| /* |
| * 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. |
| */ |
| |
| #define LOG_TAG "OpenGLRenderer" |
| #define ATRACE_TAG ATRACE_TAG_VIEW |
| |
| #include <math.h> |
| #include <utils/Log.h> |
| #include <utils/Trace.h> |
| |
| #include "AmbientShadow.h" |
| #include "ShadowTessellator.h" |
| #include "SpotShadow.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| template<typename T> |
| static inline T max(T a, T b) { |
| return a > b ? a : b; |
| } |
| |
| void ShadowTessellator::tessellateAmbientShadow(const Vector3* casterPolygon, |
| int casterVertexCount, const Vector3& centroid3d, |
| VertexBuffer& shadowVertexBuffer) { |
| ATRACE_CALL(); |
| |
| // A bunch of parameters to tweak the shadow. |
| // TODO: Allow some of these changable by debug settings or APIs. |
| const float heightFactor = 128; |
| const float geomFactor = 64; |
| |
| AmbientShadow::createAmbientShadow(casterPolygon, casterVertexCount, |
| centroid3d, heightFactor, geomFactor, shadowVertexBuffer); |
| |
| } |
| |
| void ShadowTessellator::tessellateSpotShadow(const Vector3* casterPolygon, int casterVertexCount, |
| const Vector3& lightPosScale, const mat4& receiverTransform, |
| int screenWidth, int screenHeight, VertexBuffer& shadowVertexBuffer) { |
| ATRACE_CALL(); |
| |
| // A bunch of parameters to tweak the shadow. |
| // TODO: Allow some of these changable by debug settings or APIs. |
| int maximal = max(screenWidth, screenHeight); |
| Vector3 lightCenter(screenWidth * lightPosScale.x, screenHeight * lightPosScale.y, |
| maximal * lightPosScale.z); |
| #if DEBUG_SHADOW |
| ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z); |
| #endif |
| |
| // 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(lightCenter); |
| |
| const float lightSize = maximal / 4; |
| const int lightVertexCount = 16; |
| |
| SpotShadow::createSpotShadow(casterPolygon, casterVertexCount, lightCenter, |
| lightSize, lightVertexCount, shadowVertexBuffer); |
| |
| } |
| |
| void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) { |
| int currentIndex = 0; |
| const int layers = SHADOW_LAYER_COUNT; |
| const int rays = SHADOW_RAY_COUNT; |
| // For the penumbra area. |
| for (int i = 0; i < layers; i++) { |
| for (int j = 0; j < rays; j++) { |
| shadowIndices[currentIndex++] = i * rays + j; |
| shadowIndices[currentIndex++] = (i + 1) * rays + j; |
| } |
| // To close the loop, back to the ray 0. |
| shadowIndices[currentIndex++] = i * rays; |
| shadowIndices[currentIndex++] = (i + 1) * rays; |
| } |
| uint16_t base = layers * rays; |
| uint16_t centroidIndex = (layers + 1) * rays; |
| // For the umbra area, using strips to simulate the fans. |
| for (int k = 0; k < rays; k++) { |
| shadowIndices[currentIndex++] = base + k; |
| shadowIndices[currentIndex++] = centroidIndex; |
| } |
| shadowIndices[currentIndex++] = base; |
| |
| #if DEBUG_SHADOW |
| if (currentIndex != SHADOW_INDEX_COUNT) { |
| ALOGE("vertex index count is wrong. current %d, expected %d", |
| currentIndex, SHADOW_INDEX_COUNT); |
| } |
| for (int i = 0; i < SHADOW_INDEX_COUNT; i++) { |
| ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]); |
| } |
| #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(sumx / (3 * area), sumy / (3 * area)); |
| } else { |
| ALOGE("Area is 0 while computing centroid!"); |
| } |
| return centroid; |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |