1bcacfdcab
Test: No code changes, just ran through clang-format Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
1121 lines
46 KiB
C++
1121 lines
46 KiB
C++
/*
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* Copyright (C) 2014 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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// The highest z value can't be higher than (CASTER_Z_CAP_RATIO * light.z)
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#define CASTER_Z_CAP_RATIO 0.95f
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// When there is no umbra, then just fake the umbra using
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// centroid * (1 - FAKE_UMBRA_SIZE_RATIO) + outline * FAKE_UMBRA_SIZE_RATIO
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#define FAKE_UMBRA_SIZE_RATIO 0.05f
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// When the polygon is about 90 vertices, the penumbra + umbra can reach 270 rays.
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// That is consider pretty fine tessllated polygon so far.
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// This is just to prevent using too much some memory when edge slicing is not
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// needed any more.
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#define FINE_TESSELLATED_POLYGON_RAY_NUMBER 270
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/**
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* Extra vertices for the corner for smoother corner.
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* Only for outer loop.
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* Note that we use such extra memory to avoid an extra loop.
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*/
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// For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
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// Set to 1 if we don't want to have any.
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#define SPOT_EXTRA_CORNER_VERTEX_PER_PI 18
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// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
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// therefore, the maximum number of extra vertices will be twice bigger.
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#define SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * SPOT_EXTRA_CORNER_VERTEX_PER_PI)
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// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
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#define SPOT_CORNER_RADIANS_DIVISOR (M_PI / SPOT_EXTRA_CORNER_VERTEX_PER_PI)
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#define PENUMBRA_ALPHA 0.0f
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#define UMBRA_ALPHA 1.0f
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#include "SpotShadow.h"
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#include "ShadowTessellator.h"
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#include "Vertex.h"
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#include "VertexBuffer.h"
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#include "utils/MathUtils.h"
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#include <math.h>
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#include <stdlib.h>
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#include <utils/Log.h>
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#include <algorithm>
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// TODO: After we settle down the new algorithm, we can remove the old one and
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// its utility functions.
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// Right now, we still need to keep it for comparison purpose and future expansion.
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namespace android {
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namespace uirenderer {
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static const float EPSILON = 1e-7;
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/**
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* For each polygon's vertex, the light center will project it to the receiver
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* as one of the outline vertex.
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* For each outline vertex, we need to store the position and normal.
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* Normal here is defined against the edge by the current vertex and the next vertex.
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*/
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struct OutlineData {
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Vector2 position;
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Vector2 normal;
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float radius;
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};
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/**
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* For each vertex, we need to keep track of its angle, whether it is penumbra or
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* umbra, and its corresponding vertex index.
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*/
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struct SpotShadow::VertexAngleData {
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// The angle to the vertex from the centroid.
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float mAngle;
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// True is the vertex comes from penumbra, otherwise it comes from umbra.
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bool mIsPenumbra;
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// The index of the vertex described by this data.
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int mVertexIndex;
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void set(float angle, bool isPenumbra, int index) {
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mAngle = angle;
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mIsPenumbra = isPenumbra;
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mVertexIndex = index;
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}
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};
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/**
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* Calculate the angle between and x and a y coordinate.
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* The atan2 range from -PI to PI.
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*/
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static float angle(const Vector2& point, const Vector2& center) {
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return atan2(point.y - center.y, point.x - center.x);
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}
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/**
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* Calculate the intersection of a ray with the line segment defined by two points.
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*
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* Returns a negative value in error conditions.
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* @param rayOrigin The start of the ray
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* @param dx The x vector of the ray
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* @param dy The y vector of the ray
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* @param p1 The first point defining the line segment
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* @param p2 The second point defining the line segment
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* @return The distance along the ray if it intersects with the line segment, negative if otherwise
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*/
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static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy, const Vector2& p1,
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const Vector2& p2) {
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// The math below is derived from solving this formula, basically the
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// intersection point should stay on both the ray and the edge of (p1, p2).
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// solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]);
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float divisor = (dx * (p1.y - p2.y) + dy * p2.x - dy * p1.x);
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if (divisor == 0) return -1.0f; // error, invalid divisor
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#if DEBUG_SHADOW
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float interpVal = (dx * (p1.y - rayOrigin.y) + dy * rayOrigin.x - dy * p1.x) / divisor;
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if (interpVal < 0 || interpVal > 1) {
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ALOGW("rayIntersectPoints is hitting outside the segment %f", interpVal);
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}
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#endif
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float distance = (p1.x * (rayOrigin.y - p2.y) + p2.x * (p1.y - rayOrigin.y) +
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rayOrigin.x * (p2.y - p1.y)) /
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divisor;
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return distance; // may be negative in error cases
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}
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/**
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* Sort points by their X coordinates
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*
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* @param points the points as a Vector2 array.
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* @param pointsLength the number of vertices of the polygon.
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*/
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void SpotShadow::xsort(Vector2* points, int pointsLength) {
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auto cmp = [](const Vector2& a, const Vector2& b) -> bool { return a.x < b.x; };
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std::sort(points, points + pointsLength, cmp);
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}
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/**
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* compute the convex hull of a collection of Points
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*
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* @param points the points as a Vector2 array.
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* @param pointsLength the number of vertices of the polygon.
