blob: e8f1b9aaa03aa577a7abbd1caf9115f6372d9bd6 [file] [log] [blame]
ztenghui7b4516e2014-01-07 10:42:55 -08001/*
2 * Copyright (C) 2014 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
ztenghui512e6432014-09-10 13:08:20 -070019// The highest z value can't be higher than (CASTER_Z_CAP_RATIO * light.z)
ztenghuic50a03d2014-08-21 13:47:54 -070020#define CASTER_Z_CAP_RATIO 0.95f
ztenghui512e6432014-09-10 13:08:20 -070021
22// When there is no umbra, then just fake the umbra using
23// centroid * (1 - FAKE_UMBRA_SIZE_RATIO) + outline * FAKE_UMBRA_SIZE_RATIO
24#define FAKE_UMBRA_SIZE_RATIO 0.05f
25
26// When the polygon is about 90 vertices, the penumbra + umbra can reach 270 rays.
27// That is consider pretty fine tessllated polygon so far.
28// This is just to prevent using too much some memory when edge slicing is not
29// needed any more.
30#define FINE_TESSELLATED_POLYGON_RAY_NUMBER 270
31/**
32 * Extra vertices for the corner for smoother corner.
33 * Only for outer loop.
34 * Note that we use such extra memory to avoid an extra loop.
35 */
36// For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
37// Set to 1 if we don't want to have any.
38#define SPOT_EXTRA_CORNER_VERTEX_PER_PI 18
39
40// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
41// therefore, the maximum number of extra vertices will be twice bigger.
42#define SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * SPOT_EXTRA_CORNER_VERTEX_PER_PI)
43
44// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
45#define SPOT_CORNER_RADIANS_DIVISOR (M_PI / SPOT_EXTRA_CORNER_VERTEX_PER_PI)
46
ztenghui7b4516e2014-01-07 10:42:55 -080047
48#include <math.h>
ztenghuif5ca8b42014-01-27 15:53:28 -080049#include <stdlib.h>
ztenghui7b4516e2014-01-07 10:42:55 -080050#include <utils/Log.h>
51
ztenghui63d41ab2014-02-14 13:13:41 -080052#include "ShadowTessellator.h"
ztenghui7b4516e2014-01-07 10:42:55 -080053#include "SpotShadow.h"
54#include "Vertex.h"
ztenghuic50a03d2014-08-21 13:47:54 -070055#include "utils/MathUtils.h"
ztenghui7b4516e2014-01-07 10:42:55 -080056
ztenghuic50a03d2014-08-21 13:47:54 -070057// TODO: After we settle down the new algorithm, we can remove the old one and
58// its utility functions.
59// Right now, we still need to keep it for comparison purpose and future expansion.
ztenghui7b4516e2014-01-07 10:42:55 -080060namespace android {
61namespace uirenderer {
62
ztenghui9122b1b2014-10-03 11:21:11 -070063static const float EPSILON = 1e-7;
Chris Craik726118b2014-03-07 18:27:49 -080064
ztenghui7b4516e2014-01-07 10:42:55 -080065/**
ztenghuic50a03d2014-08-21 13:47:54 -070066 * For each polygon's vertex, the light center will project it to the receiver
67 * as one of the outline vertex.
68 * For each outline vertex, we need to store the position and normal.
69 * Normal here is defined against the edge by the current vertex and the next vertex.
70 */
71struct OutlineData {
72 Vector2 position;
73 Vector2 normal;
74 float radius;
75};
76
77/**
ztenghui512e6432014-09-10 13:08:20 -070078 * For each vertex, we need to keep track of its angle, whether it is penumbra or
79 * umbra, and its corresponding vertex index.
80 */
81struct SpotShadow::VertexAngleData {
82 // The angle to the vertex from the centroid.
83 float mAngle;
84 // True is the vertex comes from penumbra, otherwise it comes from umbra.
85 bool mIsPenumbra;
86 // The index of the vertex described by this data.
87 int mVertexIndex;
88 void set(float angle, bool isPenumbra, int index) {
89 mAngle = angle;
90 mIsPenumbra = isPenumbra;
91 mVertexIndex = index;
92 }
93};
94
95/**
Chris Craik726118b2014-03-07 18:27:49 -080096 * Calculate the angle between and x and a y coordinate.
97 * The atan2 range from -PI to PI.
ztenghui7b4516e2014-01-07 10:42:55 -080098 */
Chris Craikb79a3e32014-03-11 12:20:17 -070099static float angle(const Vector2& point, const Vector2& center) {
Chris Craik726118b2014-03-07 18:27:49 -0800100 return atan2(point.y - center.y, point.x - center.x);
101}
102
103/**
104 * Calculate the intersection of a ray with the line segment defined by two points.
