Fixes the simplifying assumption that shadow casters were always rectangular. Java side APIs + plumbing to pass down correct shapes still need to be added. Change-Id: Ic4fee90af15679951a44bb5cc6ae454b98c4c194
79 lines
2.8 KiB
C++
79 lines
2.8 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 "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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void ShadowTessellator::tessellateAmbientShadow(const Vector3* casterPolygon, int casterVertexCount,
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VertexBuffer& shadowVertexBuffer) {
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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(casterPolygon, casterVertexCount, rays, layers, strength,
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heightFactor, geomFactor, shadowVertexBuffer);
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}
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void ShadowTessellator::tessellateSpotShadow(const Vector3* casterPolygon, int casterVertexCount,
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const Vector3& lightPosScale, const mat4& receiverTransform,
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int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer) {
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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 * 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 = 16;
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SpotShadow::createSpotShadow(casterPolygon, casterVertexCount, 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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