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* @param retPoly pre allocated array of floats to put the vertices
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* @return the number of points in the polygon 0 if no intersection
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*/
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int SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) {
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xsort(points, pointsLength);
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int n = pointsLength;
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Vector2 lUpper[n];
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lUpper[0] = points[0];
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lUpper[1] = points[1];
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int lUpperSize = 2;
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for (int i = 2; i < n; i++) {
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lUpper[lUpperSize] = points[i];
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lUpperSize++;
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while (lUpperSize > 2 &&
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!ccw(lUpper[lUpperSize - 3].x, lUpper[lUpperSize - 3].y, lUpper[lUpperSize - 2].x,
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lUpper[lUpperSize - 2].y, lUpper[lUpperSize - 1].x, lUpper[lUpperSize - 1].y)) {
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// Remove the middle point of the three last
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lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x;
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lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y;
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lUpperSize--;
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}
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}
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Vector2 lLower[n];
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lLower[0] = points[n - 1];
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lLower[1] = points[n - 2];
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int lLowerSize = 2;
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for (int i = n - 3; i >= 0; i--) {
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lLower[lLowerSize] = points[i];
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lLowerSize++;
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while (lLowerSize > 2 &&
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!ccw(lLower[lLowerSize - 3].x, lLower[lLowerSize - 3].y, lLower[lLowerSize - 2].x,
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lLower[lLowerSize - 2].y, lLower[lLowerSize - 1].x, lLower[lLowerSize - 1].y)) {
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// Remove the middle point of the three last
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lLower[lLowerSize - 2] = lLower[lLowerSize - 1];
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lLowerSize--;
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}
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}
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// output points in CW ordering
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const int total = lUpperSize + lLowerSize - 2;
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int outIndex = total - 1;
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for (int i = 0; i < lUpperSize; i++) {
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retPoly[outIndex] = lUpper[i];
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outIndex--;
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}
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for (int i = 1; i < lLowerSize - 1; i++) {
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retPoly[outIndex] = lLower[i];
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outIndex--;
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}
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// TODO: Add test harness which verify that all the points are inside the hull.
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return total;
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}
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/**
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* Test whether the 3 points form a counter clockwise turn.
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*
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* @return true if a right hand turn
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*/
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bool SpotShadow::ccw(float ax, float ay, float bx, float by, float cx, float cy) {
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return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
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}
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/**
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* Sort points about a center point
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*
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* @param poly The in and out polyogon as a Vector2 array.
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* @param polyLength The number of vertices of the polygon.
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* @param center the center ctr[0] = x , ctr[1] = y to sort around.
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*/
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void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) {
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quicksortCirc(poly, 0, polyLength - 1, center);
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}
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/**
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* Swap points pointed to by i and j
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*/
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void SpotShadow::swap(Vector2* points, int i, int j) {
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Vector2 temp = points[i];
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points[i] = points[j];
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points[j] = temp;
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}
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/**
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* quick sort implementation about the center.
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*/
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void SpotShadow::quicksortCirc(Vector2* points, int low, int high, const Vector2& center) {
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int i = low, j = high;
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int p = low + (high - low) / 2;
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float pivot = angle(points[p], center);
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while (i <= j) {
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while (angle(points[i], center) > pivot) {
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i++;
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}
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while (angle(points[j], center) < pivot) {
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j--;
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}
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if (i <= j) {
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swap(points, i, j);
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i++;
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j--;
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}
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}
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if (low < j) quicksortCirc(points, low, j, center);
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if (i < high) quicksortCirc(points, i, high, center);
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}
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/**
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* Test whether a point is inside the polygon.
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*
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* @param testPoint the point to test
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* @param poly the polygon
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* @return true if the testPoint is inside the poly.
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*/
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bool SpotShadow::testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len) {
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bool c = false;
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float testx = testPoint.x;
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float testy = testPoint.y;
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for (int i = 0, j = len - 1; i < len; j = i++) {
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float startX = poly[j].x;
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float startY = poly[j].y;
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float endX = poly[i].x;
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float endY = poly[i].y;
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if (((endY > testy) != (startY > testy)) &&
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(testx < (startX - endX) * (testy - endY) / (startY - endY) + endX)) {
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c = !c;
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}
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}
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return c;
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}
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/**
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* Reverse the polygon
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*
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* @param polygon the polygon as a Vector2 array
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* @param len the number of points of the polygon
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*/
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void SpotShadow::reverse(Vector2* polygon, int len) {
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int n = len / 2;
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for (int i = 0; i < n; i++) {
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Vector2 tmp = polygon[i];
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int k = len - 1 - i;
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polygon[i] = polygon[k];
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polygon[k] = tmp;
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}
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}
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/**
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* Compute a horizontal circular polygon about point (x , y , height) of radius
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* (size)
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*
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* @param points number of the points of the output polygon.
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* @param lightCenter the center of the light.
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* @param size the light size.
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* @param ret result polygon.
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*/
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void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter, float size,
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Vector3* ret) {
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// TODO: Caching all the sin / cos values and store them in a look up table.
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for (int i = 0; i < points; i++) {
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float angle = 2 * i * M_PI / points;
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ret[i].x = cosf(angle) * size + lightCenter.x;
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ret[i].y = sinf(angle) * size + lightCenter.y;
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ret[i].z = lightCenter.z;
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}
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}
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/**
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* From light center, project one vertex to the z=0 surface and get the outline.
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*
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* @param outline The result which is the outline position.
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* @param lightCenter The center of light.
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* @param polyVertex The input polygon's vertex.
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*
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* @return float The ratio of (polygon.z / light.z - polygon.z)
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*/
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float SpotShadow::projectCasterToOutline(Vector2& outline, const Vector3& lightCenter,
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const Vector3& polyVertex) {
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float lightToPolyZ = lightCenter.z - polyVertex.z;
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float ratioZ = CASTER_Z_CAP_RATIO;
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if (lightToPolyZ != 0) {
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// If any caster's vertex is almost above the light, we just keep it as 95%
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// of the height of the light.
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ratioZ = MathUtils::clamp(polyVertex.z / lightToPolyZ, 0.0f, CASTER_Z_CAP_RATIO);
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}
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outline.x = polyVertex.x - ratioZ * (lightCenter.x - polyVertex.x);
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outline.y = polyVertex.y - ratioZ * (lightCenter.y - polyVertex.y);
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return ratioZ;
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}
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/**
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* Generate the shadow spot light of shape lightPoly and a object poly
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*
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* @param isCasterOpaque whether the caster is opaque
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* @param lightCenter the center of the light
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* @param lightSize the radius of the light
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* @param poly x,y,z vertexes of a convex polygon that occludes the light source
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* @param polyLength number of vertexes of the occluding polygon
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* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
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* empty strip if error.
