| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 1 | /* | 
|  | 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" | 
|  | 18 |  | 
|  | 19 | #include <math.h> | 
|  | 20 | #include <utils/Log.h> | 
| Chris Craik | 564acf7 | 2014-01-02 16:46:18 -0800 | [diff] [blame] | 21 | #include <utils/Vector.h> | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 22 |  | 
|  | 23 | #include "AmbientShadow.h" | 
| ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 24 | #include "ShadowTessellator.h" | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 25 | #include "Vertex.h" | 
|  | 26 |  | 
|  | 27 | namespace android { | 
|  | 28 | namespace uirenderer { | 
|  | 29 |  | 
|  | 30 | /** | 
|  | 31 | * Calculate the shadows as a triangle strips while alpha value as the | 
|  | 32 | * shadow values. | 
|  | 33 | * | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 34 | * @param isCasterOpaque Whether the caster is opaque. | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 35 | * @param vertices The shadow caster's polygon, which is represented in a Vector3 | 
|  | 36 | *                  array. | 
|  | 37 | * @param vertexCount The length of caster's polygon in terms of number of | 
|  | 38 | *                    vertices. | 
| ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 39 | * @param centroid3d The centroid of the shadow caster. | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 40 | * @param heightFactor The factor showing the higher the object, the lighter the | 
|  | 41 | *                     shadow. | 
|  | 42 | * @param geomFactor The factor scaling the geometry expansion along the normal. | 
|  | 43 | * | 
|  | 44 | * @param shadowVertexBuffer Return an floating point array of (x, y, a) | 
|  | 45 | *               triangle strips mode. | 
|  | 46 | */ | 
| Chris Craik | 05f3d6e | 2014-06-02 16:27:04 -0700 | [diff] [blame] | 47 | void AmbientShadow::createAmbientShadow(bool isCasterOpaque, | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 48 | const Vector3* vertices, int vertexCount, const Vector3& centroid3d, | 
|  | 49 | float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) { | 
| ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 50 | const int rays = SHADOW_RAY_COUNT; | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 51 | // Validate the inputs. | 
| Chris Craik | 726118b | 2014-03-07 18:27:49 -0800 | [diff] [blame] | 52 | if (vertexCount < 3 || heightFactor <= 0 || rays <= 0 | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 53 | || geomFactor <= 0) { | 
|  | 54 | #if DEBUG_SHADOW | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 55 | ALOGW("Invalid input for createAmbientShadow(), early return!"); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 56 | #endif | 
| Chris Craik | 05f3d6e | 2014-06-02 16:27:04 -0700 | [diff] [blame] | 57 | return; | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 58 | } | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 59 |  | 
| Chris Craik | 564acf7 | 2014-01-02 16:46:18 -0800 | [diff] [blame] | 60 | Vector<Vector2> dir; // TODO: use C++11 unique_ptr | 
|  | 61 | dir.setCapacity(rays); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 62 | float rayDist[rays]; | 
|  | 63 | float rayHeight[rays]; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 64 | calculateRayDirections(rays, vertices, vertexCount, centroid3d, dir.editArray()); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 65 |  | 
|  | 66 | // Calculate the length and height of the points along the edge. | 
|  | 67 | // | 
|  | 68 | // The math here is: | 
|  | 69 | // Intersect each ray (starting from the centroid) with the polygon. | 
|  | 70 | for (int i = 0; i < rays; i++) { | 
|  | 71 | int edgeIndex; | 
|  | 72 | float edgeFraction; | 
|  | 73 | float rayDistance; | 
| ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 74 | calculateIntersection(vertices, vertexCount, centroid3d, dir[i], edgeIndex, | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 75 | edgeFraction, rayDistance); | 
|  | 76 | rayDist[i] = rayDistance; | 
|  | 77 | if (edgeIndex < 0 || edgeIndex >= vertexCount) { | 
|  | 78 | #if DEBUG_SHADOW | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 79 | ALOGW("Invalid edgeIndex!"); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 80 | #endif | 
|  | 81 | edgeIndex = 0; | 
|  | 82 | } | 
|  | 83 | float h1 = vertices[edgeIndex].z; | 
|  | 84 | float h2 = vertices[((edgeIndex + 1) % vertexCount)].z; | 
|  | 85 | rayHeight[i] = h1 + edgeFraction * (h2 - h1); | 
|  | 86 | } | 
|  | 87 |  | 
|  | 88 | // The output buffer length basically is roughly rays * layers, but since we | 
|  | 89 | // need triangle strips, so we need to duplicate vertices to accomplish that. | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 90 | AlphaVertex* shadowVertices = | 
|  | 91 | shadowVertexBuffer.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 92 |  | 
|  | 93 | // Calculate the vertex of the shadows. | 
|  | 94 | // | 
|  | 95 | // The math here is: | 
|  | 96 | // Along the edges of the polygon, for each intersection point P (generated above), | 
|  | 97 | // calculate the normal N, which should be perpendicular to the edge of the | 
|  | 98 | // polygon (represented by the neighbor intersection points) . | 
|  | 99 | // Shadow's vertices will be generated as : P + N * scale. | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 100 | const Vector2 centroid2d = Vector2(centroid3d.x, centroid3d.y); | 
| Chris Craik | 726118b | 2014-03-07 18:27:49 -0800 | [diff] [blame] | 101 | for (int rayIndex = 0; rayIndex < rays; rayIndex++) { | 
|  | 102 | Vector2 normal(1.0f, 0.0f); | 
|  | 103 | calculateNormal(rays, rayIndex, dir.array(), rayDist, normal); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 104 |  | 
| Chris Craik | 726118b | 2014-03-07 18:27:49 -0800 | [diff] [blame] | 105 | // The vertex should be start from rayDist[i] then scale the | 
|  | 106 | // normalizeNormal! | 
|  | 107 | Vector2 intersection = dir[rayIndex] * rayDist[rayIndex] + | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 108 | centroid2d; | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 109 |  | 
| Chris Craik | 726118b | 2014-03-07 18:27:49 -0800 | [diff] [blame] | 110 | // outer ring of points, expanded based upon height of each ray intersection | 
|  | 111 | float expansionDist = rayHeight[rayIndex] * heightFactor * | 
|  | 112 | geomFactor; | 
|  | 113 | AlphaVertex::set(&shadowVertices[rayIndex], | 
|  | 114 | intersection.x + normal.x * expansionDist, | 
|  | 115 | intersection.y + normal.y * expansionDist, | 
|  | 116 | 0.0f); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 117 |  | 
| Chris Craik | 726118b | 2014-03-07 18:27:49 -0800 | [diff] [blame] | 118 | // inner ring of points | 
|  | 119 | float opacity = 1.0 / (1 + rayHeight[rayIndex] * heightFactor); | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 120 | AlphaVertex::set(&shadowVertices[rays + rayIndex], | 
| Chris Craik | 726118b | 2014-03-07 18:27:49 -0800 | [diff] [blame] | 121 | intersection.x, | 
|  | 122 | intersection.y, | 
|  | 123 | opacity); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 124 | } | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 125 |  | 
| Chris Craik | 9a89bc6 | 2014-07-23 17:21:25 -0700 | [diff] [blame^] | 126 | if (isCasterOpaque) { | 
|  | 127 | // skip inner ring, calc bounds over filled portion of buffer | 
|  | 128 | shadowVertexBuffer.computeBounds<AlphaVertex>(2 * rays); | 
|  | 129 | shadowVertexBuffer.setMode(VertexBuffer::kOnePolyRingShadow); | 
|  | 130 | } else { | 
