Switch to cos interpolation of shadow alpha

bug:16852257

Updates default shadow opacities to compensate.

Also, update variable/constant naming related to vertex alpha.

Change-Id: I9055b4ac3c9ac305ca9d515f21b52d6aa6dc9c5c
This commit is contained in:
Chris Craik
2014-08-12 14:31:35 -07:00
parent ddc122ee50
commit 91a8c7c629
7 changed files with 49 additions and 46 deletions

View File

@ -1360,7 +1360,7 @@ please see styles_device_defaults.xml.
<item name="lightZ">800dp</item>
<item name="lightRadius">800dp</item>
<item name="ambientShadowAlpha">0.06</item>
<item name="spotShadowAlpha">0.22</item>
<item name="spotShadowAlpha">0.16</item>
</style>
</resources>

View File

@ -117,10 +117,13 @@ void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
// inner ring of points
float opacity = 1.0 / (1 + rayHeight[rayIndex] * heightFactor);
// NOTE: Shadow alpha values are transformed when stored in alphavertices,
// so that they can be consumed directly by gFS_Main_ApplyVertexAlphaShadowInterp
float transformedOpacity = acos(1.0f - 2.0f * opacity);
AlphaVertex::set(&shadowVertices[rays + rayIndex],
intersection.x,
intersection.y,
opacity);
transformedOpacity);
}
if (isCasterOpaque) {

View File

@ -1641,9 +1641,9 @@ void OpenGLRenderer::setupDrawNoTexture() {
mCaches.disableTexCoordsVertexArray();
}
void OpenGLRenderer::setupDrawAA(bool useShadowInterp) {
mDescription.isAA = true;
mDescription.isShadowAA = useShadowInterp;
void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) {
mDescription.hasVertexAlpha = true;
mDescription.useShadowAlphaInterp = useShadowAlphaInterp;
}
void OpenGLRenderer::setupDrawColor(int color, int alpha) {
@ -2382,7 +2382,7 @@ status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
setupDraw();
setupDrawNoTexture();
if (isAA) setupDrawAA((displayFlags & kVertexBuffer_ShadowAA));
if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp));
setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
setupDrawColorFilter(getColorFilter(paint));
setupDrawShader(getShader(paint));
@ -3168,12 +3168,12 @@ status_t OpenGLRenderer::drawShadow(float casterAlpha,
if (ambientShadowVertexBuffer && mAmbientShadowAlpha > 0) {
paint.setARGB(casterAlpha * mAmbientShadowAlpha, 0, 0, 0);
drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowAA);
drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
}
if (spotShadowVertexBuffer && mSpotShadowAlpha > 0) {
paint.setARGB(casterAlpha * mSpotShadowAlpha, 0, 0, 0);
drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowAA);
drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp);
}
return DrawGlInfo::kStatusDrew;

View File

@ -96,7 +96,7 @@ enum ClipSideFlags {
enum VertexBufferDisplayFlags {
kVertexBuffer_Offset = 0x1,
kVertexBuffer_ShadowAA = 0x2,
kVertexBuffer_ShadowInterp = 0x2,
};
/**
@ -847,7 +847,7 @@ private:
void setupDrawWithTextureAndColor(bool isAlpha8 = false);
void setupDrawWithExternalTexture();
void setupDrawNoTexture();
void setupDrawAA(bool useShadowInterp);
void setupDrawVertexAlpha(bool useShadowAlphaInterp);
void setupDrawColor(int color, int alpha);
void setupDrawColor(float r, float g, float b, float a);
void setupDrawAlpha8Color(int color, int alpha);