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*/
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void SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize,
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const Vector3* poly, int polyLength, const Vector3& polyCentroid,
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VertexBuffer& shadowTriangleStrip) {
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if (CC_UNLIKELY(lightCenter.z <= 0)) {
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ALOGW("Relative Light Z is not positive. No spot shadow!");
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return;
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}
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if (CC_UNLIKELY(polyLength < 3)) {
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#if DEBUG_SHADOW
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ALOGW("Invalid polygon length. No spot shadow!");
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#endif
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return;
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}
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OutlineData outlineData[polyLength];
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Vector2 outlineCentroid;
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// Calculate the projected outline for each polygon's vertices from the light center.
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//
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// O Light
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// /
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// /
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// . Polygon vertex
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// /
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// /
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// O Outline vertices
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//
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// Ratio = (Poly - Outline) / (Light - Poly)
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// Outline.x = Poly.x - Ratio * (Light.x - Poly.x)
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// Outline's radius / Light's radius = Ratio
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// Compute the last outline vertex to make sure we can get the normal and outline
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// in one single loop.
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projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter, poly[polyLength - 1]);
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// Take the outline's polygon, calculate the normal for each outline edge.
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int currentNormalIndex = polyLength - 1;
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int nextNormalIndex = 0;
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for (int i = 0; i < polyLength; i++) {
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float ratioZ = projectCasterToOutline(outlineData[i].position, lightCenter, poly[i]);
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outlineData[i].radius = ratioZ * lightSize;
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outlineData[currentNormalIndex].normal = ShadowTessellator::calculateNormal(
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outlineData[currentNormalIndex].position, outlineData[nextNormalIndex].position);
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currentNormalIndex = (currentNormalIndex + 1) % polyLength;
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nextNormalIndex++;
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}
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projectCasterToOutline(outlineCentroid, lightCenter, polyCentroid);
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int penumbraIndex = 0;
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// Then each polygon's vertex produce at minmal 2 penumbra vertices.
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// Since the size can be dynamic here, we keep track of the size and update
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// the real size at the end.
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int allocatedPenumbraLength = 2 * polyLength + SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER;
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Vector2 penumbra[allocatedPenumbraLength];
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int totalExtraCornerSliceNumber = 0;
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Vector2 umbra[polyLength];
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// When centroid is covered by all circles from outline, then we consider
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// the umbra is invalid, and we will tune down the shadow strength.
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bool hasValidUmbra = true;
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// We need the minimal of RaitoVI to decrease the spot shadow strength accordingly.
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float minRaitoVI = FLT_MAX;
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for (int i = 0; i < polyLength; i++) {
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// Generate all the penumbra's vertices only using the (outline vertex + normal * radius)
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// There is no guarantee that the penumbra is still convex, but for
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// each outline vertex, it will connect to all its corresponding penumbra vertices as
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// triangle fans. And for neighber penumbra vertex, it will be a trapezoid.
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//
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// Penumbra Vertices marked as Pi
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// Outline Vertices marked as Vi
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// (P3)
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// (P2) | ' (P4)
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// (P1)' | | '
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// ' | | '
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// (P0) ------------------------------------------------(P5)
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// | (V0) |(V1)
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// | |
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// | |
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// | |
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// | |
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// | |
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// | |
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// | |
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// | |
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// (V3)-----------------------------------(V2)
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int preNormalIndex = (i + polyLength - 1) % polyLength;
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const Vector2& previousNormal = outlineData[preNormalIndex].normal;
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const Vector2& currentNormal = outlineData[i].normal;
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// Depending on how roundness we want for each corner, we can subdivide
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// further here and/or introduce some heuristic to decide how much the
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// subdivision should be.
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int currentExtraSliceNumber = ShadowTessellator::getExtraVertexNumber(
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previousNormal, currentNormal, SPOT_CORNER_RADIANS_DIVISOR);
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int currentCornerSliceNumber = 1 + currentExtraSliceNumber;
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totalExtraCornerSliceNumber += currentExtraSliceNumber;
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#if DEBUG_SHADOW
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ALOGD("currentExtraSliceNumber should be %d", currentExtraSliceNumber);
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ALOGD("currentCornerSliceNumber should be %d", currentCornerSliceNumber);
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ALOGD("totalCornerSliceNumber is %d", totalExtraCornerSliceNumber);
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#endif
|
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if (CC_UNLIKELY(totalExtraCornerSliceNumber > SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER)) {
|
|
currentCornerSliceNumber = 1;
|
|
}
|
|
for (int k = 0; k <= currentCornerSliceNumber; k++) {
|
|
Vector2 avgNormal =
|
|
(previousNormal * (currentCornerSliceNumber - k) + currentNormal * k) /
|
|
currentCornerSliceNumber;
|
|
avgNormal.normalize();
|
|
penumbra[penumbraIndex++] = outlineData[i].position + avgNormal * outlineData[i].radius;
|
|
}
|
|
|
|
// Compute the umbra by the intersection from the outline's centroid!
|
|
//
|
|
// (V) ------------------------------------
|
|
// | ' |
|
|
// | ' |
|
|
// | ' (I) |
|
|
// | ' |
|
|
// | ' (C) |
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// ------------------------------------
|
|
//
|
|
// Connect a line b/t the outline vertex (V) and the centroid (C), it will
|
|
// intersect with the outline vertex's circle at point (I).
|
|
// Now, ratioVI = VI / VC, ratioIC = IC / VC
|
|
// Then the intersetion point can be computed as Ixy = Vxy * ratioIC + Cxy * ratioVI;
|
|
//
|
|
// When all of the outline circles cover the the outline centroid, (like I is
|
|
// on the other side of C), there is no real umbra any more, so we just fake
|
|
// a small area around the centroid as the umbra, and tune down the spot
|
|
// shadow's umbra strength to simulate the effect the whole shadow will
|
|
// become lighter in this case.
|
|
// The ratio can be simulated by using the inverse of maximum of ratioVI for
|
|
// all (V).
