ShadowTessellator.cpp revision 797b95b26bbb7557678af78b9a2a61830158920f
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 "Caches.h"
26#include "ShadowTessellator.h"
27#include "SpotShadow.h"
28
29namespace android {
30namespace uirenderer {
31
32template<typename T>
33static inline T max(T a, T b) {
34    return a > b ? a : b;
35}
36
37VertexBufferMode ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
38        const Vector3* casterPolygon, int casterVertexCount,
39        const Vector3& centroid3d, const Rect& casterBounds,
40        const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
41    ATRACE_CALL();
42
43    // A bunch of parameters to tweak the shadow.
44    // TODO: Allow some of these changable by debug settings or APIs.
45    float heightFactor = 1.0f / 128;
46    const float geomFactor = 64;
47
48    Caches& caches = Caches::getInstance();
49    if (CC_UNLIKELY(caches.propertyAmbientRatio > 0.0f)) {
50        heightFactor *= caches.propertyAmbientRatio;
51    }
52
53    Rect ambientShadowBounds(casterBounds);
54    ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
55
56    if (!localClip.intersects(ambientShadowBounds)) {
57#if DEBUG_SHADOW
58        ALOGD("Ambient shadow is out of clip rect!");
59#endif
60        return kVertexBufferMode_OnePolyRingShadow;
61    }
62
63    return AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
64            casterVertexCount, centroid3d, heightFactor, geomFactor,
65            shadowVertexBuffer);
66
67}
68
69VertexBufferMode ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
70        const Vector3* casterPolygon, int casterVertexCount,
71        const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
72        const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
73    ATRACE_CALL();
74
75    Caches& caches = Caches::getInstance();
76
77    Vector3 adjustedLightCenter(lightCenter);
78    if (CC_UNLIKELY(caches.propertyLightPosY > 0)) {
79        adjustedLightCenter.y = - caches.propertyLightPosY; // negated since this shifts up
80    }
81    if (CC_UNLIKELY(caches.propertyLightPosZ > 0)) {
82        adjustedLightCenter.z = caches.propertyLightPosZ;
83    }
84
85#if DEBUG_SHADOW
86    ALOGD("light center %f %f %f",
87            adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
88#endif
89
90    // light position (because it's in local space) needs to compensate for receiver transform
91    // TODO: should apply to light orientation, not just position
92    Matrix4 reverseReceiverTransform;
93    reverseReceiverTransform.loadInverse(receiverTransform);
94    reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
95
96    const int lightVertexCount = 8;
97    if (CC_UNLIKELY(caches.propertyLightDiameter > 0)) {
98        lightRadius = caches.propertyLightDiameter;
99    }
100
101    // Now light and caster are both in local space, we will check whether
102    // the shadow is within the clip area.
103    Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
104            adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
105    lightRect.unionWith(localClip);
106    if (!lightRect.intersects(casterBounds)) {
107#if DEBUG_SHADOW
108        ALOGD("Spot shadow is out of clip rect!");
109#endif
110        return kVertexBufferMode_OnePolyRingShadow;
111    }
112
113    VertexBufferMode mode = SpotShadow::createSpotShadow(isCasterOpaque,
114            casterPolygon, casterVertexCount, adjustedLightCenter, lightRadius,
115            lightVertexCount, shadowVertexBuffer);
116
117#if DEBUG_SHADOW
118     if(shadowVertexBuffer.getVertexCount() <= 0) {
119        ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
120     }
121#endif
122     return mode;
123}
124
125void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) {
126    int currentIndex = 0;
127    const int rays = SHADOW_RAY_COUNT;
128    // For the penumbra area.
129    for (int layer = 0; layer < 2; layer ++) {
130        int baseIndex = layer * rays;
131        for (int i = 0; i < rays; i++) {
132            shadowIndices[currentIndex++] = i + baseIndex;
133            shadowIndices[currentIndex++] = rays + i + baseIndex;
134        }
135        // To close the loop, back to the ray 0.
136        shadowIndices[currentIndex++] = 0 + baseIndex;
137         // Note this is the same as the first index of next layer loop.
138        shadowIndices[currentIndex++] = rays + baseIndex;
139    }
140
141#if DEBUG_SHADOW
142    if (currentIndex != MAX_SHADOW_INDEX_COUNT) {
143        ALOGW("vertex index count is wrong. current %d, expected %d",
144                currentIndex, MAX_SHADOW_INDEX_COUNT);
145    }
146    for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) {
147        ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]);
148    }
149#endif
150}
151
152/**
153 * Calculate the centroid of a 2d polygon.
154 *
155 * @param poly The polygon, which is represented in a Vector2 array.
156 * @param polyLength The length of the polygon in terms of number of vertices.
157 * @return the centroid of the polygon.
158 */
159Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
160    double sumx = 0;
161    double sumy = 0;
162    int p1 = polyLength - 1;
163    double area = 0;
164    for (int p2 = 0; p2 < polyLength; p2++) {
165        double x1 = poly[p1].x;
166        double y1 = poly[p1].y;
167        double x2 = poly[p2].x;
168        double y2 = poly[p2].y;
169        double a = (x1 * y2 - x2 * y1);
170        sumx += (x1 + x2) * a;
171        sumy += (y1 + y2) * a;
172        area += a;
173        p1 = p2;
174    }
175
176    Vector2 centroid = poly[0];
177    if (area != 0) {
178        centroid = Vector2(sumx / (3 * area), sumy / (3 * area));
179    } else {
180        ALOGW("Area is 0 while computing centroid!");
181    }
182    return centroid;
183}
184
185/**
186 * Test whether the polygon is order in clockwise.
187 *
188 * @param polygon the polygon as a Vector2 array
189 * @param len the number of points of the polygon
190 */
191bool ShadowTessellator::isClockwise(const Vector2* polygon, int len) {
192    if (len < 2 || polygon == NULL) {
193        ALOGW("Invalid polygon %p, length is %d @ isClockwise()", polygon, len);
194        return true;
195    }
196    double sum = 0;
197    double p1x = polygon[len - 1].x;
198    double p1y = polygon[len - 1].y;
199    for (int i = 0; i < len; i++) {
200
201        double p2x = polygon[i].x;
202        double p2y = polygon[i].y;
203        sum += p1x * p2y - p2x * p1y;
204        p1x = p2x;
205        p1y = p2y;
206    }
207    return sum < 0;
208}
209
210bool ShadowTessellator::isClockwisePath(const SkPath& path) {
211    SkPath::Iter iter(path, false);
212    SkPoint pts[4];
213    SkPath::Verb v;
214
215    Vector<Vector2> arrayForDirection;
216    while (SkPath::kDone_Verb != (v = iter.next(pts))) {
217            switch (v) {
218            case SkPath::kMove_Verb:
219                arrayForDirection.add(Vector2(pts[0].x(), pts[0].y()));
220                break;
221            case SkPath::kLine_Verb:
222                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
223                break;
224            case SkPath::kQuad_Verb:
225                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
226                arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
227                break;
228            case SkPath::kCubic_Verb:
229                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
230                arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
231                arrayForDirection.add(Vector2(pts[3].x(), pts[3].y()));
232                break;
233            default:
234                break;
235            }
236    }
237
238    return isClockwise(arrayForDirection.array(), arrayForDirection.size());
239}
240
241void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
242    int n = len / 2;
243    for (int i = 0; i < n; i++) {
244        Vertex tmp = polygon[i];
245        int k = len - 1 - i;
246        polygon[i] = polygon[k];
247        polygon[k] = tmp;
248    }
249}
250
251}; // namespace uirenderer
252}; // namespace android
253