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ztenghui55bfb4e2013-12-03 10:38:55 -08001/*
2 * Copyright (C) 2013 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
Chris Craik87f9df82014-03-07 14:34:42 -080018#define ATRACE_TAG ATRACE_TAG_VIEW
ztenghui55bfb4e2013-12-03 10:38:55 -080019
20#include <math.h>
21#include <utils/Log.h>
Chris Craik87f9df82014-03-07 14:34:42 -080022#include <utils/Trace.h>
ztenghui55bfb4e2013-12-03 10:38:55 -080023
24#include "AmbientShadow.h"
Chris Craikf5be3ca2014-04-30 18:20:03 -070025#include "Caches.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080026#include "ShadowTessellator.h"
ztenghui7b4516e2014-01-07 10:42:55 -080027#include "SpotShadow.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080028
29namespace android {
30namespace uirenderer {
31
ztenghui7b4516e2014-01-07 10:42:55 -080032template<typename T>
33static inline T max(T a, T b) {
34 return a > b ? a : b;
35}
36
Chris Craik05f3d6e2014-06-02 16:27:04 -070037void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
ztenghui50ecf842014-03-11 16:52:30 -070038 const Vector3* casterPolygon, int casterVertexCount,
ztenghuiaf6f7ed2014-03-18 17:25:49 -070039 const Vector3& centroid3d, const Rect& casterBounds,
40 const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
Chris Craik87f9df82014-03-07 14:34:42 -080041 ATRACE_CALL();
42
ztenghui55bfb4e2013-12-03 10:38:55 -080043 // A bunch of parameters to tweak the shadow.
44 // TODO: Allow some of these changable by debug settings or APIs.
Chris Craikf5be3ca2014-04-30 18:20:03 -070045 float heightFactor = 1.0f / 128;
ztenghui7b4516e2014-01-07 10:42:55 -080046 const float geomFactor = 64;
ztenghui55bfb4e2013-12-03 10:38:55 -080047
Chris Craikf5be3ca2014-04-30 18:20:03 -070048 Caches& caches = Caches::getInstance();
49 if (CC_UNLIKELY(caches.propertyAmbientRatio > 0.0f)) {
50 heightFactor *= caches.propertyAmbientRatio;
51 }
52
ztenghuiaf6f7ed2014-03-18 17:25:49 -070053 Rect ambientShadowBounds(casterBounds);
54 ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
55
56 if (!localClip.intersects(ambientShadowBounds)) {
57#if DEBUG_SHADOW
58 ALOGD("Ambient shadow is out of clip rect!");
59#endif
Chris Craik05f3d6e2014-06-02 16:27:04 -070060 return;
ztenghuiaf6f7ed2014-03-18 17:25:49 -070061 }
62
Chris Craik05f3d6e2014-06-02 16:27:04 -070063 AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
ztenghui50ecf842014-03-11 16:52:30 -070064 casterVertexCount, centroid3d, heightFactor, geomFactor,
65 shadowVertexBuffer);
ztenghui55bfb4e2013-12-03 10:38:55 -080066}
67
Chris Craik05f3d6e2014-06-02 16:27:04 -070068void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
ztenghui50ecf842014-03-11 16:52:30 -070069 const Vector3* casterPolygon, int casterVertexCount,
Chris Craik797b95b2014-05-20 18:10:25 -070070 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
71 const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
Chris Craik87f9df82014-03-07 14:34:42 -080072 ATRACE_CALL();
73
Chris Craikf5be3ca2014-04-30 18:20:03 -070074 Caches& caches = Caches::getInstance();
75
Chris Craik797b95b2014-05-20 18:10:25 -070076 Vector3 adjustedLightCenter(lightCenter);
Chris Craikf5be3ca2014-04-30 18:20:03 -070077 if (CC_UNLIKELY(caches.propertyLightPosY > 0)) {
Chris Craik797b95b2014-05-20 18:10:25 -070078 adjustedLightCenter.y = - caches.propertyLightPosY; // negated since this shifts up
Chris Craikf5be3ca2014-04-30 18:20:03 -070079 }
80 if (CC_UNLIKELY(caches.propertyLightPosZ > 0)) {
Chris Craik797b95b2014-05-20 18:10:25 -070081 adjustedLightCenter.z = caches.propertyLightPosZ;
Chris Craikf5be3ca2014-04-30 18:20:03 -070082 }