|
|
float distOutline = (outlineData[i].position - outlineCentroid).length();
|
|
if (CC_UNLIKELY(distOutline == 0)) {
|
|
// If the outline has 0 area, then there is no spot shadow anyway.
|
|
ALOGW("Outline has 0 area, no spot shadow!");
|
|
return;
|
|
}
|
|
|
|
float ratioVI = outlineData[i].radius / distOutline;
|
|
minRaitoVI = std::min(minRaitoVI, ratioVI);
|
|
if (ratioVI >= (1 - FAKE_UMBRA_SIZE_RATIO)) {
|
|
ratioVI = (1 - FAKE_UMBRA_SIZE_RATIO);
|
|
}
|
|
// When we know we don't have valid umbra, don't bother to compute the
|
|
// values below. But we can't skip the loop yet since we want to know the
|
|
// maximum ratio.
|
|
float ratioIC = 1 - ratioVI;
|
|
umbra[i] = outlineData[i].position * ratioIC + outlineCentroid * ratioVI;
|
|
}
|
|
|
|
hasValidUmbra = (minRaitoVI <= 1.0);
|
|
float shadowStrengthScale = 1.0;
|
|
if (!hasValidUmbra) {
|
|
#if DEBUG_SHADOW
|
|
ALOGW("The object is too close to the light or too small, no real umbra!");
|
|
#endif
|
|
for (int i = 0; i < polyLength; i++) {
|
|
umbra[i] = outlineData[i].position * FAKE_UMBRA_SIZE_RATIO +
|
|
outlineCentroid * (1 - FAKE_UMBRA_SIZE_RATIO);
|
|
}
|
|
shadowStrengthScale = 1.0 / minRaitoVI;
|
|
}
|
|
|
|
int penumbraLength = penumbraIndex;
|
|
int umbraLength = polyLength;
|
|
|
|
#if DEBUG_SHADOW
|
|
ALOGD("penumbraLength is %d , allocatedPenumbraLength %d", penumbraLength,
|
|
allocatedPenumbraLength);
|
|
dumpPolygon(poly, polyLength, "input poly");
|
|
dumpPolygon(penumbra, penumbraLength, "penumbra");
|
|
dumpPolygon(umbra, umbraLength, "umbra");
|
|
ALOGD("hasValidUmbra is %d and shadowStrengthScale is %f", hasValidUmbra, shadowStrengthScale);
|
|
#endif
|
|
|
|
// The penumbra and umbra needs to be in convex shape to keep consistency
|
|
// and quality.
|
|
// Since we are still shooting rays to penumbra, it needs to be convex.
|
|
// Umbra can be represented as a fan from the centroid, but visually umbra
|
|
// looks nicer when it is convex.
|
|
Vector2 finalUmbra[umbraLength];
|
|
Vector2 finalPenumbra[penumbraLength];
|
|
int finalUmbraLength = hull(umbra, umbraLength, finalUmbra);
|
|
int finalPenumbraLength = hull(penumbra, penumbraLength, finalPenumbra);
|
|
|
|
generateTriangleStrip(isCasterOpaque, shadowStrengthScale, finalPenumbra, finalPenumbraLength,
|
|
finalUmbra, finalUmbraLength, poly, polyLength, shadowTriangleStrip,
|
|
outlineCentroid);
|
|
}
|
|
|
|
/**
|
|
* This is only for experimental purpose.
|
|
* After intersections are calculated, we could smooth the polygon if needed.
|
|
* So far, we don't think it is more appealing yet.
|
|
*
|
|
* @param level The level of smoothness.
|
|
* @param rays The total number of rays.
|
|
* @param rayDist (In and Out) The distance for each ray.
|
|
*
|
|
*/
|
|
void SpotShadow::smoothPolygon(int level, int rays, float* rayDist) {
|
|
for (int k = 0; k < level; k++) {
|
|
for (int i = 0; i < rays; i++) {
|
|
float p1 = rayDist[(rays - 1 + i) % rays];
|
|
float p2 = rayDist[i];
|
|
float p3 = rayDist[(i + 1) % rays];
|
|
rayDist[i] = (p1 + p2 * 2 + p3) / 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Index pair is meant for storing the tessellation information for the penumbra
|
|
// area. One index must come from exterior tangent of the circles, the other one
|
|
// must come from the interior tangent of the circles.
|
|
struct IndexPair {
|
|
int outerIndex;
|
|
int innerIndex;
|
|
};
|
|
|
|
// For one penumbra vertex, find the cloest umbra vertex and return its index.
|
|
inline int getClosestUmbraIndex(const Vector2& pivot, const Vector2* polygon, int polygonLength) {
|
|
float minLengthSquared = FLT_MAX;
|
|
int resultIndex = -1;
|
|
bool hasDecreased = false;
|
|
// Starting with some negative offset, assuming both umbra and penumbra are starting
|
|
// at the same angle, this can help to find the result faster.
|
|
// Normally, loop 3 times, we can find the closest point.
|
|
int offset = polygonLength - 2;
|
|
for (int i = 0; i < polygonLength; i++) {
|
|
int currentIndex = (i + offset) % polygonLength;
|
|
float currentLengthSquared = (pivot - polygon[currentIndex]).lengthSquared();
|
|
if (currentLengthSquared < minLengthSquared) {
|
|
if (minLengthSquared != FLT_MAX) {
|
|
hasDecreased = true;
|
|
}
|
|
minLengthSquared = currentLengthSquared;
|
|
resultIndex = currentIndex;
|
|
} else if (currentLengthSquared > minLengthSquared && hasDecreased) {
|
|
// Early break b/c we have found the closet one and now the length
|
|
// is increasing again.
|
|
break;
|
|
}
|
|
}
|
|
if (resultIndex == -1) {
|
|
ALOGE("resultIndex is -1, the polygon must be invalid!");
|
|
resultIndex = 0;
|
|
}
|
|
return resultIndex;
|
|
}
|
|
|
|
// Allow some epsilon here since the later ray intersection did allow for some small
|
|
// floating point error, when the intersection point is slightly outside the segment.
