ShadowTessellator.cpp revision 87f9df880e4a5bfba65d2ed413b3ead649595129
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 36void ShadowTessellator::tessellateAmbientShadow(const Vector3* casterPolygon, 37 int casterVertexCount, const Vector3& centroid3d, 38 VertexBuffer& shadowVertexBuffer) { 39 ATRACE_CALL(); 40 41 // A bunch of parameters to tweak the shadow. 42 // TODO: Allow some of these changable by debug settings or APIs. 43 const float heightFactor = 128; 44 const float geomFactor = 64; 45 46 AmbientShadow::createAmbientShadow(casterPolygon, casterVertexCount, 47 centroid3d, heightFactor, geomFactor, shadowVertexBuffer); 48 49} 50 51void ShadowTessellator::tessellateSpotShadow(const Vector3* casterPolygon, int casterVertexCount, 52 const Vector3& lightPosScale, const mat4& receiverTransform, 53 int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer) { 54 ATRACE_CALL(); 55 56 // A bunch of parameters to tweak the shadow. 57 // TODO: Allow some of these changable by debug settings or APIs. 58 int maximal = max(screenWidth, screenHeight); 59 Vector3 lightCenter(screenWidth * lightPosScale.x, screenHeight * lightPosScale.y, 60 maximal * lightPosScale.z); 61#if DEBUG_SHADOW 62 ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z); 63#endif 64 65 // light position (because it's in local space) needs to compensate for receiver transform 66 // TODO: should apply to light orientation, not just position 67 Matrix4 reverseReceiverTransform; 68 reverseReceiverTransform.loadInverse(receiverTransform); 69 reverseReceiverTransform.mapPoint3d(lightCenter); 70 71 const float lightSize = maximal / 4; 72 const int lightVertexCount = 16; 73 74 SpotShadow::createSpotShadow(casterPolygon, casterVertexCount, lightCenter, 75 lightSize, lightVertexCount, shadowVertexBuffer); 76 77} 78 79void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) { 80 int currentIndex = 0; 81 const int layers = SHADOW_LAYER_COUNT; 82 const int rays = SHADOW_RAY_COUNT; 83 // For the penumbra area. 84 for (int i = 0; i < layers; i++) { 85 for (int j = 0; j < rays; j++) { 86 shadowIndices[currentIndex++] = i * rays + j; 87 shadowIndices[currentIndex++] = (i + 1) * rays + j; 88 } 89 // To close the loop, back to the ray 0. 90 shadowIndices[currentIndex++] = i * rays; 91 shadowIndices[currentIndex++] = (i + 1) * rays; 92 } 93 uint16_t base = layers * rays; 94 uint16_t centroidIndex = (layers + 1) * rays; 95 // For the umbra area, using strips to simulate the fans. 96 for (int k = 0; k < rays; k++) { 97 shadowIndices[currentIndex++] = base + k; 98 shadowIndices[currentIndex++] = centroidIndex; 99 } 100 shadowIndices[currentIndex++] = base; 101 102#if DEBUG_SHADOW 103 if (currentIndex != SHADOW_INDEX_COUNT) { 104 ALOGE("vertex index count is wrong. current %d, expected %d", 105 currentIndex, SHADOW_INDEX_COUNT); 106 } 107 for (int i = 0; i < SHADOW_INDEX_COUNT; i++) { 108 ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]); 109 } 110#endif 111} 112 113/** 114 * Calculate the centroid of a 2d polygon. 115 * 116 * @param poly The polygon, which is represented in a Vector2 array. 117 * @param polyLength The length of the polygon in terms of number of vertices. 118 * @return the centroid of the polygon. 119 */ 120Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { 121 double sumx = 0; 122 double sumy = 0; 123 int p1 = polyLength - 1; 124 double area = 0; 125 for (int p2 = 0; p2 < polyLength; p2++) { 126 double x1 = poly[p1].x; 127 double y1 = poly[p1].y; 128 double x2 = poly[p2].x; 129 double y2 = poly[p2].y; 130 double a = (x1 * y2 - x2 * y1); 131 sumx += (x1 + x2) * a; 132 sumy += (y1 + y2) * a; 133 area += a; 134 p1 = p2; 135 } 136 137 Vector2 centroid = poly[0]; 138 if (area != 0) { 139 centroid = Vector2(sumx / (3 * area), sumy / (3 * area)); 140 } else { 141 ALOGE("Area is 0 while computing centroid!"); 142 } 143 return centroid; 144} 145 146}; // namespace uirenderer 147}; // namespace android 148