83
ztenghui7b4516e2014-01-07 10:42:55 -080084#if DEBUG_SHADOW
Chris Craik797b95b2014-05-20 18:10:25 -070085 ALOGD("light center %f %f %f",
86 adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
ztenghui7b4516e2014-01-07 10:42:55 -080087#endif
Chris Craik3197cde2014-01-16 14:03:39 -080088
89 // light position (because it's in local space) needs to compensate for receiver transform
90 // TODO: should apply to light orientation, not just position
91 Matrix4 reverseReceiverTransform;
92 reverseReceiverTransform.loadInverse(receiverTransform);
Chris Craik797b95b2014-05-20 18:10:25 -070093 reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
Chris Craik3197cde2014-01-16 14:03:39 -080094
Chris Craik726118b2014-03-07 18:27:49 -080095 const int lightVertexCount = 8;
Chris Craikf5be3ca2014-04-30 18:20:03 -070096 if (CC_UNLIKELY(caches.propertyLightDiameter > 0)) {
Chris Craik797b95b2014-05-20 18:10:25 -070097 lightRadius = caches.propertyLightDiameter;
Chris Craikf5be3ca2014-04-30 18:20:03 -070098 }
99
ztenghuiaf6f7ed2014-03-18 17:25:49 -0700100 // Now light and caster are both in local space, we will check whether
101 // the shadow is within the clip area.
Chris Craik797b95b2014-05-20 18:10:25 -0700102 Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
103 adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
ztenghuiaf6f7ed2014-03-18 17:25:49 -0700104 lightRect.unionWith(localClip);
105 if (!lightRect.intersects(casterBounds)) {
106#if DEBUG_SHADOW
107 ALOGD("Spot shadow is out of clip rect!");
108#endif
Chris Craik05f3d6e2014-06-02 16:27:04 -0700109 return;
ztenghuiaf6f7ed2014-03-18 17:25:49 -0700110 }
111
Chris Craik05f3d6e2014-06-02 16:27:04 -0700112 SpotShadow::createSpotShadow(isCasterOpaque,
Chris Craik797b95b2014-05-20 18:10:25 -0700113 casterPolygon, casterVertexCount, adjustedLightCenter, lightRadius,
ztenghui50ecf842014-03-11 16:52:30 -0700114 lightVertexCount, shadowVertexBuffer);
ztenghui50ecf842014-03-11 16:52:30 -0700115#if DEBUG_SHADOW
116 if(shadowVertexBuffer.getVertexCount() <= 0) {
117 ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
118 }
119#endif
ztenghui7b4516e2014-01-07 10:42:55 -0800120}
ztenghui63d41ab2014-02-14 13:13:41 -0800121
122void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) {
123 int currentIndex = 0;
ztenghui63d41ab2014-02-14 13:13:41 -0800124 const int rays = SHADOW_RAY_COUNT;
125 // For the penumbra area.
ztenghui50ecf842014-03-11 16:52:30 -0700126 for (int layer = 0; layer < 2; layer ++) {
127 int baseIndex = layer * rays;
128 for (int i = 0; i < rays; i++) {
129 shadowIndices[currentIndex++] = i + baseIndex;
130 shadowIndices[currentIndex++] = rays + i + baseIndex;
131 }
132 // To close the loop, back to the ray 0.
133 shadowIndices[currentIndex++] = 0 + baseIndex;
134 // Note this is the same as the first index of next layer loop.
135 shadowIndices[currentIndex++] = rays + baseIndex;
ztenghui63d41ab2014-02-14 13:13:41 -0800136 }
ztenghui63d41ab2014-02-14 13:13:41 -0800137
138#if DEBUG_SHADOW
ztenghui50ecf842014-03-11 16:52:30 -0700139 if (currentIndex != MAX_SHADOW_INDEX_COUNT) {
140 ALOGW("vertex index count is wrong. current %d, expected %d",
141 currentIndex, MAX_SHADOW_INDEX_COUNT);
ztenghui63d41ab2014-02-14 13:13:41 -0800142 }
ztenghui50ecf842014-03-11 16:52:30 -0700143 for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) {
ztenghui63d41ab2014-02-14 13:13:41 -0800144 ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]);
145 }
146#endif
147}
148
149/**
150 * Calculate the centroid of a 2d polygon.
151 *
152 * @param poly The polygon, which is represented in a Vector2 array.