|
|
inline bool sameDirections(bool isPositiveCross, float a, float b) {
|
|
if (isPositiveCross) {
|
|
return a >= -EPSILON && b >= -EPSILON;
|
|
} else {
|
|
return a <= EPSILON && b <= EPSILON;
|
|
}
|
|
}
|
|
|
|
// Find the right polygon edge to shoot the ray at.
|
|
inline int findPolyIndex(bool isPositiveCross, int startPolyIndex, const Vector2& umbraDir,
|
|
const Vector2* polyToCentroid, int polyLength) {
|
|
// Make sure we loop with a bound.
|
|
for (int i = 0; i < polyLength; i++) {
|
|
int currentIndex = (i + startPolyIndex) % polyLength;
|
|
const Vector2& currentToCentroid = polyToCentroid[currentIndex];
|
|
const Vector2& nextToCentroid = polyToCentroid[(currentIndex + 1) % polyLength];
|
|
|
|
float currentCrossUmbra = currentToCentroid.cross(umbraDir);
|
|
float umbraCrossNext = umbraDir.cross(nextToCentroid);
|
|
if (sameDirections(isPositiveCross, currentCrossUmbra, umbraCrossNext)) {
|
|
#if DEBUG_SHADOW
|
|
ALOGD("findPolyIndex loop %d times , index %d", i, currentIndex);
|
|
#endif
|
|
return currentIndex;
|
|
}
|
|
}
|
|
LOG_ALWAYS_FATAL("Can't find the right polygon's edge from startPolyIndex %d", startPolyIndex);
|
|
return -1;
|
|
}
|
|
|
|
// Generate the index pair for penumbra / umbra vertices, and more penumbra vertices
|
|
// if needed.
|
|
inline void genNewPenumbraAndPairWithUmbra(const Vector2* penumbra, int penumbraLength,
|
|
const Vector2* umbra, int umbraLength,
|
|
Vector2* newPenumbra, int& newPenumbraIndex,
|
|
IndexPair* verticesPair, int& verticesPairIndex) {
|
|
// In order to keep everything in just one loop, we need to pre-compute the
|
|
// closest umbra vertex for the last penumbra vertex.
|
|
int previousClosestUmbraIndex =
|
|
getClosestUmbraIndex(penumbra[penumbraLength - 1], umbra, umbraLength);
|
|
for (int i = 0; i < penumbraLength; i++) {
|
|
const Vector2& currentPenumbraVertex = penumbra[i];
|
|
// For current penumbra vertex, starting from previousClosestUmbraIndex,
|
|
// then check the next one until the distance increase.
|
|
// The last one before the increase is the umbra vertex we need to pair with.
|
|
float currentLengthSquared =
|
|
(currentPenumbraVertex - umbra[previousClosestUmbraIndex]).lengthSquared();
|
|
int currentClosestUmbraIndex = previousClosestUmbraIndex;
|
|
int indexDelta = 0;
|
|
for (int j = 1; j < umbraLength; j++) {
|
|
int newUmbraIndex = (previousClosestUmbraIndex + j) % umbraLength;
|
|
float newLengthSquared = (currentPenumbraVertex - umbra[newUmbraIndex]).lengthSquared();
|
|
if (newLengthSquared > currentLengthSquared) {
|
|
// currentClosestUmbraIndex is the umbra vertex's index which has
|
|
// currently found smallest distance, so we can simply break here.
|
|
break;
|
|
} else {
|
|
currentLengthSquared = newLengthSquared;
|
|
indexDelta++;
|
|
currentClosestUmbraIndex = newUmbraIndex;
|
|
}
|
|
}
|
|
|
|
if (indexDelta > 1) {
|
|
// For those umbra don't have penumbra, generate new penumbra vertices by
|
|
// interpolation.
|
|
//
|
|
// Assuming Pi for penumbra vertices, and Ui for umbra vertices.
|
|
// In the case like below P1 paired with U1 and P2 paired with U5.
|
|
// U2 to U4 are unpaired umbra vertices.
|
|
//
|
|
// P1 P2
|
|
// | |
|
|
// U1 U2 U3 U4 U5
|
|
//
|
|
// We will need to generate 3 more penumbra vertices P1.1, P1.2, P1.3
|
|
// to pair with U2 to U4.
|
|
//
|
|
// P1 P1.1 P1.2 P1.3 P2
|
|
// | | | | |
|
|
// U1 U2 U3 U4 U5
|
|
//
|
|
// That distance ratio b/t Ui to U1 and Ui to U5 decides its paired penumbra
|
|
// vertex's location.
|
|
int newPenumbraNumber = indexDelta - 1;
|
|
|
|
float accumulatedDeltaLength[indexDelta];
|
|
float totalDeltaLength = 0;
|
|
|
|
// To save time, cache the previous umbra vertex info outside the loop
|
|
// and update each loop.
|
|
Vector2 previousClosestUmbra = umbra[previousClosestUmbraIndex];
|
|
Vector2 skippedUmbra;
|
|
// Use umbra data to precompute the length b/t unpaired umbra vertices,
|
|
// and its ratio against the total length.
|
|
for (int k = 0; k < indexDelta; k++) {
|
|
int skippedUmbraIndex = (previousClosestUmbraIndex + k + 1) % umbraLength;
|
|
skippedUmbra = umbra[skippedUmbraIndex];
|
|
float currentDeltaLength = (skippedUmbra - previousClosestUmbra).length();
|
|
|
|
totalDeltaLength += currentDeltaLength;
|
|
accumulatedDeltaLength[k] = totalDeltaLength;
|
|
|
|
previousClosestUmbra = skippedUmbra;
|
|
}
|
|
|
|
const Vector2& previousPenumbra = penumbra[(i + penumbraLength - 1) % penumbraLength];
|
|
// Then for each unpaired umbra vertex, create a new penumbra by the ratio,
|
|
// and pair them togehter.
