Also draw the umbra part as triangle fans instead of zig zag fashion. b/12840179 Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
239 lines
8.8 KiB
C++
239 lines
8.8 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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#define LOG_TAG "OpenGLRenderer"
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#include <math.h>
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#include <utils/Log.h>
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#include <utils/Vector.h>
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#include "AmbientShadow.h"
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#include "ShadowTessellator.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 centroid3d The centroid of the shadow caster.
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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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const Vector3& centroid3d, float heightFactor, float geomFactor,
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VertexBuffer& shadowVertexBuffer) {
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const int rays = SHADOW_RAY_COUNT;
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const int layers = SHADOW_LAYER_COUNT;
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// Validate the inputs.
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if (vertexCount < 3 || 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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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, centroid3d, 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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AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT);
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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 currentVertexIndex = 0;
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for (int layerIndex = 0; layerIndex <= layers; layerIndex++) {
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for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
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Vector2 normal(1.0f, 0.0f);
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calculateNormal(rays, rayIndex, dir.array(), rayDist, normal);
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float opacity = 1.0 / (1 + rayHeight[rayIndex] / 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[rayIndex] * rayDist[rayIndex] +
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Vector2(centroid3d.x, centroid3d.y);
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float layerRatio = layerIndex / (float)(layers);
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// The higher the intersection is, the further the ambient shadow expanded.
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float expansionDist = rayHeight[rayIndex] / heightFactor *
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geomFactor * (1 - layerRatio);
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AlphaVertex::set(&shadowVertices[currentVertexIndex++],
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intersection.x + normal.x * expansionDist,
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intersection.y + normal.y * expansionDist,
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layerRatio * opacity);
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}
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}
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float centroidAlpha = 1.0 / (1 + centroid3d.z / heightFactor);
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AlphaVertex::set(&shadowVertices[currentVertexIndex++],
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centroid3d.x, centroid3d.y, centroidAlpha);
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#if DEBUG_SHADOW
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if (currentVertexIndex != SHADOW_VERTEX_COUNT) {
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ALOGE("number of vertex generated for ambient shadow is wrong! "
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"current: %d , expected: %d", currentVertexIndex, SHADOW_VERTEX_COUNT);
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}
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for (int i = 0; i < SHADOW_VERTEX_COUNT; i++) {
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ALOGD("ambient shadow value: i %d, (x:%f, y:%f, a:%f)", i, shadowVertices[i].x,
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shadowVertices[i].y, shadowVertices[i].alpha);
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}
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#endif
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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 Vector3& 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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