7b4516e7ea
Change-Id: Ia558852e8cde5d33866b22875eb501e4c6858819
118 lines
3.9 KiB
C++
118 lines
3.9 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 "AmbientShadow.h"
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#include "ShadowTessellator.h"
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#include "SpotShadow.h"
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namespace android {
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namespace uirenderer {
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template<typename T>
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static inline T max(T a, T b) {
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return a > b ? a : b;
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}
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// TODO: Support path as the input of the polygon instead of the rect's width
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// and height. And the z values need to be computed according to the
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// transformation for each vertex.
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/**
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* Generate the polygon for the caster.
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*
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* @param width the width of the caster
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* @param height the height of the caster
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* @param casterTransform transformation info of the caster
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* @param polygon return the caster's polygon
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*
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*/
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void ShadowTessellator::generateCasterPolygon(float width, float height,
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const mat4& casterTransform, int vertexCount, Vector3* polygon) {
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Vector3 pivot(width / 2, height / 2, 0.0f);
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casterTransform.mapPoint3d(pivot);
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// TODO: The zScaleFactor need to be mapped to the screen.
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float zScaleFactor = 0.5;
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Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor,
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pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor);
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// Generate the caster's polygon from the rect.
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polygon[0].x = blockRect.left;
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polygon[0].y = blockRect.top;
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polygon[0].z = pivot.z;
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polygon[1].x = blockRect.right;
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polygon[1].y = blockRect.top;
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polygon[1].z = pivot.z;
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polygon[2].x = blockRect.right;
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polygon[2].y = blockRect.bottom;
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polygon[2].z = pivot.z;
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polygon[3].x = blockRect.left;
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polygon[3].y = blockRect.bottom;
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polygon[3].z = pivot.z;
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}
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void ShadowTessellator::tessellateAmbientShadow(float width, float height,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
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const int vertexCount = 4;
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Vector3 polygon[vertexCount];
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generateCasterPolygon(width, height, casterTransform, vertexCount, polygon);
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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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const int rays = 128;
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const int layers = 2;
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const float strength = 0.5;
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const float heightFactor = 128;
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const float geomFactor = 64;
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AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength,
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heightFactor, geomFactor, shadowVertexBuffer);
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}
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void ShadowTessellator::tessellateSpotShadow(float width, float height,
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int screenWidth, int screenHeight,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
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const int vertexCount = 4;
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Vector3 polygon[vertexCount];
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generateCasterPolygon(width, height, casterTransform, vertexCount, polygon);
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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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const int rays = 256;
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const int layers = 2;
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const float strength = 0.5;
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int maximal = max(screenWidth, screenHeight);
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Vector3 lightCenter(screenWidth / 2, 0, maximal);
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#if DEBUG_SHADOW
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ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z);
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#endif
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const float lightSize = maximal / 8;
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const int lightVertexCount = 16;
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SpotShadow::createSpotShadow(polygon, vertexCount, lightCenter, lightSize,
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lightVertexCount, rays, layers, strength, shadowVertexBuffer);
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}
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}; // namespace uirenderer
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}; // namespace android
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