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