|
|
for (int k = 0; k < newPenumbraNumber; k++) {
|
|
float weightForCurrentPenumbra = 1.0f;
|
|
if (totalDeltaLength != 0.0f) {
|
|
weightForCurrentPenumbra = accumulatedDeltaLength[k] / totalDeltaLength;
|
|
}
|
|
float weightForPreviousPenumbra = 1.0f - weightForCurrentPenumbra;
|
|
|
|
Vector2 interpolatedPenumbra = currentPenumbraVertex * weightForCurrentPenumbra +
|
|
previousPenumbra * weightForPreviousPenumbra;
|
|
|
|
int skippedUmbraIndex = (previousClosestUmbraIndex + k + 1) % umbraLength;
|
|
verticesPair[verticesPairIndex].outerIndex = newPenumbraIndex;
|
|
verticesPair[verticesPairIndex].innerIndex = skippedUmbraIndex;
|
|
verticesPairIndex++;
|
|
newPenumbra[newPenumbraIndex++] = interpolatedPenumbra;
|
|
}
|
|
}
|
|
verticesPair[verticesPairIndex].outerIndex = newPenumbraIndex;
|
|
verticesPair[verticesPairIndex].innerIndex = currentClosestUmbraIndex;
|
|
verticesPairIndex++;
|
|
newPenumbra[newPenumbraIndex++] = currentPenumbraVertex;
|
|
|
|
previousClosestUmbraIndex = currentClosestUmbraIndex;
|
|
}
|
|
}
|
|
|
|
// Precompute all the polygon's vector, return true if the reference cross product is positive.
|
|
inline bool genPolyToCentroid(const Vector2* poly2d, int polyLength, const Vector2& centroid,
|
|
Vector2* polyToCentroid) {
|
|
for (int j = 0; j < polyLength; j++) {
|
|
polyToCentroid[j] = poly2d[j] - centroid;
|
|
// Normalize these vectors such that we can use epsilon comparison after
|
|
// computing their cross products with another normalized vector.
|
|
polyToCentroid[j].normalize();
|
|
}
|
|
float refCrossProduct = 0;
|
|
for (int j = 0; j < polyLength; j++) {
|
|
refCrossProduct = polyToCentroid[j].cross(polyToCentroid[(j + 1) % polyLength]);
|
|
if (refCrossProduct != 0) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return refCrossProduct > 0;
|
|
}
|
|
|
|
// For one umbra vertex, shoot an ray from centroid to it.
|
|
// If the ray hit the polygon first, then return the intersection point as the
|
|
// closer vertex.
|
|
inline Vector2 getCloserVertex(const Vector2& umbraVertex, const Vector2& centroid,
|
|
const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid,
|
|
bool isPositiveCross, int& previousPolyIndex) {
|
|
Vector2 umbraToCentroid = umbraVertex - centroid;
|
|
float distanceToUmbra = umbraToCentroid.length();
|
|
umbraToCentroid = umbraToCentroid / distanceToUmbra;
|
|
|
|
// previousPolyIndex is updated for each item such that we can minimize the
|
|
// looping inside findPolyIndex();
|
|
previousPolyIndex = findPolyIndex(isPositiveCross, previousPolyIndex, umbraToCentroid,
|
|
polyToCentroid, polyLength);
|
|
|
|
float dx = umbraToCentroid.x;
|
|
float dy = umbraToCentroid.y;
|
|
float distanceToIntersectPoly =
|
|
rayIntersectPoints(centroid, dx, dy, poly2d[previousPolyIndex],
|
|
poly2d[(previousPolyIndex + 1) % polyLength]);
|
|
if (distanceToIntersectPoly < 0) {
|
|
distanceToIntersectPoly = 0;
|
|
}
|
|
|
|
// Pick the closer one as the occluded area vertex.
|
|
Vector2 closerVertex;
|
|
if (distanceToIntersectPoly < distanceToUmbra) {
|
|
closerVertex.x = centroid.x + dx * distanceToIntersectPoly;
|
|
closerVertex.y = centroid.y + dy * distanceToIntersectPoly;
|
|
} else {
|
|
closerVertex = umbraVertex;
|
|
}
|
|
|
|
return closerVertex;
|
|
}
|
|
|
|
/**
|
|
* Generate a triangle strip given two convex polygon
|
|
**/
|
|
void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale,
|
|
Vector2* penumbra, int penumbraLength, Vector2* umbra,
|
|
int umbraLength, const Vector3* poly, int polyLength,
|
|
VertexBuffer& shadowTriangleStrip, const Vector2& centroid) {
|
|
bool hasOccludedUmbraArea = false;
|
|
Vector2 poly2d[polyLength];
|
|
|
|
if (isCasterOpaque) {
|
|
for (int i = 0; i < polyLength; i++) {
|
|
poly2d[i].x = poly[i].x;
|
|
poly2d[i].y = poly[i].y;
|
|
}
|
|
// Make sure the centroid is inside the umbra, otherwise, fall back to the
|
|
// approach as if there is no occluded umbra area.
|
|
if (testPointInsidePolygon(centroid, poly2d, polyLength)) {
|
|
hasOccludedUmbraArea = true;
|
|
}
|
|
}
|
|
|
|
// For each penumbra vertex, find its corresponding closest umbra vertex index.
|
|
//
|
|
// Penumbra Vertices marked as Pi
|
|
// Umbra Vertices marked as Ui
|
|
// (P3)
|
|
// (P2) | ' (P4)
|
|
// (P1)' | | '
|
|
// ' | | '
|
|
// (P0) ------------------------------------------------(P5)
|
|
// | (U0) |(U1)
|
|
// | |
|
|
// | |(U2) (P5.1)
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// | |
|
|
// (U4)-----------------------------------(U3) (P6)
|
|
//
|
|
// At least, like P0, P1, P2, they will find the matching umbra as U0.
|
|
// If we jump over some umbra vertex without matching penumbra vertex, then
|
|
// we will generate some new penumbra vertex by interpolation. Like P6 is
|
|
// matching U3, but U2 is not matched with any penumbra vertex.
|
|
// So interpolate P5.1 out and match U2.
|
|
// In this way, every umbra vertex will have a matching penumbra vertex.
|
|
//
|
|
// The total pair number can be as high as umbraLength + penumbraLength.