105 *
106 * Returns a negative value in error conditions.
107
108 * @param rayOrigin The start of the ray
109 * @param dx The x vector of the ray
110 * @param dy The y vector of the ray
111 * @param p1 The first point defining the line segment
112 * @param p2 The second point defining the line segment
113 * @return The distance along the ray if it intersects with the line segment, negative if otherwise
114 */
Chris Craikb79a3e32014-03-11 12:20:17 -0700115static float rayIntersectPoints(const Vector2& rayOrigin, float dx, float dy,
Chris Craik726118b2014-03-07 18:27:49 -0800116 const Vector2& p1, const Vector2& p2) {
117 // The math below is derived from solving this formula, basically the
118 // intersection point should stay on both the ray and the edge of (p1, p2).
119 // solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]);
120
ztenghui9122b1b2014-10-03 11:21:11 -0700121 float divisor = (dx * (p1.y - p2.y) + dy * p2.x - dy * p1.x);
Chris Craik726118b2014-03-07 18:27:49 -0800122 if (divisor == 0) return -1.0f; // error, invalid divisor
123
124#if DEBUG_SHADOW
ztenghui9122b1b2014-10-03 11:21:11 -0700125 float interpVal = (dx * (p1.y - rayOrigin.y) + dy * rayOrigin.x - dy * p1.x) / divisor;
ztenghui99af9422014-03-14 14:35:54 -0700126 if (interpVal < 0 || interpVal > 1) {
127 ALOGW("rayIntersectPoints is hitting outside the segment %f", interpVal);
128 }
Chris Craik726118b2014-03-07 18:27:49 -0800129#endif
130
ztenghui9122b1b2014-10-03 11:21:11 -0700131 float distance = (p1.x * (rayOrigin.y - p2.y) + p2.x * (p1.y - rayOrigin.y) +
Chris Craik726118b2014-03-07 18:27:49 -0800132 rayOrigin.x * (p2.y - p1.y)) / divisor;
133
134 return distance; // may be negative in error cases
ztenghui7b4516e2014-01-07 10:42:55 -0800135}
136
137/**
ztenghui7b4516e2014-01-07 10:42:55 -0800138 * Sort points by their X coordinates
139 *
140 * @param points the points as a Vector2 array.
141 * @param pointsLength the number of vertices of the polygon.
142 */
143void SpotShadow::xsort(Vector2* points, int pointsLength) {
144 quicksortX(points, 0, pointsLength - 1);
145}
146
147/**
148 * compute the convex hull of a collection of Points
149 *
150 * @param points the points as a Vector2 array.
151 * @param pointsLength the number of vertices of the polygon.
152 * @param retPoly pre allocated array of floats to put the vertices
153 * @return the number of points in the polygon 0 if no intersection
154 */
155int SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) {
156 xsort(points, pointsLength);
157 int n = pointsLength;
158 Vector2 lUpper[n];
159 lUpper[0] = points[0];
160 lUpper[1] = points[1];
161
162 int lUpperSize = 2;
163
164 for (int i = 2; i < n; i++) {
165 lUpper[lUpperSize] = points[i];
166 lUpperSize++;
167
ztenghuif5ca8b42014-01-27 15:53:28 -0800168 while (lUpperSize > 2 && !ccw(
169 lUpper[lUpperSize - 3].x, lUpper[lUpperSize - 3].y,
170 lUpper[lUpperSize - 2].x, lUpper[lUpperSize - 2].y,
171 lUpper[lUpperSize - 1].x, lUpper[lUpperSize - 1].y)) {
ztenghui7b4516e2014-01-07 10:42:55 -0800172 // Remove the middle point of the three last
173 lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x;
174 lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y;
175 lUpperSize--;
176 }
177 }
178
179 Vector2 lLower[n];
180 lLower[0] = points[n - 1];
181 lLower[1] = points[n - 2];
182
183 int lLowerSize = 2;
184
185 for (int i = n - 3; i >= 0; i--) {
186 lLower[lLowerSize] = points[i];
187 lLowerSize++;
188
ztenghuif5ca8b42014-01-27 15:53:28 -0800189 while (lLowerSize > 2 && !ccw(
190 lLower[lLowerSize - 3].x, lLower[lLowerSize - 3].y,
191 lLower[lLowerSize - 2].x, lLower[lLowerSize - 2].y,
192 lLower[lLowerSize - 1].x, lLower[lLowerSize - 1].y)) {
ztenghui7b4516e2014-01-07 10:42:55 -0800193 // Remove the middle point of the three last
194 lLower[lLowerSize - 2] = lLower[lLowerSize - 1];
195 lLowerSize--;
196 }
197 }
ztenghui7b4516e2014-01-07 10:42:55 -0800198
Chris Craik726118b2014-03-07 18:27:49 -0800199 // output points in CW ordering
200 const int total = lUpperSize + lLowerSize - 2;
201 int outIndex = total - 1;
ztenghui7b4516e2014-01-07 10:42:55 -0800202 for (int i = 0; i < lUpperSize; i++) {
Chris Craik726118b2014-03-07 18:27:49 -0800203 retPoly[outIndex] = lUpper[i];
204 outIndex--;
ztenghui7b4516e2014-01-07 10:42:55 -0800205 }
206
207 for (int i = 1; i < lLowerSize - 1; i++) {
Chris Craik726118b2014-03-07 18:27:49 -0800208 retPoly[outIndex] = lLower[i];
209 outIndex--;
ztenghui7b4516e2014-01-07 10:42:55 -0800210 }
211 // TODO: Add test harness which verify that all the points are inside the hull.