|  | 131 | // If caster isn't opaque, we need to to fill the umbra by storing the umbra's | 
|  | 132 | // centroid in the innermost ring of vertices. | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 133 | float centroidAlpha = 1.0 / (1 + centroid3d.z * heightFactor); | 
|  | 134 | AlphaVertex centroidXYA; | 
|  | 135 | AlphaVertex::set(¢roidXYA, centroid2d.x, centroid2d.y, centroidAlpha); | 
|  | 136 | for (int rayIndex = 0; rayIndex < rays; rayIndex++) { | 
|  | 137 | shadowVertices[2 * rays + rayIndex] = centroidXYA; | 
|  | 138 | } | 
| Chris Craik | 9a89bc6 | 2014-07-23 17:21:25 -0700 | [diff] [blame^] | 139 | // calc bounds over entire buffer | 
|  | 140 | shadowVertexBuffer.computeBounds<AlphaVertex>(); | 
|  | 141 | shadowVertexBuffer.setMode(VertexBuffer::kTwoPolyRingShadow); | 
| ztenghui | 50ecf84 | 2014-03-11 16:52:30 -0700 | [diff] [blame] | 142 | } | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 143 |  | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 144 | #if DEBUG_SHADOW | 
| ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 145 | for (int i = 0; i < SHADOW_VERTEX_COUNT; i++) { | 
|  | 146 | ALOGD("ambient shadow value: i %d, (x:%f, y:%f, a:%f)", i, shadowVertices[i].x, | 
|  | 147 | shadowVertices[i].y, shadowVertices[i].alpha); | 
|  | 148 | } | 
|  | 149 | #endif | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 150 | } | 
|  | 151 |  | 
|  | 152 | /** | 
|  | 153 | * Generate an array of rays' direction vectors. | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 154 | * To make sure the vertices generated are clockwise, the directions are from PI | 
|  | 155 | * to -PI. | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 156 | * | 
|  | 157 | * @param rays The number of rays shooting out from the centroid. | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 158 | * @param vertices Vertices of the polygon. | 
|  | 159 | * @param vertexCount The number of vertices. | 
|  | 160 | * @param centroid3d The centroid of the polygon. | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 161 | * @param dir Return the array of ray vectors. | 
|  | 162 | */ | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 163 | void AmbientShadow::calculateRayDirections(const int rays, const Vector3* vertices, | 
|  | 164 | const int vertexCount, const Vector3& centroid3d, Vector2* dir) { | 
|  | 165 | // If we don't have enough rays, then fall back to the uniform distribution. | 
|  | 166 | if (vertexCount * 2 > rays) { | 
|  | 167 | float deltaAngle = 2 * M_PI / rays; | 
|  | 168 | for (int i = 0; i < rays; i++) { | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 169 | dir[i].x = cosf(M_PI - deltaAngle * i); | 
|  | 170 | dir[i].y = sinf(M_PI - deltaAngle * i); | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 171 | } | 
|  | 172 | return; | 
|  | 173 | } | 
|  | 174 |  | 
|  | 175 | // If we have enough rays, then we assign each vertices a ray, and distribute | 
|  | 176 | // the rest uniformly. | 
|  | 177 | float rayThetas[rays]; | 
|  | 178 |  | 
|  | 179 | const int uniformRayCount = rays - vertexCount; | 
|  | 180 | const float deltaAngle = 2 * M_PI / uniformRayCount; | 
|  | 181 |  | 
|  | 182 | // We have to generate all the vertices' theta anyway and we also need to | 
|  | 183 | // find the minimal, so let's precompute it first. | 
|  | 184 | // Since the incoming polygon is clockwise, we can find the dip to identify | 
|  | 185 | // the minimal theta. | 
|  | 186 | float polyThetas[vertexCount]; | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 187 | int maxPolyThetaIndex = 0; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 188 | for (int i = 0; i < vertexCount; i++) { | 
|  | 189 | polyThetas[i] = atan2(vertices[i].y - centroid3d.y, | 
|  | 190 | vertices[i].x - centroid3d.x); | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 191 | if (i > 0 && polyThetas[i] > polyThetas[i - 1]) { | 
