ShadowTessellator.cpp revision f5be3ca5cc5b3a10747b577f60059a99862bb9a8
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, 72 int screenWidth, int screenHeight, const Rect& casterBounds, 73 const Rect& localClip, VertexBuffer& shadowVertexBuffer) { 74 ATRACE_CALL(); 75 76 Caches& caches = Caches::getInstance(); 77 78 // A bunch of parameters to tweak the shadow. 79 // TODO: Allow some of these changable by debug settings or APIs. 80 int maximal = max(screenWidth, screenHeight); 81 Vector3 lightCenter(screenWidth * 0.5f, 0, maximal); 82 83 if (CC_UNLIKELY(caches.propertyLightPosY > 0)) { 84 lightCenter.y = - caches.propertyLightPosY; // negated since this shifts up 85 } 86 if (CC_UNLIKELY(caches.propertyLightPosZ > 0)) { 87 lightCenter.z = caches.propertyLightPosZ; 88 } 89 90 91#if DEBUG_SHADOW 92 ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z); 93#endif 94 95 // light position (because it's in local space) needs to compensate for receiver transform 96 // TODO: should apply to light orientation, not just position 97 Matrix4 reverseReceiverTransform; 98 reverseReceiverTransform.loadInverse(receiverTransform); 99 reverseReceiverTransform.mapPoint3d(lightCenter); 100 101 float lightSize = maximal / 4; 102 const int lightVertexCount = 8; 103 104 if (CC_UNLIKELY(caches.propertyLightDiameter > 0)) { 105 lightSize = caches.propertyLightDiameter; 106 } 107 108 // Now light and caster are both in local space, we will check whether 109 // the shadow is within the clip area. 110 Rect lightRect = Rect(lightCenter.x - lightSize, lightCenter.y - lightSize, 111 lightCenter.x + lightSize, lightCenter.y + lightSize); 112 lightRect.unionWith(localClip); 113 if (!lightRect.intersects(casterBounds)) { 114#if DEBUG_SHADOW 115 ALOGD("Spot shadow is out of clip rect!"); 116#endif 117 return kVertexBufferMode_OnePolyRingShadow; 118 } 119 120 VertexBufferMode mode = SpotShadow::createSpotShadow(isCasterOpaque, 121 casterPolygon, casterVertexCount, lightCenter, lightSize, 122 lightVertexCount, shadowVertexBuffer); 123 124#if DEBUG_SHADOW 125 if(shadowVertexBuffer.getVertexCount() <= 0) { 126 ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount()); 127 } 128#endif 129 return mode; 130} 131 132void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) { 133 int currentIndex = 0; 134 const int rays = SHADOW_RAY_COUNT; 135 // For the penumbra area. 136 for (int layer = 0; layer < 2; layer ++) { 137 int baseIndex = layer * rays; 138 for (int i = 0; i < rays; i++) { 139 shadowIndices[currentIndex++] = i + baseIndex; 140 shadowIndices[currentIndex++] = rays + i + baseIndex; 141 } 142 // To close the loop, back to the ray 0. 143 shadowIndices[currentIndex++] = 0 + baseIndex; 144 // Note this is the same as the first index of next layer loop. 145 shadowIndices[currentIndex++] = rays + baseIndex; 146 } 147 148#if DEBUG_SHADOW 149 if (currentIndex != MAX_SHADOW_INDEX_COUNT) { 150 ALOGW("vertex index count is wrong. current %d, expected %d", 151 currentIndex, MAX_SHADOW_INDEX_COUNT); 152 } 153 for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) { 154 ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]); 155 } 156#endif 157} 158 159/** 160 * Calculate the centroid of a 2d polygon. 161 * 162 * @param poly The polygon, which is represented in a Vector2 array. 163 * @param polyLength The length of the polygon in terms of number of vertices. 164 * @return the centroid of the polygon. 165 */ 166Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { 167 double sumx = 0; 168 double sumy = 0; 169 int p1 = polyLength - 1; 170 double area = 0; 171 for (int p2 = 0; p2 < polyLength; p2++) { 172 double x1 = poly[p1].x; 173 double y1 = poly[p1].y; 174 double x2 = poly[p2].x; 175 double y2 = poly[p2].y; 176 double a = (x1 * y2 - x2 * y1); 177 sumx += (x1 + x2) * a; 178 sumy += (y1 + y2) * a; 179 area += a; 180 p1 = p2; 181 } 182 183 Vector2 centroid = poly[0]; 184 if (area != 0) { 185 centroid = Vector2(sumx / (3 * area), sumy / (3 * area)); 186 } else { 187 ALOGW("Area is 0 while computing centroid!"); 188 } 189 return centroid; 190} 191 192}; // namespace uirenderer 193}; // namespace android 194