153 * @param polyLength The length of the polygon in terms of number of vertices.
154 * @return the centroid of the polygon.
155 */
156Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
157 double sumx = 0;
158 double sumy = 0;
159 int p1 = polyLength - 1;
160 double area = 0;
161 for (int p2 = 0; p2 < polyLength; p2++) {
162 double x1 = poly[p1].x;
163 double y1 = poly[p1].y;
164 double x2 = poly[p2].x;
165 double y2 = poly[p2].y;
166 double a = (x1 * y2 - x2 * y1);
167 sumx += (x1 + x2) * a;
168 sumy += (y1 + y2) * a;
169 area += a;
170 p1 = p2;
171 }
172
173 Vector2 centroid = poly[0];
174 if (area != 0) {
John Reck1aa5d2d2014-07-24 13:38:28 -0700175 centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
176 static_cast<float>(sumy / (3 * area))};
ztenghui63d41ab2014-02-14 13:13:41 -0800177 } else {
ztenghui50ecf842014-03-11 16:52:30 -0700178 ALOGW("Area is 0 while computing centroid!");
ztenghui63d41ab2014-02-14 13:13:41 -0800179 }
180 return centroid;
181}
182
ztenghui2e023f32014-04-28 16:43:13 -0700183/**
184 * Test whether the polygon is order in clockwise.
185 *
186 * @param polygon the polygon as a Vector2 array
187 * @param len the number of points of the polygon
188 */
189bool ShadowTessellator::isClockwise(const Vector2* polygon, int len) {
ztenghuif11310f2014-05-14 13:48:27 -0700190 if (len < 2 || polygon == NULL) {
ztenghuif11310f2014-05-14 13:48:27 -0700191 return true;
192 }
ztenghui2e023f32014-04-28 16:43:13 -0700193 double sum = 0;
194 double p1x = polygon[len - 1].x;
195 double p1y = polygon[len - 1].y;
196 for (int i = 0; i < len; i++) {
197
198 double p2x = polygon[i].x;
199 double p2y = polygon[i].y;
200 sum += p1x * p2y - p2x * p1y;
201 p1x = p2x;
202 p1y = p2y;
203 }
204 return sum < 0;
205}
206
207bool ShadowTessellator::isClockwisePath(const SkPath& path) {
208 SkPath::Iter iter(path, false);
209 SkPoint pts[4];
210 SkPath::Verb v;
211
212 Vector<Vector2> arrayForDirection;
213 while (SkPath::kDone_Verb != (v = iter.next(pts))) {
214 switch (v) {
215 case SkPath::kMove_Verb:
John Reck1aa5d2d2014-07-24 13:38:28 -0700216 arrayForDirection.add((Vector2){pts[0].x(), pts[0].y()});
ztenghui2e023f32014-04-28 16:43:13 -0700217 break;
218 case SkPath::kLine_Verb:
John Reck1aa5d2d2014-07-24 13:38:28 -0700219 arrayForDirection.add((Vector2){pts[1].x(), pts[1].y()});
ztenghui2e023f32014-04-28 16:43:13 -0700220 break;
221 case SkPath::kQuad_Verb:
John Reck1aa5d2d2014-07-24 13:38:28 -0700222 arrayForDirection.add((Vector2){pts[1].x(), pts[1].y()});
223 arrayForDirection.add((Vector2){pts[2].x(), pts[2].y()});
ztenghui2e023f32014-04-28 16:43:13 -0700224 break;
225 case SkPath::kCubic_Verb:
John Reck1aa5d2d2014-07-24 13:38:28 -0700226 arrayForDirection.add((Vector2){pts[1].x(), pts[1].y()});
227 arrayForDirection.add((Vector2){pts[2].x(), pts[2].y()});
228 arrayForDirection.add((Vector2){pts[3].x(), pts[3].y()});
ztenghui2e023f32014-04-28 16:43:13 -0700229 break;
230 default:
231 break;
232 }
233 }
234
235 return isClockwise(arrayForDirection.array(), arrayForDirection.size());
236}
237
238void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
239 int n = len / 2;
240 for (int i = 0; i < n; i++) {
241 Vertex tmp = polygon[i];
242 int k = len - 1 - i;
243 polygon[i] = polygon[k];
244 polygon[k] = tmp;
245 }
246}
247
ztenghui55bfb4e2013-12-03 10:38:55 -0800248}; // namespace uirenderer
249}; // namespace android