|  | 192 | maxPolyThetaIndex = i; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 193 | } | 
|  | 194 | } | 
|  | 195 |  | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 196 | // Both poly's thetas and uniform thetas are in decrease order(clockwise) | 
|  | 197 | // from PI to -PI. | 
|  | 198 | int polyThetaIndex = maxPolyThetaIndex; | 
|  | 199 | float polyTheta = polyThetas[maxPolyThetaIndex]; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 200 | int uniformThetaIndex = 0; | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 201 | float uniformTheta = M_PI; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 202 | for (int i = 0; i < rays; i++) { | 
|  | 203 | // Compare both thetas and pick the smaller one and move on. | 
|  | 204 | bool hasThetaCollision = abs(polyTheta - uniformTheta) < MINIMAL_DELTA_THETA; | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 205 | if (polyTheta > uniformTheta || hasThetaCollision) { | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 206 | if (hasThetaCollision) { | 
|  | 207 | // Shift the uniformTheta to middle way between current polyTheta | 
|  | 208 | // and next uniform theta. The next uniform theta can wrap around | 
|  | 209 | // to exactly PI safely here. | 
|  | 210 | // Note that neither polyTheta nor uniformTheta can be FLT_MAX | 
|  | 211 | // due to the hasThetaCollision is true. | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 212 | uniformTheta = (polyTheta +  M_PI - deltaAngle * (uniformThetaIndex + 1)) / 2; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 213 | #if DEBUG_SHADOW | 
|  | 214 | ALOGD("Shifted uniformTheta to %f", uniformTheta); | 
|  | 215 | #endif | 
|  | 216 | } | 
|  | 217 | rayThetas[i] = polyTheta; | 
|  | 218 | polyThetaIndex = (polyThetaIndex + 1) % vertexCount; | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 219 | if (polyThetaIndex != maxPolyThetaIndex) { | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 220 | polyTheta = polyThetas[polyThetaIndex]; | 
|  | 221 | } else { | 
|  | 222 | // out of poly points. | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 223 | polyTheta = - FLT_MAX; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 224 | } | 
|  | 225 | } else { | 
|  | 226 | rayThetas[i] = uniformTheta; | 
|  | 227 | uniformThetaIndex++; | 
|  | 228 | if (uniformThetaIndex < uniformRayCount) { | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 229 | uniformTheta = M_PI - deltaAngle * uniformThetaIndex; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 230 | } else { | 
|  | 231 | // out of uniform points. | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 232 | uniformTheta = - FLT_MAX; | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 233 | } | 
|  | 234 | } | 
|  | 235 | } | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 236 |  | 
|  | 237 | for (int i = 0; i < rays; i++) { | 
| ztenghui | 7940dc5 | 2014-04-22 11:21:49 -0700 | [diff] [blame] | 238 | #if DEBUG_SHADOW | 
|  | 239 | ALOGD("No. %d : %f", i, rayThetas[i] * 180 / M_PI); | 
|  | 240 | #endif | 
|  | 241 | // TODO: Fix the intersection precision problem and remvoe the delta added | 
|  | 242 | // here. | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 243 | dir[i].x = cosf(rayThetas[i] + MINIMAL_DELTA_THETA); | 
|  | 244 | dir[i].y = sinf(rayThetas[i] + MINIMAL_DELTA_THETA); | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 245 | } | 
|  | 246 | } | 
|  | 247 |  | 
|  | 248 | /** | 
|  | 249 | * Calculate the intersection of a ray hitting the polygon. | 
|  | 250 | * | 
|  | 251 | * @param vertices The shadow caster's polygon, which is represented in a | 
|  | 252 | *                 Vector3 array. | 
|  | 253 | * @param vertexCount The length of caster's polygon in terms of number of vertices. | 
