ShadowTessellator.cpp revision d41c4d8c732095ae99c955b6b82f7306633004b1
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
32void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
33        const Vector3* casterPolygon, int casterVertexCount,
34        const Vector3& centroid3d, const Rect& casterBounds,
35        const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
36    ATRACE_CALL();
37
38    // A bunch of parameters to tweak the shadow.
39    // TODO: Allow some of these changable by debug settings or APIs.
40    float heightFactor = 1.0f / 128;
41    const float geomFactor = 64;
42
43    Caches& caches = Caches::getInstance();
44    if (CC_UNLIKELY(caches.propertyAmbientRatio > 0.0f)) {
45        heightFactor *= caches.propertyAmbientRatio;
46    }
47
48    Rect ambientShadowBounds(casterBounds);
49    ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
50
51    if (!localClip.intersects(ambientShadowBounds)) {
52#if DEBUG_SHADOW
53        ALOGD("Ambient shadow is out of clip rect!");
54#endif
55        return;
56    }
57
58    AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
59            casterVertexCount, centroid3d, heightFactor, geomFactor,
60            shadowVertexBuffer);
61}
62
63void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
64        const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
65        const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
66        const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
67    ATRACE_CALL();
68
69    Caches& caches = Caches::getInstance();
70
71    Vector3 adjustedLightCenter(lightCenter);
72    if (CC_UNLIKELY(caches.propertyLightPosY > 0)) {
73        adjustedLightCenter.y = - caches.propertyLightPosY; // negated since this shifts up
74    }
75    if (CC_UNLIKELY(caches.propertyLightPosZ > 0)) {
76        adjustedLightCenter.z = caches.propertyLightPosZ;
77    }
78
79#if DEBUG_SHADOW
80    ALOGD("light center %f %f %f",
81            adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
82#endif
83
84    // light position (because it's in local space) needs to compensate for receiver transform
85    // TODO: should apply to light orientation, not just position
86    Matrix4 reverseReceiverTransform;
87    reverseReceiverTransform.loadInverse(receiverTransform);
88    reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
89
90    if (CC_UNLIKELY(caches.propertyLightDiameter > 0)) {
91        lightRadius = caches.propertyLightDiameter;
92    }
93
94    // Now light and caster are both in local space, we will check whether
95    // the shadow is within the clip area.
96    Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
97            adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
98    lightRect.unionWith(localClip);
99    if (!lightRect.intersects(casterBounds)) {
100#if DEBUG_SHADOW
101        ALOGD("Spot shadow is out of clip rect!");
102#endif
103        return;
104    }
105
106    SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius,
107            casterPolygon, casterVertexCount, casterCentroid, shadowVertexBuffer);
108
109#if DEBUG_SHADOW
110     if(shadowVertexBuffer.getVertexCount() <= 0) {
111        ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
112     }
113#endif
114}
115
116void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) {
117    int currentIndex = 0;
118    const int rays = SHADOW_RAY_COUNT;
119    // For the penumbra area.
120    for (int layer = 0; layer < 2; layer ++) {
121        int baseIndex = layer * rays;
122        for (int i = 0; i < rays; i++) {
123            shadowIndices[currentIndex++] = i + baseIndex;
124            shadowIndices[currentIndex++] = rays + i + baseIndex;
125        }
126        // To close the loop, back to the ray 0.
127        shadowIndices[currentIndex++] = 0 + baseIndex;
128         // Note this is the same as the first index of next layer loop.
129        shadowIndices[currentIndex++] = rays + baseIndex;
130    }
131
132#if DEBUG_SHADOW
133    if (currentIndex != MAX_SHADOW_INDEX_COUNT) {
134        ALOGW("vertex index count is wrong. current %d, expected %d",
135                currentIndex, MAX_SHADOW_INDEX_COUNT);
136    }
137    for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) {
138        ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]);
139    }
140#endif
141}
142
143/**
144 * Calculate the centroid of a 2d polygon.
145 *
146 * @param poly The polygon, which is represented in a Vector2 array.
147 * @param polyLength The length of the polygon in terms of number of vertices.
148 * @return the centroid of the polygon.
