2013-12-03 10:38:55 -08:00
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include <math.h>
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#include <utils/Log.h>
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2014-01-02 16:46:18 -08:00
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#include <utils/Vector.h>
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2013-12-03 10:38:55 -08:00
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#include "AmbientShadow.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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/**
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* Calculate the shadows as a triangle strips while alpha value as the
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* shadow values.
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*
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* @param vertices The shadow caster's polygon, which is represented in a Vector3
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* array.
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* @param vertexCount The length of caster's polygon in terms of number of
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* vertices.
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* @param rays The number of rays shooting out from the centroid.
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* @param layers The number of rings outside the polygon.
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* @param strength The darkness of the shadow, the higher, the darker.
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* @param heightFactor The factor showing the higher the object, the lighter the
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* shadow.
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* @param geomFactor The factor scaling the geometry expansion along the normal.
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*
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* @param shadowVertexBuffer Return an floating point array of (x, y, a)
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* triangle strips mode.
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*/
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void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount,
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int rays, int layers, float strength, float heightFactor, float geomFactor,
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VertexBuffer& shadowVertexBuffer) {
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// Validate the inputs.
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if (strength <= 0 || heightFactor <= 0 || layers <= 0 || rays <= 0
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|| geomFactor <= 0) {
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#if DEBUG_SHADOW
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ALOGE("Invalid input for createAmbientShadow(), early return!");
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#endif
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return;
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}
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int rings = layers + 1;
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int size = rays * rings;
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Vector2 centroid;
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calculatePolygonCentroid(vertices, vertexCount, centroid);
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Vector<Vector2> dir; // TODO: use C++11 unique_ptr
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dir.setCapacity(rays);
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float rayDist[rays];
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float rayHeight[rays];
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calculateRayDirections(rays, dir.editArray());
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// Calculate the length and height of the points along the edge.
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//
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// The math here is:
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// Intersect each ray (starting from the centroid) with the polygon.
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for (int i = 0; i < rays; i++) {
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int edgeIndex;
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float edgeFraction;
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float rayDistance;
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calculateIntersection(vertices, vertexCount, centroid, dir[i], edgeIndex,
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edgeFraction, rayDistance);
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rayDist[i] = rayDistance;
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if (edgeIndex < 0 || edgeIndex >= vertexCount) {
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#if DEBUG_SHADOW
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ALOGE("Invalid edgeIndex!");
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#endif
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edgeIndex = 0;
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}
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float h1 = vertices[edgeIndex].z;
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float h2 = vertices[((edgeIndex + 1) % vertexCount)].z;
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rayHeight[i] = h1 + edgeFraction * (h2 - h1);
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}
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// The output buffer length basically is roughly rays * layers, but since we
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// need triangle strips, so we need to duplicate vertices to accomplish that.
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const int shadowVertexCount = (2 + rays + ((layers) * 2 * (rays + 1)));
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AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(shadowVertexCount);
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// Calculate the vertex of the shadows.
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//
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// The math here is:
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// Along the edges of the polygon, for each intersection point P (generated above),
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// calculate the normal N, which should be perpendicular to the edge of the
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// polygon (represented by the neighbor intersection points) .
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// Shadow's vertices will be generated as : P + N * scale.
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int currentIndex = 0;
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for (int r = 0; r < layers; r++) {
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int firstInLayer = currentIndex;
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for (int i = 0; i < rays; i++) {
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Vector2 normal(1.0f, 0.0f);
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calculateNormal(rays, i, dir.array(), rayDist, normal);
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float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);
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// The vertex should be start from rayDist[i] then scale the
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// normalizeNormal!
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Vector2 intersection = dir[i] * rayDist[i] + centroid;
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// Use 2 rings' vertices to complete one layer's strip
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for (int j = r; j < (r + 2); j++) {
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float jf = j / (float)(rings - 1);
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float expansionDist = rayHeight[i] / heightFactor * geomFactor * jf;
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AlphaVertex::set(&shadowVertices[currentIndex],
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intersection.x + normal.x * expansionDist,
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intersection.y + normal.y * expansionDist,
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(1 - jf) * opacity);
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currentIndex++;
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}
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}
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// From one layer to the next, we need to duplicate the vertex to
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// continue as a single strip.
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shadowVertices[currentIndex] = shadowVertices[firstInLayer];
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currentIndex++;
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shadowVertices[currentIndex] = shadowVertices[firstInLayer + 1];
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currentIndex++;
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}
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// After all rings are done, we need to jump into the polygon.
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// In order to keep everything in a strip, we need to duplicate the last one
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// of the rings and the first one inside the polygon.
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int lastInRings = currentIndex - 1;
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shadowVertices[currentIndex] = shadowVertices[lastInRings];
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currentIndex++;
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// We skip one and fill it back after we finish the internal triangles.
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currentIndex++;
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int firstInternal = currentIndex;
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// Combine the internal area of the polygon into a triangle strip, too.
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// The basic idea is zig zag between the intersection points.
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// 0 -> (n - 1) -> 1 -> (n - 2) ...