Chris Craik726118b2014-03-07 18:27:49 -0800212 return total;
ztenghui7b4516e2014-01-07 10:42:55 -0800213}
214
215/**
ztenghuif5ca8b42014-01-27 15:53:28 -0800216 * Test whether the 3 points form a counter clockwise turn.
ztenghui7b4516e2014-01-07 10:42:55 -0800217 *
ztenghui7b4516e2014-01-07 10:42:55 -0800218 * @return true if a right hand turn
219 */
ztenghui9122b1b2014-10-03 11:21:11 -0700220bool SpotShadow::ccw(float ax, float ay, float bx, float by,
221 float cx, float cy) {
ztenghui7b4516e2014-01-07 10:42:55 -0800222 return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
223}
224
225/**
ztenghui7b4516e2014-01-07 10:42:55 -0800226 * Sort points about a center point
227 *
228 * @param poly The in and out polyogon as a Vector2 array.
229 * @param polyLength The number of vertices of the polygon.
230 * @param center the center ctr[0] = x , ctr[1] = y to sort around.
231 */
232void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) {
233 quicksortCirc(poly, 0, polyLength - 1, center);
234}
235
236/**
ztenghui7b4516e2014-01-07 10:42:55 -0800237 * Swap points pointed to by i and j
238 */
239void SpotShadow::swap(Vector2* points, int i, int j) {
240 Vector2 temp = points[i];
241 points[i] = points[j];
242 points[j] = temp;
243}
244
245/**
246 * quick sort implementation about the center.
247 */
248void SpotShadow::quicksortCirc(Vector2* points, int low, int high,
249 const Vector2& center) {
250 int i = low, j = high;
251 int p = low + (high - low) / 2;
252 float pivot = angle(points[p], center);
253 while (i <= j) {
Chris Craik726118b2014-03-07 18:27:49 -0800254 while (angle(points[i], center) > pivot) {
ztenghui7b4516e2014-01-07 10:42:55 -0800255 i++;
256 }
Chris Craik726118b2014-03-07 18:27:49 -0800257 while (angle(points[j], center) < pivot) {
ztenghui7b4516e2014-01-07 10:42:55 -0800258 j--;
259 }
260
261 if (i <= j) {
262 swap(points, i, j);
263 i++;
264 j--;
265 }
266 }
267 if (low < j) quicksortCirc(points, low, j, center);
268 if (i < high) quicksortCirc(points, i, high, center);
269}
270
271/**
272 * Sort points by x axis
273 *
274 * @param points points to sort
275 * @param low start index
276 * @param high end index
277 */
278void SpotShadow::quicksortX(Vector2* points, int low, int high) {
279 int i = low, j = high;
280 int p = low + (high - low) / 2;
281 float pivot = points[p].x;
282 while (i <= j) {
283 while (points[i].x < pivot) {
284 i++;
285 }
286 while (points[j].x > pivot) {
287 j--;
288 }
289
290 if (i <= j) {
291 swap(points, i, j);
292 i++;
293 j--;
294 }
295 }
296 if (low < j) quicksortX(points, low, j);
297 if (i < high) quicksortX(points, i, high);
298}
299
300/**
301 * Test whether a point is inside the polygon.
302 *
303 * @param testPoint the point to test
304 * @param poly the polygon
305 * @return true if the testPoint is inside the poly.
306 */
307bool SpotShadow::testPointInsidePolygon(const Vector2 testPoint,
308 const Vector2* poly, int len) {
309 bool c = false;
ztenghui9122b1b2014-10-03 11:21:11 -0700310 float testx = testPoint.x;
311 float testy = testPoint.y;
ztenghui7b4516e2014-01-07 10:42:55 -0800312 for (int i = 0, j = len - 1; i < len; j = i++) {
ztenghui9122b1b2014-10-03 11:21:11 -0700313 float startX = poly[j].x;
314 float startY = poly[j].y;
315 float endX = poly[i].x;
316 float endY = poly[i].y;
ztenghui7b4516e2014-01-07 10:42:55 -0800317
ztenghui512e6432014-09-10 13:08:20 -0700318 if (((endY > testy) != (startY > testy))
319 && (testx < (startX - endX) * (testy - endY)
ztenghui7b4516e2014-01-07 10:42:55 -0800320 / (startY - endY) + endX)) {
321 c = !c;
322 }
323 }
324 return c;
325}
326
327/**
328 * Make the polygon turn clockwise.
329 *
330 * @param polygon the polygon as a Vector2 array.
331 * @param len the number of points of the polygon
332 */
333void SpotShadow::makeClockwise(Vector2* polygon, int len) {
334 if (polygon == 0 || len == 0) {
335 return;
336 }
ztenghui2e023f32014-04-28 16:43:13 -0700337 if (!ShadowTessellator::isClockwise(polygon, len)) {
ztenghui7b4516e2014-01-07 10:42:55 -0800338 reverse(polygon, len);
339 }
340}
341
342/**
ztenghui7b4516e2014-01-07 10:42:55 -0800343 * Reverse the polygon
344 *
345 * @param polygon the polygon as a Vector2 array
346 * @param len the number of points of the polygon
347 */
348void SpotShadow::reverse(Vector2* polygon, int len) {
349 int n = len / 2;
350 for (int i = 0; i < n; i++) {
351 Vector2 tmp = polygon[i];
352 int k = len - 1 - i;
353 polygon[i] = polygon[k];
354 polygon[k] = tmp;
355 }
356}
357
358/**
ztenghui7b4516e2014-01-07 10:42:55 -0800359 * Compute a horizontal circular polygon about point (x , y , height) of radius
360 * (size)
361 *
362 * @param points number of the points of the output polygon.
363 * @param lightCenter the center of the light.
364 * @param size the light size.
365 * @param ret result polygon.
366 */
367void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter,
368 float size, Vector3* ret) {
369 // TODO: Caching all the sin / cos values and store them in a look up table.
370 for (int i = 0; i < points; i++) {
ztenghui9122b1b2014-10-03 11:21:11 -0700371 float angle = 2 * i * M_PI / points;
Chris Craik726118b2014-03-07 18:27:49 -0800372 ret[i].x = cosf(angle) * size + lightCenter.x;
373 ret[i].y = sinf(angle) * size + lightCenter.y;
ztenghui7b4516e2014-01-07 10:42:55 -0800374 ret[i].z = lightCenter.z;
375 }
376}
377
378/**
ztenghui512e6432014-09-10 13:08:20 -0700379 * From light center, project one vertex to the z=0 surface and get the outline.
ztenghui7b4516e2014-01-07 10:42:55 -0800380 *
ztenghui512e6432014-09-10 13:08:20 -0700381 * @param outline The result which is the outline position.
382 * @param lightCenter The center of light.
383 * @param polyVertex The input polygon's vertex.
384 *
385 * @return float The ratio of (polygon.z / light.z - polygon.z)
ztenghui7b4516e2014-01-07 10:42:55 -0800386 */
ztenghuic50a03d2014-08-21 13:47:54 -0700387float SpotShadow::projectCasterToOutline(Vector2& outline,
388 const Vector3& lightCenter, const Vector3& polyVertex) {
389 float lightToPolyZ = lightCenter.z - polyVertex.z;
390 float ratioZ = CASTER_Z_CAP_RATIO;
391 if (lightToPolyZ != 0) {
392 // If any caster's vertex is almost above the light, we just keep it as 95%
393 // of the height of the light.
ztenghui3bd3fa12014-08-25 14:42:27 -0700394 ratioZ = MathUtils::clamp(polyVertex.z / lightToPolyZ, 0.0f, CASTER_Z_CAP_RATIO);
ztenghuic50a03d2014-08-21 13:47:54 -0700395 }
396
397 outline.x = polyVertex.x - ratioZ * (lightCenter.x - polyVertex.x);
398 outline.y = polyVertex.y - ratioZ * (lightCenter.y - polyVertex.y);
399 return ratioZ;
400}
401
402/**
403 * Generate the shadow spot light of shape lightPoly and a object poly
404 *
405 * @param isCasterOpaque whether the caster is opaque
406 * @param lightCenter the center of the light
407 * @param lightSize the radius of the light
408 * @param poly x,y,z vertexes of a convex polygon that occludes the light source
409 * @param polyLength number of vertexes of the occluding polygon
410 * @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
411 * empty strip if error.