149 */
150Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
151    double sumx = 0;
152    double sumy = 0;
153    int p1 = polyLength - 1;
154    double area = 0;
155    for (int p2 = 0; p2 < polyLength; p2++) {
156        double x1 = poly[p1].x;
157        double y1 = poly[p1].y;
158        double x2 = poly[p2].x;
159        double y2 = poly[p2].y;
160        double a = (x1 * y2 - x2 * y1);
161        sumx += (x1 + x2) * a;
162        sumy += (y1 + y2) * a;
163        area += a;
164        p1 = p2;
165    }
166
167    Vector2 centroid = poly[0];
168    if (area != 0) {
169        centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
170            static_cast<float>(sumy / (3 * area))};
171    } else {
172        ALOGW("Area is 0 while computing centroid!");
173    }
174    return centroid;
175}
176
177// Make sure p1 -> p2 is going CW around the poly.
178Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
179    Vector2 result = p2 - p1;
180    if (result.x != 0 || result.y != 0) {
181        result.normalize();
182        // Calculate the normal , which is CCW 90 rotate to the delta.
183        float tempy = result.y;
184        result.y = result.x;
185        result.x = -tempy;
186    }
187    return result;
188}
189/**
190 * Test whether the polygon is order in clockwise.
191 *
192 * @param polygon the polygon as a Vector2 array
193 * @param len the number of points of the polygon
194 */
195bool ShadowTessellator::isClockwise(const Vector2* polygon, int len) {
196    if (len < 2 || polygon == nullptr) {
197        return true;
198    }
199    double sum = 0;
200    double p1x = polygon[len - 1].x;
201    double p1y = polygon[len - 1].y;
202    for (int i = 0; i < len; i++) {
203
204        double p2x = polygon[i].x;
205        double p2y = polygon[i].y;
206        sum += p1x * p2y - p2x * p1y;
207        p1x = p2x;
208        p1y = p2y;
209    }
210    return sum < 0;
211}
212
213bool ShadowTessellator::isClockwisePath(const SkPath& path) {
214    SkPath::Iter iter(path, false);
215    SkPoint pts[4];
216    SkPath::Verb v;
217
218    Vector<Vector2> arrayForDirection;
219    while (SkPath::kDone_Verb != (v = iter.next(pts))) {
220            switch (v) {
221            case SkPath::kMove_Verb:
222                arrayForDirection.add((Vector2){pts[0].x(), pts[0].y()});
223                break;
224            case SkPath::kLine_Verb:
225                arrayForDirection.add((Vector2){pts[1].x(), pts[1].y()});
226                break;
227            case SkPath::kQuad_Verb:
228                arrayForDirection.add((Vector2){pts[1].x(), pts[1].y()});
229                arrayForDirection.add((Vector2){pts[2].x(), pts[2].y()});
230                break;
231            case SkPath::kCubic_Verb:
232                arrayForDirection.add((Vector2){pts[1].x(), pts[1].y()});
233                arrayForDirection.add((Vector2){pts[2].x(), pts[2].y()});
234                arrayForDirection.add((Vector2){pts[3].x(), pts[3].y()});
235                break;
236            default:
237                break;
238            }
239    }
240
241    return isClockwise(arrayForDirection.array(), arrayForDirection.size());
242}
243
244void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
245    int n = len / 2;
246    for (int i = 0; i < n; i++) {
247        Vertex tmp = polygon[i];
248        int k = len - 1 - i;
249        polygon[i] = polygon[k];
250        polygon[k] = tmp;
251    }
252}
253
254int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1,
255        const Vector2& vector2, float divisor) {
256    // When there is no distance difference, there is no need for extra vertices.
257    if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
258        return 0;
259    }
260    // The formula is :
261    // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
262    // The value ranges for each step are:
263    // dot( ) --- [-1, 1]
264    // acos( )     --- [0, M_PI]
265    // floor(...)  --- [0, EXTRA_VERTEX_PER_PI]
266    float dotProduct = vector1.dot(vector2);
267    // TODO: Use look up table for the dotProduct to extraVerticesNumber
268    // computation, if needed.
269    float angle = acosf(dotProduct);
270    return (int) floor(angle / divisor);
271}
272
273void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
274    LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
275            bufferName, used, total);
276}
277
278}; // namespace uirenderer
279}; // namespace android
280