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for (int k = 0; k < rays; k++) {
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int i = k / 2;
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if ((k & 1) == 1) { // traverse the inside in a zig zag pattern for strips
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i = rays - i - 1;
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}
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float cast = rayDist[i] * (1 + rayHeight[i] / heightFactor);
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float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);
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float t = rayDist[i];
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AlphaVertex::set(&shadowVertices[currentIndex], dir[i].x * t + centroid.x,
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dir[i].y * t + centroid.y, opacity);
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currentIndex++;
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}
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currentIndex = firstInternal - 1;
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shadowVertices[currentIndex] = shadowVertices[firstInternal];
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}
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/**
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* Calculate the centroid of a given polygon.
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*
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* @param vertices The shadow caster's polygon, which is represented in a
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* straight Vector3 array.
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* @param vertexCount The length of caster's polygon in terms of number of vertices.
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*
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* @param centroid Return the centroid of the polygon.
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*/
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void AmbientShadow::calculatePolygonCentroid(const Vector3* vertices, int vertexCount,
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Vector2& centroid) {
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float sumx = 0;
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float sumy = 0;
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int p1 = vertexCount - 1;
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float area = 0;
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for (int p2 = 0; p2 < vertexCount; p2++) {
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float x1 = vertices[p1].x;
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float y1 = vertices[p1].y;
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float x2 = vertices[p2].x;
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float y2 = vertices[p2].y;
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float a = (x1 * y2 - x2 * y1);
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sumx += (x1 + x2) * a;
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sumy += (y1 + y2) * a;
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area += a;
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p1 = p2;
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}
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if (area == 0) {
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#if DEBUG_SHADOW
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ALOGE("Area is 0!");
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#endif
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centroid.x = vertices[0].x;
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centroid.y = vertices[0].y;
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} else {
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centroid.x = sumx / (3 * area);
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centroid.y = sumy / (3 * area);
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}
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}
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/**
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* Generate an array of rays' direction vectors.
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*
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* @param rays The number of rays shooting out from the centroid.
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* @param dir Return the array of ray vectors.
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*/
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void AmbientShadow::calculateRayDirections(int rays, Vector2* dir) {
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float deltaAngle = 2 * M_PI / rays;
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for (int i = 0; i < rays; i++) {
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dir[i].x = sinf(deltaAngle * i);
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dir[i].y = cosf(deltaAngle * i);
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}
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}
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/**
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* Calculate the intersection of a ray hitting the polygon.
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*
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* @param vertices The shadow caster's polygon, which is represented in a
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* Vector3 array.
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* @param vertexCount The length of caster's polygon in terms of number of vertices.
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* @param start The starting point of the ray.
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* @param dir The direction vector of the ray.
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*
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* @param outEdgeIndex Return the index of the segment (or index of the starting
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* vertex) that ray intersect with.
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* @param outEdgeFraction Return the fraction offset from the segment starting
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* index.
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* @param outRayDist Return the ray distance from centroid to the intersection.
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*/
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void AmbientShadow::calculateIntersection(const Vector3* vertices, int vertexCount,
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const Vector2& start, const Vector2& dir, int& outEdgeIndex,
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float& outEdgeFraction, float& outRayDist) {
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float startX = start.x;
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float startY = start.y;
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float dirX = dir.x;
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float dirY = dir.y;
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// Start the search from the last edge from poly[len-1] to poly[0].
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int p1 = vertexCount - 1;
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for (int p2 = 0; p2 < vertexCount; p2++) {
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float p1x = vertices[p1].x;
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float p1y = vertices[p1].y;
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float p2x = vertices[p2].x;
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float p2y = vertices[p2].y;
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// The math here is derived from:
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// f(t, v) = p1x * (1 - t) + p2x * t - (startX + dirX * v) = 0;
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// g(t, v) = p1y * (1 - t) + p2y * t - (startY + dirY * v) = 0;
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float div = (dirX * (p1y - p2y) + dirY * p2x - dirY * p1x);
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if (div != 0) {
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float t = (dirX * (p1y - startY) + dirY * startX - dirY * p1x) / (div);
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if (t > 0 && t <= 1) {
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float t2 = (p1x * (startY - p2y)
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+ p2x * (p1y - startY)
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+ startX * (p2y - p1y)) / div;
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if (t2 > 0) {
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outEdgeIndex = p1;
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outRayDist = t2;
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outEdgeFraction = t;
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return;
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}
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}
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}
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p1 = p2;
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}
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return;
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};
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/**
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* Calculate the normal at the intersection point between a ray and the polygon.
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*
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* @param rays The total number of rays.
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* @param currentRayIndex The index of the ray which the normal is based on.
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* @param dir The array of the all the rays directions.
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* @param rayDist The pre-computed ray distances array.
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*
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* @param normal Return the normal.
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*/
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void AmbientShadow::calculateNormal(int rays, int currentRayIndex,
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const Vector2* dir, const float* rayDist, Vector2& normal) {
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int preIndex = (currentRayIndex - 1 + rays) % rays;
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int postIndex = (currentRayIndex + 1) % rays;
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Vector2 p1 = dir[preIndex] * rayDist[preIndex];
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Vector2 p2 = dir[postIndex] * rayDist[postIndex];
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// Now the V (deltaX, deltaY) is the vector going CW around the poly.
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Vector2 delta = p2 - p1;
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if (delta.length() != 0) {
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delta.normalize();
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// Calculate the normal , which is CCW 90 rotate to the V.
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// 90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
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normal.x = -delta.y;
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normal.y = delta.x;
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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