|  | 254 | * @param start The starting point of the ray. | 
|  | 255 | * @param dir The direction vector of the ray. | 
|  | 256 | * | 
|  | 257 | * @param outEdgeIndex Return the index of the segment (or index of the starting | 
|  | 258 | *                     vertex) that ray intersect with. | 
|  | 259 | * @param outEdgeFraction Return the fraction offset from the segment starting | 
|  | 260 | *                        index. | 
|  | 261 | * @param outRayDist Return the ray distance from centroid to the intersection. | 
|  | 262 | */ | 
|  | 263 | void AmbientShadow::calculateIntersection(const Vector3* vertices, int vertexCount, | 
| ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 264 | const Vector3& start, const Vector2& dir, int& outEdgeIndex, | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 265 | float& outEdgeFraction, float& outRayDist) { | 
|  | 266 | float startX = start.x; | 
|  | 267 | float startY = start.y; | 
|  | 268 | float dirX = dir.x; | 
|  | 269 | float dirY = dir.y; | 
|  | 270 | // Start the search from the last edge from poly[len-1] to poly[0]. | 
|  | 271 | int p1 = vertexCount - 1; | 
|  | 272 |  | 
|  | 273 | for (int p2 = 0; p2 < vertexCount; p2++) { | 
|  | 274 | float p1x = vertices[p1].x; | 
|  | 275 | float p1y = vertices[p1].y; | 
|  | 276 | float p2x = vertices[p2].x; | 
|  | 277 | float p2y = vertices[p2].y; | 
|  | 278 |  | 
|  | 279 | // The math here is derived from: | 
|  | 280 | // f(t, v) = p1x * (1 - t) + p2x * t - (startX + dirX * v) = 0; | 
|  | 281 | // g(t, v) = p1y * (1 - t) + p2y * t - (startY + dirY * v) = 0; | 
|  | 282 | float div = (dirX * (p1y - p2y) + dirY * p2x - dirY * p1x); | 
|  | 283 | if (div != 0) { | 
|  | 284 | float t = (dirX * (p1y - startY) + dirY * startX - dirY * p1x) / (div); | 
|  | 285 | if (t > 0 && t <= 1) { | 
|  | 286 | float t2 = (p1x * (startY - p2y) | 
|  | 287 | + p2x * (p1y - startY) | 
|  | 288 | + startX * (p2y - p1y)) / div; | 
|  | 289 | if (t2 > 0) { | 
|  | 290 | outEdgeIndex = p1; | 
|  | 291 | outRayDist = t2; | 
|  | 292 | outEdgeFraction = t; | 
|  | 293 | return; | 
|  | 294 | } | 
|  | 295 | } | 
|  | 296 | } | 
|  | 297 | p1 = p2; | 
|  | 298 | } | 
|  | 299 | return; | 
|  | 300 | }; | 
|  | 301 |  | 
|  | 302 | /** | 
|  | 303 | * Calculate the normal at the intersection point between a ray and the polygon. | 
|  | 304 | * | 
|  | 305 | * @param rays The total number of rays. | 
|  | 306 | * @param currentRayIndex The index of the ray which the normal is based on. | 
|  | 307 | * @param dir The array of the all the rays directions. | 
|  | 308 | * @param rayDist The pre-computed ray distances array. | 
|  | 309 | * | 
|  | 310 | * @param normal Return the normal. | 
|  | 311 | */ | 
|  | 312 | void AmbientShadow::calculateNormal(int rays, int currentRayIndex, | 
|  | 313 | const Vector2* dir, const float* rayDist, Vector2& normal) { | 
|  | 314 | int preIndex = (currentRayIndex - 1 + rays) % rays; | 
|  | 315 | int postIndex = (currentRayIndex + 1) % rays; | 
|  | 316 | Vector2 p1 = dir[preIndex] * rayDist[preIndex]; | 
|  | 317 | Vector2 p2 = dir[postIndex] * rayDist[postIndex]; | 
|  | 318 |  | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 319 | // Now the rays are going CW around the poly. | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 320 | Vector2 delta = p2 - p1; | 
|  | 321 | if (delta.length() != 0) { | 
|  | 322 | delta.normalize(); | 
| ztenghui | 2e023f3 | 2014-04-28 16:43:13 -0700 | [diff] [blame] | 323 | // Calculate the normal , which is CCW 90 rotate to the delta. | 
|  | 324 | normal.x = - delta.y; | 
| ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 325 | normal.y = delta.x; | 
|  | 326 | } | 
|  | 327 | } | 
|  | 328 |  | 
|  | 329 | }; // namespace uirenderer | 
|  | 330 | }; // namespace android |