ShadowTessellator.cpp revision 2e023f3827dfc0dfc1ed7c3dd54d02b4a993f0b4
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#define ATRACE_TAG ATRACE_TAG_VIEW
19
20#include <math.h>
21#include <utils/Log.h>
22#include <utils/Trace.h>
23
24#include "AmbientShadow.h"
25#include "ShadowTessellator.h"
26#include "SpotShadow.h"
27
28namespace android {
29namespace uirenderer {
30
31template<typename T>
32static inline T max(T a, T b) {
33    return a > b ? a : b;
34}
35
36VertexBufferMode ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
37        const Vector3* casterPolygon, int casterVertexCount,
38        const Vector3& centroid3d, const Rect& casterBounds,
39        const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
40    ATRACE_CALL();
41
42    // A bunch of parameters to tweak the shadow.
43    // TODO: Allow some of these changable by debug settings or APIs.
44    const float heightFactor = 1.0f / 128;
45    const float geomFactor = 64;
46
47    Rect ambientShadowBounds(casterBounds);
48    ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
49
50    if (!localClip.intersects(ambientShadowBounds)) {
51#if DEBUG_SHADOW
52        ALOGD("Ambient shadow is out of clip rect!");
53#endif
54        return kVertexBufferMode_OnePolyRingShadow;
55    }
56
57    return AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
58            casterVertexCount, centroid3d, heightFactor, geomFactor,
59            shadowVertexBuffer);
60
61}
62
63VertexBufferMode ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
64        const Vector3* casterPolygon, int casterVertexCount,
65        const Vector3& lightPosScale, const mat4& receiverTransform,
66        int screenWidth, int screenHeight, const Rect& casterBounds,
67        const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
68    ATRACE_CALL();
69
70    // A bunch of parameters to tweak the shadow.
71    // TODO: Allow some of these changable by debug settings or APIs.
72    int maximal = max(screenWidth, screenHeight);
73    Vector3 lightCenter(screenWidth * lightPosScale.x, screenHeight * lightPosScale.y,
74            maximal * lightPosScale.z);
75#if DEBUG_SHADOW
76    ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z);
77#endif
78
79    // light position (because it's in local space) needs to compensate for receiver transform
80    // TODO: should apply to light orientation, not just position
81    Matrix4 reverseReceiverTransform;
82    reverseReceiverTransform.loadInverse(receiverTransform);
83    reverseReceiverTransform.mapPoint3d(lightCenter);
84
85    const float lightSize = maximal / 4;
86    const int lightVertexCount = 8;
87
88    // Now light and caster are both in local space, we will check whether
89    // the shadow is within the clip area.
90    Rect lightRect = Rect(lightCenter.x - lightSize, lightCenter.y - lightSize,
91            lightCenter.x + lightSize, lightCenter.y + lightSize);
92    lightRect.unionWith(localClip);
93    if (!lightRect.intersects(casterBounds)) {
94#if DEBUG_SHADOW
95        ALOGD("Spot shadow is out of clip rect!");
96#endif
97        return kVertexBufferMode_OnePolyRingShadow;
98    }
99
100    VertexBufferMode mode = SpotShadow::createSpotShadow(isCasterOpaque,
101            casterPolygon, casterVertexCount, lightCenter, lightSize,
102            lightVertexCount, shadowVertexBuffer);
103
104#if DEBUG_SHADOW
105     if(shadowVertexBuffer.getVertexCount() <= 0) {
106        ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
107     }
108#endif
109     return mode;
110}
111
112void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) {
113    int currentIndex = 0;
114    const int rays = SHADOW_RAY_COUNT;
115    // For the penumbra area.
116    for (int layer = 0; layer < 2; layer ++) {
117        int baseIndex = layer * rays;
118        for (int i = 0; i < rays; i++) {
119            shadowIndices[currentIndex++] = i + baseIndex;
120            shadowIndices[currentIndex++] = rays + i + baseIndex;
121        }
122        // To close the loop, back to the ray 0.
123        shadowIndices[currentIndex++] = 0 + baseIndex;
124         // Note this is the same as the first index of next layer loop.
125        shadowIndices[currentIndex++] = rays + baseIndex;
126    }
127
128#if DEBUG_SHADOW
129    if (currentIndex != MAX_SHADOW_INDEX_COUNT) {
130        ALOGW("vertex index count is wrong. current %d, expected %d",
131                currentIndex, MAX_SHADOW_INDEX_COUNT);
132    }
133    for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) {
134        ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]);
135    }
136#endif
137}
138
139/**
140 * Calculate the centroid of a 2d polygon.
141 *
142 * @param poly The polygon, which is represented in a Vector2 array.
143 * @param polyLength The length of the polygon in terms of number of vertices.
144 * @return the centroid of the polygon.
145 */
146Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
147    double sumx = 0;
148    double sumy = 0;
149    int p1 = polyLength - 1;
150    double area = 0;
151    for (int p2 = 0; p2 < polyLength; p2++) {
152        double x1 = poly[p1].x;
153        double y1 = poly[p1].y;
154        double x2 = poly[p2].x;
155        double y2 = poly[p2].y;
156        double a = (x1 * y2 - x2 * y1);
157        sumx += (x1 + x2) * a;
158        sumy += (y1 + y2) * a;
159        area += a;
160        p1 = p2;
161    }
162
163    Vector2 centroid = poly[0];
164    if (area != 0) {
165        centroid = Vector2(sumx / (3 * area), sumy / (3 * area));
166    } else {
167        ALOGW("Area is 0 while computing centroid!");
168    }
169    return centroid;
170}
171
172/**
173 * Test whether the polygon is order in clockwise.
174 *
175 * @param polygon the polygon as a Vector2 array
176 * @param len the number of points of the polygon
177 */
178bool ShadowTessellator::isClockwise(const Vector2* polygon, int len) {
179    double sum = 0;
180    double p1x = polygon[len - 1].x;
181    double p1y = polygon[len - 1].y;
182    for (int i = 0; i < len; i++) {
183
184        double p2x = polygon[i].x;
185        double p2y = polygon[i].y;
186        sum += p1x * p2y - p2x * p1y;
187        p1x = p2x;
188        p1y = p2y;
189    }
190    return sum < 0;
191}
192
193bool ShadowTessellator::isClockwisePath(const SkPath& path) {
194    SkPath::Iter iter(path, false);
195    SkPoint pts[4];
196    SkPath::Verb v;
197
198    Vector<Vector2> arrayForDirection;
199    while (SkPath::kDone_Verb != (v = iter.next(pts))) {
200            switch (v) {
201            case SkPath::kMove_Verb:
202                arrayForDirection.add(Vector2(pts[0].x(), pts[0].y()));
203                break;
204            case SkPath::kLine_Verb:
205                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
206                break;
207            case SkPath::kQuad_Verb:
208                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
209                arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
210                break;
211            case SkPath::kCubic_Verb:
212                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
213                arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
214                arrayForDirection.add(Vector2(pts[3].x(), pts[3].y()));
215                break;
216            default:
217                break;
218            }
219    }
220
221    return isClockwise(arrayForDirection.array(), arrayForDirection.size());
222}
223
224void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
225    int n = len / 2;
226    for (int i = 0; i < n; i++) {
227        Vertex tmp = polygon[i];
228        int k = len - 1 - i;
229        polygon[i] = polygon[k];
230        polygon[k] = tmp;
231    }
232}
233
234}; // namespace uirenderer
235}; // namespace android
236