412 */
413void SpotShadow::createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter,
414 float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid,
415 VertexBuffer& shadowTriangleStrip) {
ztenghui3bd3fa12014-08-25 14:42:27 -0700416 if (CC_UNLIKELY(lightCenter.z <= 0)) {
417 ALOGW("Relative Light Z is not positive. No spot shadow!");
418 return;
419 }
ztenghui512e6432014-09-10 13:08:20 -0700420 if (CC_UNLIKELY(polyLength < 3)) {
421#if DEBUG_SHADOW
422 ALOGW("Invalid polygon length. No spot shadow!");
423#endif
424 return;
425 }
ztenghuic50a03d2014-08-21 13:47:54 -0700426 OutlineData outlineData[polyLength];
427 Vector2 outlineCentroid;
428 // Calculate the projected outline for each polygon's vertices from the light center.
429 //
430 // O Light
431 // /
432 // /
433 // . Polygon vertex
434 // /
435 // /
436 // O Outline vertices
437 //
438 // Ratio = (Poly - Outline) / (Light - Poly)
439 // Outline.x = Poly.x - Ratio * (Light.x - Poly.x)
440 // Outline's radius / Light's radius = Ratio
441
442 // Compute the last outline vertex to make sure we can get the normal and outline
443 // in one single loop.
444 projectCasterToOutline(outlineData[polyLength - 1].position, lightCenter,
445 poly[polyLength - 1]);
446
447 // Take the outline's polygon, calculate the normal for each outline edge.
448 int currentNormalIndex = polyLength - 1;
449 int nextNormalIndex = 0;
450
451 for (int i = 0; i < polyLength; i++) {
452 float ratioZ = projectCasterToOutline(outlineData[i].position,
453 lightCenter, poly[i]);
454 outlineData[i].radius = ratioZ * lightSize;
455
456 outlineData[currentNormalIndex].normal = ShadowTessellator::calculateNormal(
457 outlineData[currentNormalIndex].position,
458 outlineData[nextNormalIndex].position);
459 currentNormalIndex = (currentNormalIndex + 1) % polyLength;
460 nextNormalIndex++;
461 }
462
463 projectCasterToOutline(outlineCentroid, lightCenter, polyCentroid);
464
465 int penumbraIndex = 0;
ztenghui512e6432014-09-10 13:08:20 -0700466 // Then each polygon's vertex produce at minmal 2 penumbra vertices.
467 // Since the size can be dynamic here, we keep track of the size and update
468 // the real size at the end.
469 int allocatedPenumbraLength = 2 * polyLength + SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER;
470 Vector2 penumbra[allocatedPenumbraLength];
471 int totalExtraCornerSliceNumber = 0;
ztenghuic50a03d2014-08-21 13:47:54 -0700472
473 Vector2 umbra[polyLength];
ztenghuic50a03d2014-08-21 13:47:54 -0700474
ztenghui512e6432014-09-10 13:08:20 -0700475 // When centroid is covered by all circles from outline, then we consider
476 // the umbra is invalid, and we will tune down the shadow strength.
ztenghuic50a03d2014-08-21 13:47:54 -0700477 bool hasValidUmbra = true;
ztenghui512e6432014-09-10 13:08:20 -0700478 // We need the minimal of RaitoVI to decrease the spot shadow strength accordingly.
479 float minRaitoVI = FLT_MAX;
ztenghuic50a03d2014-08-21 13:47:54 -0700480
481 for (int i = 0; i < polyLength; i++) {
482 // Generate all the penumbra's vertices only using the (outline vertex + normal * radius)
483 // There is no guarantee that the penumbra is still convex, but for
484 // each outline vertex, it will connect to all its corresponding penumbra vertices as
485 // triangle fans. And for neighber penumbra vertex, it will be a trapezoid.