|
|
const int maxNewPenumbraLength = umbraLength + penumbraLength;
|
|
IndexPair verticesPair[maxNewPenumbraLength];
|
|
int verticesPairIndex = 0;
|
|
|
|
// Cache all the existing penumbra vertices and newly interpolated vertices into a
|
|
// a new array.
|
|
Vector2 newPenumbra[maxNewPenumbraLength];
|
|
int newPenumbraIndex = 0;
|
|
|
|
// For each penumbra vertex, find its closet umbra vertex by comparing the
|
|
// neighbor umbra vertices.
|
|
genNewPenumbraAndPairWithUmbra(penumbra, penumbraLength, umbra, umbraLength, newPenumbra,
|
|
newPenumbraIndex, verticesPair, verticesPairIndex);
|
|
ShadowTessellator::checkOverflow(verticesPairIndex, maxNewPenumbraLength, "Spot pair");
|
|
ShadowTessellator::checkOverflow(newPenumbraIndex, maxNewPenumbraLength, "Spot new penumbra");
|
|
#if DEBUG_SHADOW
|
|
for (int i = 0; i < umbraLength; i++) {
|
|
ALOGD("umbra i %d, [%f, %f]", i, umbra[i].x, umbra[i].y);
|
|
}
|
|
for (int i = 0; i < newPenumbraIndex; i++) {
|
|
ALOGD("new penumbra i %d, [%f, %f]", i, newPenumbra[i].x, newPenumbra[i].y);
|
|
}
|
|
for (int i = 0; i < verticesPairIndex; i++) {
|
|
ALOGD("index i %d, [%d, %d]", i, verticesPair[i].outerIndex, verticesPair[i].innerIndex);
|
|
}
|
|
#endif
|
|
|
|
// For the size of vertex buffer, we need 3 rings, one has newPenumbraSize,
|
|
// one has umbraLength, the last one has at most umbraLength.
|
|
//
|
|
// For the size of index buffer, the umbra area needs (2 * umbraLength + 2).
|
|
// The penumbra one can vary a bit, but it is bounded by (2 * verticesPairIndex + 2).
|
|
// And 2 more for jumping between penumbra to umbra.
|
|
const int newPenumbraLength = newPenumbraIndex;
|
|
const int totalVertexCount = newPenumbraLength + umbraLength * 2;
|
|
const int totalIndexCount = 2 * umbraLength + 2 * verticesPairIndex + 6;
|
|
AlphaVertex* shadowVertices = shadowTriangleStrip.alloc<AlphaVertex>(totalVertexCount);
|
|
uint16_t* indexBuffer = shadowTriangleStrip.allocIndices<uint16_t>(totalIndexCount);
|
|
int vertexBufferIndex = 0;
|
|
int indexBufferIndex = 0;
|
|
|
|
// Fill the IB and VB for the penumbra area.
|
|
for (int i = 0; i < newPenumbraLength; i++) {
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x, newPenumbra[i].y,
|
|
PENUMBRA_ALPHA);
|
|
}
|
|
// Since the umbra can be a faked one when the occluder is too high, the umbra should be lighter
|
|
// in this case.
|
|
float scaledUmbraAlpha = UMBRA_ALPHA * shadowStrengthScale;
|
|
|
|
for (int i = 0; i < umbraLength; i++) {
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y,
|
|
scaledUmbraAlpha);
|
|
}
|
|
|
|
for (int i = 0; i < verticesPairIndex; i++) {
|
|
indexBuffer[indexBufferIndex++] = verticesPair[i].outerIndex;
|
|
// All umbra index need to be offseted by newPenumbraSize.
|
|
indexBuffer[indexBufferIndex++] = verticesPair[i].innerIndex + newPenumbraLength;
|
|
}
|
|
indexBuffer[indexBufferIndex++] = verticesPair[0].outerIndex;
|
|
indexBuffer[indexBufferIndex++] = verticesPair[0].innerIndex + newPenumbraLength;
|
|
|
|
// Now fill the IB and VB for the umbra area.
|
|
// First duplicated the index from previous strip and the first one for the
|
|
// degenerated triangles.
|
|
indexBuffer[indexBufferIndex] = indexBuffer[indexBufferIndex - 1];
|
|
indexBufferIndex++;
|
|
indexBuffer[indexBufferIndex++] = newPenumbraLength + 0;
|
|
// Save the first VB index for umbra area in order to close the loop.
|
|
int savedStartIndex = vertexBufferIndex;
|
|
|
|
if (hasOccludedUmbraArea) {
|
|
// Precompute all the polygon's vector, and the reference cross product,
|
|
// in order to find the right polygon edge for the ray to intersect.
|
|
Vector2 polyToCentroid[polyLength];
|
|
bool isPositiveCross = genPolyToCentroid(poly2d, polyLength, centroid, polyToCentroid);
|
|
|
|
// Because both the umbra and polygon are going in the same direction,
|
|
// we can save the previous polygon index to make sure we have less polygon
|
|
// vertex to compute for each ray.
|
|
int previousPolyIndex = 0;
|
|
for (int i = 0; i < umbraLength; i++) {
|
|
// Shoot a ray from centroid to each umbra vertices and pick the one with
|
|
// shorter distance to the centroid, b/t the umbra vertex or the intersection point.
|
|
Vector2 closerVertex =
|
|
getCloserVertex(umbra[i], centroid, poly2d, polyLength, polyToCentroid,
|
|
isPositiveCross, previousPolyIndex);
|
|
|
|
// We already stored the umbra vertices, just need to add the occlued umbra's ones.
|
|
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
|
|
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], closerVertex.x, closerVertex.y,
|
|
scaledUmbraAlpha);
|
|
}
|
|
} else {
|
|
// If there is no occluded umbra at all, then draw the triangle fan
|
|
// starting from the centroid to all umbra vertices.
