/* * Copyright (C) 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include <math.h> #include <utils/Log.h> #include <utils/Trace.h> #include <utils/MathUtils.h> #include "AmbientShadow.h" #include "Properties.h" #include "ShadowTessellator.h" #include "SpotShadow.h" #include "Vector.h" namespace android { namespace uirenderer { void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, const Vector3& centroid3d, const Rect& casterBounds, const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) { ATRACE_CALL(); // A bunch of parameters to tweak the shadow. // TODO: Allow some of these changable by debug settings or APIs. float heightFactor = 1.0f / 128; const float geomFactor = 64; if (CC_UNLIKELY(Properties::overrideAmbientRatio > 0.0f)) { heightFactor *= Properties::overrideAmbientRatio; } Rect ambientShadowBounds(casterBounds); ambientShadowBounds.outset(maxZ * geomFactor * heightFactor); if (!localClip.intersects(ambientShadowBounds)) { #if DEBUG_SHADOW ALOGD("Ambient shadow is out of clip rect!"); #endif return; } AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, heightFactor, geomFactor, shadowVertexBuffer); } void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid, const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius, const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) { ATRACE_CALL(); Vector3 adjustedLightCenter(lightCenter); if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) { adjustedLightCenter.y = - Properties::overrideLightPosY; // negated since this shifts up } if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) { adjustedLightCenter.z = Properties::overrideLightPosZ; } #if DEBUG_SHADOW ALOGD("light center %f %f %f %d", adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z, lightRadius); #endif if (isnan(adjustedLightCenter.x) || isnan(adjustedLightCenter.y) || isnan(adjustedLightCenter.z)) { return; } // light position (because it's in local space) needs to compensate for receiver transform // TODO: should apply to light orientation, not just position Matrix4 reverseReceiverTransform; reverseReceiverTransform.loadInverse(receiverTransform); reverseReceiverTransform.mapPoint3d(adjustedLightCenter); if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) { lightRadius = Properties::overrideLightRadius; } // Now light and caster are both in local space, we will check whether // the shadow is within the clip area. Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius, adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius); lightRect.unionWith(localClip); if (!lightRect.intersects(casterBounds)) { #if DEBUG_SHADOW ALOGD("Spot shadow is out of clip rect!"); #endif return; } SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius, casterPolygon, casterVertexCount, casterCentroid, shadowVertexBuffer); #if DEBUG_SHADOW if(shadowVertexBuffer.getVertexCount() <= 0) { ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount()); } #endif } /** * Calculate the centroid of a 2d polygon. * * @param poly The polygon, which is represented in a Vector2 array. * @param polyLength The length of the polygon in terms of number of vertices. * @return the centroid of the polygon. */ Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { double sumx = 0; double sumy = 0; int p1 = polyLength - 1; double area = 0; for (int p2 = 0; p2 < polyLength; p2++) { double x1 = poly[p1].x; double y1 = poly[p1].y; double x2 = poly[p2].x; double y2 = poly[p2].y; double a = (x1 * y2 - x2 * y1); sumx += (x1 + x2) * a; sumy += (y1 + y2) * a; area += a; p1 = p2; } Vector2 centroid = poly[0]; if (area != 0) { centroid = (Vector2){static_cast<float>(sumx / (3 * area)), static_cast<float>(sumy / (3 * area))}; } else { ALOGW("Area is 0 while computing centroid!"); } return centroid; } // Make sure p1 -> p2 is going CW around the poly. Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) { Vector2 result = p2 - p1; if (result.x != 0 || result.y != 0) { result.normalize(); // Calculate the normal , which is CCW 90 rotate to the delta. float tempy = result.y; result.y = result.x; result.x = -tempy; } return result; } int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2, float divisor) { // When there is no distance difference, there is no need for extra vertices. if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) { return 0; } // The formula is : // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI)) // The value ranges for each step are: // dot( ) --- [-1, 1] // acos( ) --- [0, M_PI] // floor(...) --- [0, EXTRA_VERTEX_PER_PI] float dotProduct = vector1.dot(vector2); // make sure that dotProduct value is in acsof input range [-1, 1] dotProduct = MathUtils::clamp(dotProduct, -1.0f, 1.0f); // TODO: Use look up table for the dotProduct to extraVerticesNumber // computation, if needed. float angle = acosf(dotProduct); return (int) floor(angle / divisor); } void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) { LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d", bufferName, used, total); } }; // namespace uirenderer }; // namespace android