View File

@ -71,8 +71,8 @@ namespace uirenderer {
#define PROGRAM_GRADIENT_TYPE_SHIFT 33 // 2 bits for gradient type
#define PROGRAM_MODULATE_SHIFT 35
#define PROGRAM_HAS_AA_SHIFT 36
#define PROGRAM_HAS_SHADOW_AA_SHIFT 37
#define PROGRAM_HAS_VERTEX_ALPHA_SHIFT 36
#define PROGRAM_USE_SHADOW_ALPHA_INTERP_SHIFT 37
#define PROGRAM_HAS_EXTERNAL_TEXTURE_SHIFT 38
#define PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT 39
@ -135,8 +135,8 @@ struct ProgramDescription {
bool hasBitmap;
bool isBitmapNpot;
bool isAA; // drawing with a per-vertex alpha
bool isShadowAA; // drawing per vertex alpha with shadow interpolation
bool hasVertexAlpha;
bool useShadowAlphaInterp;
bool hasGradient;
Gradient gradientType;
@ -176,8 +176,8 @@ struct ProgramDescription {
hasColors = false;
isAA = false;
isShadowAA = false;
hasVertexAlpha = false;
useShadowAlphaInterp = false;
modulate = false;
@ -264,8 +264,8 @@ struct ProgramDescription {
key |= (framebufferMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_FRAMEBUFFER_SHIFT;
if (swapSrcDst) key |= PROGRAM_KEY_SWAP_SRC_DST;
if (modulate) key |= programid(0x1) << PROGRAM_MODULATE_SHIFT;
if (isAA) key |= programid(0x1) << PROGRAM_HAS_AA_SHIFT;
if (isShadowAA) key |= programid(0x1) << PROGRAM_HAS_SHADOW_AA_SHIFT;
if (hasVertexAlpha) key |= programid(0x1) << PROGRAM_HAS_VERTEX_ALPHA_SHIFT;
if (useShadowAlphaInterp) key |= programid(0x1) << PROGRAM_USE_SHADOW_ALPHA_INTERP_SHIFT;
if (hasExternalTexture) key |= programid(0x1) << PROGRAM_HAS_EXTERNAL_TEXTURE_SHIFT;
if (hasTextureTransform) key |= programid(0x1) << PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT;
if (hasGammaCorrection) key |= programid(0x1) << PROGRAM_HAS_GAMMA_CORRECTION;

