ShadowTessellator.cpp revision af6f7ed8dd4288a41d0a07a1f0f0be7d6d035b33
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}; // namespace uirenderer 173}; // namespace android 174