverseReceiverTransform.mapPoint3d(lightCenter); 69 70 const float lightSize = maximal / 4; 71 const int lightVertexCount = 16; 72 73 SpotShadow::createSpotShadow(casterPolygon, casterVertexCount, lightCenter, lightSize, 74 lightVertexCount, rays, layers, strength, shadowVertexBuffer); 75 76} 77}; // namespace uirenderer 78}; // namespace android 79