ShadowTessellator.cpp revision 63d41abb40b3ce40d8b9bccb1cf186e8158a3687
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, 35 int casterVertexCount, const Vector3& centroid3d, 36 VertexBuffer& shadowVertexBuffer) { 37 // A bunch of parameters to tweak the shadow. 38 // TODO: Allow some of these changable by debug settings or APIs. 39 const float heightFactor = 128; 40 const float geomFactor = 64; 41 42 AmbientShadow::createAmbientShadow(casterPolygon, casterVertexCount, 43 centroid3d, heightFactor, geomFactor, shadowVertexBuffer); 44 45} 46 47void ShadowTessellator::tessellateSpotShadow(const Vector3* casterPolygon, int casterVertexCount, 48 const Vector3& lightPosScale, const mat4& receiverTransform, 49 int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer) { 50 // A bunch of parameters to tweak the shadow. 51 // TODO: Allow some of these changable by debug settings or APIs. 52 int maximal = max(screenWidth, screenHeight); 53 Vector3 lightCenter(screenWidth * lightPosScale.x, screenHeight * lightPosScale.y, 54 maximal * lightPosScale.z); 55#if DEBUG_SHADOW 56 ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z); 57#endif 58 59 // light position (because it's in local space) needs to compensate for receiver transform 60 // TODO: should apply to light orientation, not just position 61 Matrix4 reverseReceiverTransform; 62 reverseReceiverTransform.loadInverse(receiverTransform); 63 reverseReceiverTransform.mapPoint3d(lightCenter); 64 65 const float lightSize = maximal / 4; 66 const int lightVertexCount = 16; 67 68 SpotShadow::createSpotShadow(casterPolygon, casterVertexCount, lightCenter, 69 lightSize, lightVertexCount, shadowVertexBuffer); 70 71} 72 73void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) { 74 int currentIndex = 0; 75 const int layers = SHADOW_LAYER_COUNT; 76 const int rays = SHADOW_RAY_COUNT; 77 // For the penumbra area. 78 for (int i = 0; i < layers; i++) { 79 for (int j = 0; j < rays; j++) { 80 shadowIndices[currentIndex++] = i * rays + j; 81 shadowIndices[currentIndex++] = (i + 1) * rays + j; 82 } 83 // To close the loop, back to the ray 0. 84 shadowIndices[currentIndex++] = i * rays; 85 shadowIndices[currentIndex++] = (i + 1) * rays; 86 } 87 uint16_t base = layers * rays; 88 uint16_t centroidIndex = (layers + 1) * rays; 89 // For the umbra area, using strips to simulate the fans. 90 for (int k = 0; k < rays; k++) { 91 shadowIndices[currentIndex++] = base + k; 92 shadowIndices[currentIndex++] = centroidIndex; 93 } 94 shadowIndices[currentIndex++] = base; 95 96#if DEBUG_SHADOW 97 if (currentIndex != SHADOW_INDEX_COUNT) { 98 ALOGE("vertex index count is wrong. current %d, expected %d", 99 currentIndex, SHADOW_INDEX_COUNT); 100 } 101 for (int i = 0; i < SHADOW_INDEX_COUNT; i++) { 102 ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]); 103 } 104#endif 105} 106 107/** 108 * Calculate the centroid of a 2d polygon. 109 * 110 * @param poly The polygon, which is represented in a Vector2 array. 111 * @param polyLength The length of the polygon in terms of number of vertices. 112 * @return the centroid of the polygon. 113 */ 114Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { 115 double sumx = 0; 116 double sumy = 0; 117 int p1 = polyLength - 1; 118 double area = 0; 119 for (int p2 = 0; p2 < polyLength; p2++) { 120 double x1 = poly[p1].x; 121 double y1 = poly[p1].y; 122 double x2 = poly[p2].x; 123 double y2 = poly[p2].y; 124 double a = (x1 * y2 - x2 * y1); 125 sumx += (x1 + x2) * a; 126 sumy += (y1 + y2) * a; 127 area += a; 128 p1 = p2; 129 } 130 131 Vector2 centroid = poly[0]; 132 if (area != 0) { 133 centroid = Vector2(sumx / (3 * area), sumy / (3 * area)); 134 } else { 135 ALOGE("Area is 0 while computing centroid!"); 136 } 137 return centroid; 138} 139 140}; // namespace uirenderer 141}; // namespace android 142