486 //
487 // Penumbra Vertices marked as Pi
488 // Outline Vertices marked as Vi
489 // (P3)
490 // (P2) | ' (P4)
491 // (P1)' | | '
492 // ' | | '
493 // (P0) ------------------------------------------------(P5)
494 // | (V0) |(V1)
495 // | |
496 // | |
497 // | |
498 // | |
499 // | |
500 // | |
501 // | |
502 // | |
503 // (V3)-----------------------------------(V2)
504 int preNormalIndex = (i + polyLength - 1) % polyLength;
ztenghuic50a03d2014-08-21 13:47:54 -0700505
ztenghui512e6432014-09-10 13:08:20 -0700506 const Vector2& previousNormal = outlineData[preNormalIndex].normal;
507 const Vector2& currentNormal = outlineData[i].normal;
508
509 // Depending on how roundness we want for each corner, we can subdivide
ztenghuic50a03d2014-08-21 13:47:54 -0700510 // further here and/or introduce some heuristic to decide how much the
511 // subdivision should be.
ztenghui512e6432014-09-10 13:08:20 -0700512 int currentExtraSliceNumber = ShadowTessellator::getExtraVertexNumber(
513 previousNormal, currentNormal, SPOT_CORNER_RADIANS_DIVISOR);
ztenghuic50a03d2014-08-21 13:47:54 -0700514
ztenghui512e6432014-09-10 13:08:20 -0700515 int currentCornerSliceNumber = 1 + currentExtraSliceNumber;
516 totalExtraCornerSliceNumber += currentExtraSliceNumber;
517#if DEBUG_SHADOW
518 ALOGD("currentExtraSliceNumber should be %d", currentExtraSliceNumber);
519 ALOGD("currentCornerSliceNumber should be %d", currentCornerSliceNumber);
520 ALOGD("totalCornerSliceNumber is %d", totalExtraCornerSliceNumber);
521#endif
522 if (CC_UNLIKELY(totalExtraCornerSliceNumber > SPOT_MAX_EXTRA_CORNER_VERTEX_NUMBER)) {
523 currentCornerSliceNumber = 1;
524 }
525 for (int k = 0; k <= currentCornerSliceNumber; k++) {
526 Vector2 avgNormal =
527 (previousNormal * (currentCornerSliceNumber - k) + currentNormal * k) /
528 currentCornerSliceNumber;
529 avgNormal.normalize();
530 penumbra[penumbraIndex++] = outlineData[i].position +
531 avgNormal * outlineData[i].radius;
532 }
ztenghuic50a03d2014-08-21 13:47:54 -0700533
ztenghuic50a03d2014-08-21 13:47:54 -0700534
535 // Compute the umbra by the intersection from the outline's centroid!
536 //
537 // (V) ------------------------------------
538 // | ' |
539 // | ' |
540 // | ' (I) |
541 // | ' |
542 // | ' (C) |
543 // | |
544 // | |
545 // | |
546 // | |
547 // ------------------------------------
548 //
549 // Connect a line b/t the outline vertex (V) and the centroid (C), it will
550 // intersect with the outline vertex's circle at point (I).
551 // Now, ratioVI = VI / VC, ratioIC = IC / VC
552 // Then the intersetion point can be computed as Ixy = Vxy * ratioIC + Cxy * ratioVI;
553 //
ztenghui512e6432014-09-10 13:08:20 -0700554 // When all of the outline circles cover the the outline centroid, (like I is
ztenghuic50a03d2014-08-21 13:47:54 -0700555 // on the other side of C), there is no real umbra any more, so we just fake
556 // a small area around the centroid as the umbra, and tune down the spot
557 // shadow's umbra strength to simulate the effect the whole shadow will
558 // become lighter in this case.
559 // The ratio can be simulated by using the inverse of maximum of ratioVI for
560 // all (V).
ztenghui512e6432014-09-10 13:08:20 -0700561 float distOutline = (outlineData[i].position - outlineCentroid).length();
ztenghui3bd3fa12014-08-25 14:42:27 -0700562 if (CC_UNLIKELY(distOutline == 0)) {
ztenghuic50a03d2014-08-21 13:47:54 -0700563 // If the outline has 0 area, then there is no spot shadow anyway.