View File

@ -46,7 +46,7 @@ const char* gVS_Header_Attributes_TexCoords =
"attribute vec2 texCoords;\n";
const char* gVS_Header_Attributes_Colors =
"attribute vec4 colors;\n";
const char* gVS_Header_Attributes_AAVertexShapeParameters =
const char* gVS_Header_Attributes_VertexAlphaParameters =
"attribute float vtxAlpha;\n";
const char* gVS_Header_Uniforms_TextureTransform =
"uniform mat4 mainTextureTransform;\n";
@ -64,7 +64,7 @@ const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasColors =
"varying vec4 outColors;\n";
const char* gVS_Header_Varyings_IsAAVertexShape =
const char* gVS_Header_Varyings_HasVertexAlpha =
"varying float alpha;\n";
const char* gVS_Header_Varyings_HasBitmap =
"varying highp vec2 outBitmapTexCoords;\n";
@ -122,9 +122,7 @@ const char* gVS_Main_Position =
" vec4 transformedPosition = projection * transform * position;\n"
" gl_Position = transformedPosition;\n";
const char* gVS_Main_ShadowAAVertexShape =
" alpha = pow(vtxAlpha, 0.667);\n";
const char* gVS_Main_AAVertexShape =
const char* gVS_Main_VertexAlpha =
" alpha = vtxAlpha;\n";
const char* gVS_Main_HasRoundRectClip =
@ -239,10 +237,10 @@ const char* gFS_Main_FetchColor =
" fragColor = color;\n";
const char* gFS_Main_ModulateColor =
" fragColor *= color.a;\n";
const char* gFS_Main_AccountForAAVertexShape =
const char* gFS_Main_ApplyVertexAlphaLinearInterp =
" fragColor *= alpha;\n";
const char* gFS_Main_AccountForShadowAAVertexShape =
" fragColor *= pow(alpha, 1.5);\n";
const char* gFS_Main_ApplyVertexAlphaShadowInterp =
" fragColor *= (1.0 - cos(alpha)) / 2.0;\n";
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
@ -473,8 +471,8 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Attributes_TexCoords);
}
if (description.isAA) {
shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
if (description.hasVertexAlpha) {
shader.append(gVS_Header_Attributes_VertexAlphaParameters);
}
if (description.hasColors) {
shader.append(gVS_Header_Attributes_Colors);
@ -497,8 +495,8 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
shader.append(gVS_Header_Varyings_IsAAVertexShape);
if (description.hasVertexAlpha) {
shader.append(gVS_Header_Varyings_HasVertexAlpha);
}
if (description.hasColors) {
shader.append(gVS_Header_Varyings_HasColors);
@ -520,12 +518,8 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
} else if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Main_OutTexCoords);
}
if (description.isAA) {
if (description.isShadowAA) {
shader.append(gVS_Main_ShadowAAVertexShape);
} else {
shader.append(gVS_Main_AAVertexShape);
}
if (description.hasVertexAlpha) {
shader.append(gVS_Main_VertexAlpha);
}
if (description.hasColors) {
shader.append(gVS_Main_OutColors);
@ -575,8 +569,8 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
shader.append(gVS_Header_Varyings_IsAAVertexShape);
if (description.hasVertexAlpha) {
shader.append(gVS_Header_Varyings_HasVertexAlpha);
}
if (description.hasColors) {
shader.append(gVS_Header_Varyings_HasColors);
@ -617,7 +611,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
}
// Optimization for common cases
if (!description.isAA
if (!description.hasVertexAlpha
&& !blendFramebuffer
&& !description.hasColors
&& description.colorOp == ProgramDescription::kColorNone
@ -759,11 +753,11 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
// Apply the color op if needed
shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
if (description.isAA) {
if (description.isShadowAA) {
shader.append(gFS_Main_AccountForShadowAAVertexShape);
if (description.hasVertexAlpha) {
if (description.useShadowAlphaInterp) {
shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
} else {
shader.append(gFS_Main_AccountForAAVertexShape);
shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
}
}

View File

@ -754,9 +754,13 @@ void SpotShadow::generateTriangleStrip(bool isCasterOpaque, const Vector2* penum
AlphaVertex* shadowVertices =
shadowTriangleStrip.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT);
// NOTE: Shadow alpha values are transformed when stored in alphavertices,
// so that they can be consumed directly by gFS_Main_ApplyVertexAlphaShadowInterp
float transformedMaxAlpha = M_PI;
// Calculate the vertices (x, y, alpha) in the shadow area.
AlphaVertex centroidXYA;
AlphaVertex::set(&centroidXYA, centroid.x, centroid.y, 1.0f);
AlphaVertex::set(&centroidXYA, centroid.x, centroid.y, transformedMaxAlpha);
for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
float dx = cosf(step * rayIndex);
float dy = sinf(step * rayIndex);
@ -770,14 +774,16 @@ void SpotShadow::generateTriangleStrip(bool isCasterOpaque, const Vector2* penum
// umbra ring
float umbraDistance = umbraDistPerRay[rayIndex];
AlphaVertex::set(&shadowVertices[rays + rayIndex],
dx * umbraDistance + centroid.x, dy * umbraDistance + centroid.y, 1.0f);
dx * umbraDistance + centroid.x,
dy * umbraDistance + centroid.y,
transformedMaxAlpha);
// occluded umbra ring
if (hasOccludedUmbraArea) {
float occludedUmbraDistance = occludedUmbraDistPerRay[rayIndex];
AlphaVertex::set(&shadowVertices[2 * rays + rayIndex],
dx * occludedUmbraDistance + centroid.x,
dy * occludedUmbraDistance + centroid.y, 1.0f);
dy * occludedUmbraDistance + centroid.y, transformedMaxAlpha);
} else {
// Put all vertices of the occluded umbra ring at the centroid.
shadowVertices[2 * rays + rayIndex] = centroidXYA;