af6f7ed8dd
All the computations are estimated using bounding box. TODO: Spot shadow could have more accurate but also more expensive methods, we need more experiments to decide. Change-Id: I9c10c419576cee55daf0f9f278b0db78cb847447
174 lines
5.8 KiB
C++
174 lines
5.8 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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#define ATRACE_TAG ATRACE_TAG_VIEW
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#include <math.h>
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#include <utils/Log.h>
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#include <utils/Trace.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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VertexBufferMode ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
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const Vector3* casterPolygon, int casterVertexCount,
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const Vector3& centroid3d, const Rect& casterBounds,
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const Rect& localClip, 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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const float heightFactor = 1.0f / 128;
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const float geomFactor = 64;
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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 kVertexBufferMode_OnePolyRingShadow;
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}
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return AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
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casterVertexCount, centroid3d, heightFactor, geomFactor,
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shadowVertexBuffer);
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}
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VertexBufferMode ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
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const Vector3* casterPolygon, int casterVertexCount,
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const Vector3& lightPosScale, const mat4& receiverTransform,
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int screenWidth, int screenHeight, const Rect& casterBounds,
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const Rect& localClip, 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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int maximal = max(screenWidth, screenHeight);
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Vector3 lightCenter(screenWidth * lightPosScale.x, screenHeight * lightPosScale.y,
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maximal * lightPosScale.z);
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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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// 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(lightCenter);
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const float lightSize = maximal / 4;
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const int lightVertexCount = 8;
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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(lightCenter.x - lightSize, lightCenter.y - lightSize,
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lightCenter.x + lightSize, lightCenter.y + lightSize);
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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 kVertexBufferMode_OnePolyRingShadow;
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}
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VertexBufferMode mode = SpotShadow::createSpotShadow(isCasterOpaque,
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casterPolygon, casterVertexCount, lightCenter, lightSize,
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lightVertexCount, 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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return mode;
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}
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void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) {
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int currentIndex = 0;
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const int rays = SHADOW_RAY_COUNT;
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// For the penumbra area.
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for (int layer = 0; layer < 2; layer ++) {
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int baseIndex = layer * rays;
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for (int i = 0; i < rays; i++) {
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shadowIndices[currentIndex++] = i + baseIndex;
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shadowIndices[currentIndex++] = rays + i + baseIndex;
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}
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// To close the loop, back to the ray 0.
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shadowIndices[currentIndex++] = 0 + baseIndex;
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// Note this is the same as the first index of next layer loop.
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shadowIndices[currentIndex++] = rays + baseIndex;
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}
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#if DEBUG_SHADOW
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if (currentIndex != MAX_SHADOW_INDEX_COUNT) {
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ALOGW("vertex index count is wrong. current %d, expected %d",
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currentIndex, MAX_SHADOW_INDEX_COUNT);
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}
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for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) {
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ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]);
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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(sumx / (3 * area), 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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}; // namespace uirenderer
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}; // namespace android
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