564 ALOGW("Outline has 0 area, no spot shadow!");
565 return;
566 }
ztenghui512e6432014-09-10 13:08:20 -0700567
568 float ratioVI = outlineData[i].radius / distOutline;
569 minRaitoVI = MathUtils::min(minRaitoVI, ratioVI);
570 if (ratioVI >= (1 - FAKE_UMBRA_SIZE_RATIO)) {
571 ratioVI = (1 - FAKE_UMBRA_SIZE_RATIO);
ztenghuic50a03d2014-08-21 13:47:54 -0700572 }
573 // When we know we don't have valid umbra, don't bother to compute the
574 // values below. But we can't skip the loop yet since we want to know the
575 // maximum ratio.
ztenghui512e6432014-09-10 13:08:20 -0700576 float ratioIC = 1 - ratioVI;
577 umbra[i] = outlineData[i].position * ratioIC + outlineCentroid * ratioVI;
ztenghuic50a03d2014-08-21 13:47:54 -0700578 }
579
ztenghui512e6432014-09-10 13:08:20 -0700580 hasValidUmbra = (minRaitoVI <= 1.0);
ztenghuic50a03d2014-08-21 13:47:54 -0700581 float shadowStrengthScale = 1.0;
582 if (!hasValidUmbra) {
ztenghui512e6432014-09-10 13:08:20 -0700583#if DEBUG_SHADOW
ztenghuic50a03d2014-08-21 13:47:54 -0700584 ALOGW("The object is too close to the light or too small, no real umbra!");
ztenghui512e6432014-09-10 13:08:20 -0700585#endif
ztenghuic50a03d2014-08-21 13:47:54 -0700586 for (int i = 0; i < polyLength; i++) {
587 umbra[i] = outlineData[i].position * FAKE_UMBRA_SIZE_RATIO +
ztenghui512e6432014-09-10 13:08:20 -0700588 outlineCentroid * (1 - FAKE_UMBRA_SIZE_RATIO);
ztenghuic50a03d2014-08-21 13:47:54 -0700589 }
ztenghui512e6432014-09-10 13:08:20 -0700590 shadowStrengthScale = 1.0 / minRaitoVI;
ztenghuic50a03d2014-08-21 13:47:54 -0700591 }
592
ztenghui512e6432014-09-10 13:08:20 -0700593 int penumbraLength = penumbraIndex;
594 int umbraLength = polyLength;
595
ztenghuic50a03d2014-08-21 13:47:54 -0700596#if DEBUG_SHADOW
ztenghui512e6432014-09-10 13:08:20 -0700597 ALOGD("penumbraLength is %d , allocatedPenumbraLength %d", penumbraLength, allocatedPenumbraLength);
ztenghuic50a03d2014-08-21 13:47:54 -0700598 dumpPolygon(poly, polyLength, "input poly");
ztenghuic50a03d2014-08-21 13:47:54 -0700599 dumpPolygon(penumbra, penumbraLength, "penumbra");
ztenghui512e6432014-09-10 13:08:20 -0700600 dumpPolygon(umbra, umbraLength, "umbra");
ztenghuic50a03d2014-08-21 13:47:54 -0700601 ALOGD("hasValidUmbra is %d and shadowStrengthScale is %f", hasValidUmbra, shadowStrengthScale);
602#endif
603
ztenghui512e6432014-09-10 13:08:20 -0700604 // The penumbra and umbra needs to be in convex shape to keep consistency
605 // and quality.
606 // Since we are still shooting rays to penumbra, it needs to be convex.
607 // Umbra can be represented as a fan from the centroid, but visually umbra
608 // looks nicer when it is convex.
609 Vector2 finalUmbra[umbraLength];
610 Vector2 finalPenumbra[penumbraLength];
611 int finalUmbraLength = hull(umbra, umbraLength, finalUmbra);
612 int finalPenumbraLength = hull(penumbra, penumbraLength, finalPenumbra);
613
614 generateTriangleStrip(isCasterOpaque, shadowStrengthScale, finalPenumbra,
615 finalPenumbraLength, finalUmbra, finalUmbraLength, poly, polyLength,
616 shadowTriangleStrip, outlineCentroid);
617
ztenghuic50a03d2014-08-21 13:47:54 -0700618}
619
ztenghui7b4516e2014-01-07 10:42:55 -0800620/**
ztenghui7b4516e2014-01-07 10:42:55 -0800621 * This is only for experimental purpose.
622 * After intersections are calculated, we could smooth the polygon if needed.
623 * So far, we don't think it is more appealing yet.
624 *
625 * @param level The level of smoothness.
626 * @param rays The total number of rays.
627 * @param rayDist (In and Out) The distance for each ray.
628 *
629 */
630void SpotShadow::smoothPolygon(int level, int rays, float* rayDist) {
631 for (int k = 0; k < level; k++) {
632 for (int i = 0; i < rays; i++) {
633 float p1 = rayDist[(rays - 1 + i) % rays];
634 float p2 = rayDist[i];
635 float p3 = rayDist[(i + 1) % rays];
636 rayDist[i] = (p1 + p2 * 2 + p3) / 4;
637 }
638 }
639}
640
ztenghuid2dcd6f2014-10-29 16:04:29 -0700641// Index pair is meant for storing the tessellation information for the penumbra
642// area. One index must come from exterior tangent of the circles, the other one
643// must come from the interior tangent of the circles.
