1bcacfdcab
Test: No code changes, just ran through clang-format Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
192 lines
7.0 KiB
C++
192 lines
7.0 KiB
C++
/*
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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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#include <math.h>
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#include <utils/Log.h>
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#include <utils/MathUtils.h>
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#include <utils/Trace.h>
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#include "AmbientShadow.h"
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#include "Properties.h"
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#include "ShadowTessellator.h"
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#include "SpotShadow.h"
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#include "Vector.h"
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namespace android {
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namespace uirenderer {
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void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon,
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int casterVertexCount, const Vector3& centroid3d,
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const Rect& casterBounds, const Rect& localClip,
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float maxZ, VertexBuffer& shadowVertexBuffer) {
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ATRACE_CALL();
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// A bunch of parameters to tweak the shadow.
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// TODO: Allow some of these changable by debug settings or APIs.
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float heightFactor = 1.0f / 128;
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const float geomFactor = 64;
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if (CC_UNLIKELY(Properties::overrideAmbientRatio > 0.0f)) {
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heightFactor *= Properties::overrideAmbientRatio;
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}
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Rect ambientShadowBounds(casterBounds);
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ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
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if (!localClip.intersects(ambientShadowBounds)) {
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#if DEBUG_SHADOW
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ALOGD("Ambient shadow is out of clip rect!");
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#endif
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return;
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}
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AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
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heightFactor, geomFactor, shadowVertexBuffer);
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}
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void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon,
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int casterVertexCount, const Vector3& casterCentroid,
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const mat4& receiverTransform,
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const Vector3& lightCenter, int lightRadius,
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const Rect& casterBounds, const Rect& localClip,
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VertexBuffer& shadowVertexBuffer) {
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ATRACE_CALL();
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Vector3 adjustedLightCenter(lightCenter);
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if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
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adjustedLightCenter.y = -Properties::overrideLightPosY; // negated since this shifts up
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}
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if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
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adjustedLightCenter.z = Properties::overrideLightPosZ;
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}
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#if DEBUG_SHADOW
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ALOGD("light center %f %f %f %d", adjustedLightCenter.x, adjustedLightCenter.y,
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adjustedLightCenter.z, lightRadius);
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#endif
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if (isnan(adjustedLightCenter.x) || isnan(adjustedLightCenter.y) ||
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isnan(adjustedLightCenter.z)) {
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return;
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}
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// light position (because it's in local space) needs to compensate for receiver transform
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// TODO: should apply to light orientation, not just position
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Matrix4 reverseReceiverTransform;
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reverseReceiverTransform.loadInverse(receiverTransform);
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reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
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if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
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lightRadius = Properties::overrideLightRadius;
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}
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// Now light and caster are both in local space, we will check whether
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// the shadow is within the clip area.
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Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
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adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
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lightRect.unionWith(localClip);
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if (!lightRect.intersects(casterBounds)) {
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#if DEBUG_SHADOW
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ALOGD("Spot shadow is out of clip rect!");
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#endif
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return;
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}
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SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius, casterPolygon,
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casterVertexCount, casterCentroid, shadowVertexBuffer);
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#if DEBUG_SHADOW
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if (shadowVertexBuffer.getVertexCount() <= 0) {
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ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
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}
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#endif
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}
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/**
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* Calculate the centroid of a 2d polygon.
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*
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* @param poly The polygon, which is represented in a Vector2 array.
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* @param polyLength The length of the polygon in terms of number of vertices.
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* @return the centroid of the polygon.
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*/
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Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
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double sumx = 0;
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double sumy = 0;
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int p1 = polyLength - 1;
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double area = 0;
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for (int p2 = 0; p2 < polyLength; p2++) {
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double x1 = poly[p1].x;
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double y1 = poly[p1].y;
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double x2 = poly[p2].x;
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double y2 = poly[p2].y;
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double 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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Vector2 centroid = poly[0];
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if (area != 0) {
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centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
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static_cast<float>(sumy / (3 * area))};
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} else {
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ALOGW("Area is 0 while computing centroid!");
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}
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return centroid;
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}
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// Make sure p1 -> p2 is going CW around the poly.
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Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
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Vector2 result = p2 - p1;
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if (result.x != 0 || result.y != 0) {
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result.normalize();
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// Calculate the normal , which is CCW 90 rotate to the delta.
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float tempy = result.y;
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result.y = result.x;
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result.x = -tempy;
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}
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return result;
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}
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int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
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float divisor) {
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// When there is no distance difference, there is no need for extra vertices.
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if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
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return 0;
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}
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// The formula is :
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// extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
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// The value ranges for each step are:
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// dot( ) --- [-1, 1]
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// acos( ) --- [0, M_PI]
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// floor(...) --- [0, EXTRA_VERTEX_PER_PI]
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float dotProduct = vector1.dot(vector2);
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// make sure that dotProduct value is in acsof input range [-1, 1]
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dotProduct = MathUtils::clamp(dotProduct, -1.0f, 1.0f);
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// TODO: Use look up table for the dotProduct to extraVerticesNumber
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// computation, if needed.
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float angle = acosf(dotProduct);
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return (int)floor(angle / divisor);
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}
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void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
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LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d", bufferName, used,
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total);
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}
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}; // namespace uirenderer
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}; // namespace android
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