|
|
int lastCentroidIndex = vertexBufferIndex;
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x, centroid.y,
|
|
scaledUmbraAlpha);
|
|
for (int i = 0; i < umbraLength; i++) {
|
|
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
|
|
indexBuffer[indexBufferIndex++] = lastCentroidIndex;
|
|
}
|
|
}
|
|
// Closing the umbra area triangle's loop here.
|
|
indexBuffer[indexBufferIndex++] = newPenumbraLength;
|
|
indexBuffer[indexBufferIndex++] = savedStartIndex;
|
|
|
|
// At the end, update the real index and vertex buffer size.
|
|
shadowTriangleStrip.updateVertexCount(vertexBufferIndex);
|
|
shadowTriangleStrip.updateIndexCount(indexBufferIndex);
|
|
ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Spot Vertex Buffer");
|
|
ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Spot Index Buffer");
|
|
|
|
shadowTriangleStrip.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices);
|
|
shadowTriangleStrip.computeBounds<AlphaVertex>();
|
|
}
|
|
|
|
#if DEBUG_SHADOW
|
|
|
|
#define TEST_POINT_NUMBER 128
|
|
/**
|
|
* Calculate the bounds for generating random test points.
|
|
*/
|
|
void SpotShadow::updateBound(const Vector2 inVector, Vector2& lowerBound, Vector2& upperBound) {
|
|
if (inVector.x < lowerBound.x) {
|
|
lowerBound.x = inVector.x;
|
|
}
|
|
|
|
if (inVector.y < lowerBound.y) {
|
|
lowerBound.y = inVector.y;
|
|
}
|
|
|
|
if (inVector.x > upperBound.x) {
|
|
upperBound.x = inVector.x;
|
|
}
|
|
|
|
if (inVector.y > upperBound.y) {
|
|
upperBound.y = inVector.y;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* For debug purpose, when things go wrong, dump the whole polygon data.
|
|
*/
|
|
void SpotShadow::dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) {
|
|
for (int i = 0; i < polyLength; i++) {
|
|
ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* For debug purpose, when things go wrong, dump the whole polygon data.
|
|
*/
|
|
void SpotShadow::dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) {
|
|
for (int i = 0; i < polyLength; i++) {
|
|
ALOGD("polygon %s i %d x %f y %f z %f", polyName, i, poly[i].x, poly[i].y, poly[i].z);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Test whether the polygon is convex.
|
|
*/
|
|
bool SpotShadow::testConvex(const Vector2* polygon, int polygonLength, const char* name) {
|
|
bool isConvex = true;
|
|
for (int i = 0; i < polygonLength; i++) {
|
|
Vector2 start = polygon[i];
|
|
Vector2 middle = polygon[(i + 1) % polygonLength];
|
|
Vector2 end = polygon[(i + 2) % polygonLength];
|
|
|
|
float delta = (float(middle.x) - start.x) * (float(end.y) - start.y) -
|
|
(float(middle.y) - start.y) * (float(end.x) - start.x);
|
|
bool isCCWOrCoLinear = (delta >= EPSILON);
|
|
|
|
if (isCCWOrCoLinear) {
|
|
ALOGW("(Error Type 2): polygon (%s) is not a convex b/c start (x %f, y %f),"
|
|
"middle (x %f, y %f) and end (x %f, y %f) , delta is %f !!!",
|
|
name, start.x, start.y, middle.x, middle.y, end.x, end.y, delta);
|
|
isConvex = false;
|
|
break;
|
|
}
|
|
}
|
|
return isConvex;
|
|
}
|
|
|
|
/**
|
|
* Test whether or not the polygon (intersection) is within the 2 input polygons.
|
|
* Using Marte Carlo method, we generate a random point, and if it is inside the
|
|
* intersection, then it must be inside both source polygons.
|
|
*/
|
|
void SpotShadow::testIntersection(const Vector2* poly1, int poly1Length, const Vector2* poly2,
|
|
int poly2Length, const Vector2* intersection,
|
|
int intersectionLength) {
|
|
// Find the min and max of x and y.
|
|
Vector2 lowerBound = {FLT_MAX, FLT_MAX};
|
|
Vector2 upperBound = {-FLT_MAX, -FLT_MAX};
|
|
for (int i = 0; i < poly1Length; i++) {
|
|
updateBound(poly1[i], lowerBound, upperBound);
|
|
}
|
|
for (int i = 0; i < poly2Length; i++) {
|
|
updateBound(poly2[i], lowerBound, upperBound);
|
|
}
|
|
|
|
bool dumpPoly = false;
|
|
for (int k = 0; k < TEST_POINT_NUMBER; k++) {
|
|
// Generate a random point between minX, minY and maxX, maxY.
|
|
float randomX = rand() / float(RAND_MAX);
|
|
float randomY = rand() / float(RAND_MAX);
|
|
|
|
Vector2 testPoint;
|
|
testPoint.x = lowerBound.x + randomX * (upperBound.x - lowerBound.x);
|
|
testPoint.y = lowerBound.y + randomY * (upperBound.y - lowerBound.y);
|
|
|
|
// If the random point is in both poly 1 and 2, then it must be intersection.
|
|
if (testPointInsidePolygon(testPoint, intersection, intersectionLength)) {
|
|
if (!testPointInsidePolygon(testPoint, poly1, poly1Length)) {
|
|
dumpPoly = true;
|
|
ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
|
|
" not in the poly1",
|
|
testPoint.x, testPoint.y);
|
|
}
|
|
|
|
if (!testPointInsidePolygon(testPoint, poly2, poly2Length)) {
|
|
dumpPoly = true;
|
|
ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
|
|
" not in the poly2",
|
|
testPoint.x, testPoint.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dumpPoly) {
|
|
dumpPolygon(intersection, intersectionLength, "intersection");
|
|
for (int i = 1; i < intersectionLength; i++) {
|
|
Vector2 delta = intersection[i] - intersection[i - 1];
|
|
ALOGD("Intersetion i, %d Vs i-1 is delta %f", i, delta.lengthSquared());
|
|
}
|
|
|
|
dumpPolygon(poly1, poly1Length, "poly 1");
|
|
dumpPolygon(poly2, poly2Length, "poly 2");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|