644struct IndexPair {
645 int outerIndex;
646 int innerIndex;
647};
ztenghui512e6432014-09-10 13:08:20 -0700648
ztenghuid2dcd6f2014-10-29 16:04:29 -0700649// For one penumbra vertex, find the cloest umbra vertex and return its index.
650inline int getClosestUmbraIndex(const Vector2& pivot, const Vector2* polygon, int polygonLength) {
651 float minLengthSquared = FLT_MAX;
ztenghui512e6432014-09-10 13:08:20 -0700652 int resultIndex = -1;
ztenghuid2dcd6f2014-10-29 16:04:29 -0700653 bool hasDecreased = false;
654 // Starting with some negative offset, assuming both umbra and penumbra are starting
655 // at the same angle, this can help to find the result faster.
656 // Normally, loop 3 times, we can find the closest point.
657 int offset = polygonLength - 2;
658 for (int i = 0; i < polygonLength; i++) {
659 int currentIndex = (i + offset) % polygonLength;
660 float currentLengthSquared = (pivot - polygon[currentIndex]).lengthSquared();
661 if (currentLengthSquared < minLengthSquared) {
662 if (minLengthSquared != FLT_MAX) {
663 hasDecreased = true;
ztenghui512e6432014-09-10 13:08:20 -0700664 }
ztenghuid2dcd6f2014-10-29 16:04:29 -0700665 minLengthSquared = currentLengthSquared;
666 resultIndex = currentIndex;
667 } else if (currentLengthSquared > minLengthSquared && hasDecreased) {
668 // Early break b/c we have found the closet one and now the length
669 // is increasing again.
670 break;
ztenghui512e6432014-09-10 13:08:20 -0700671 }
672 }
ztenghuid2dcd6f2014-10-29 16:04:29 -0700673 if(resultIndex == -1) {
674 ALOGE("resultIndex is -1, the polygon must be invalid!");
675 resultIndex = 0;
ztenghui512e6432014-09-10 13:08:20 -0700676 }
677 return resultIndex;
678}
679
ztenghuid2dcd6f2014-10-29 16:04:29 -0700680inline bool sameDirections(bool isPositiveCross, float a, float b) {
681 if (isPositiveCross) {
682 return a >= 0 && b >= 0;
683 } else {
684 return a <= 0 && b <= 0;
ztenghui512e6432014-09-10 13:08:20 -0700685 }
ztenghuid2dcd6f2014-10-29 16:04:29 -0700686}
ztenghui512e6432014-09-10 13:08:20 -0700687
ztenghuid2dcd6f2014-10-29 16:04:29 -0700688// Find the right polygon edge to shoot the ray at.
689inline int findPolyIndex(bool isPositiveCross, int startPolyIndex, const Vector2& umbraDir,
690 const Vector2* polyToCentroid, int polyLength) {
691 // Make sure we loop with a bound.
692 for (int i = 0; i < polyLength; i++) {
693 int currentIndex = (i + startPolyIndex) % polyLength;
694 const Vector2& currentToCentroid = polyToCentroid[currentIndex];
695 const Vector2& nextToCentroid = polyToCentroid[(currentIndex + 1) % polyLength];
ztenghui512e6432014-09-10 13:08:20 -0700696
ztenghuid2dcd6f2014-10-29 16:04:29 -0700697 float currentCrossUmbra = currentToCentroid.cross(umbraDir);
698 float umbraCrossNext = umbraDir.cross(nextToCentroid);
699 if (sameDirections(isPositiveCross, currentCrossUmbra, umbraCrossNext)) {
ztenghui512e6432014-09-10 13:08:20 -0700700#if DEBUG_SHADOW
ztenghuid2dcd6f2014-10-29 16:04:29 -0700701 ALOGD("findPolyIndex loop %d times , index %d", i, currentIndex );
ztenghui512e6432014-09-10 13:08:20 -0700702#endif
ztenghuid2dcd6f2014-10-29 16:04:29 -0700703 return currentIndex;
ztenghui512e6432014-09-10 13:08:20 -0700704 }
ztenghuid2dcd6f2014-10-29 16:04:29 -0700705 }
706 LOG_ALWAYS_FATAL("Can't find the right polygon's edge from startPolyIndex %d", startPolyIndex);
707 return -1;
708}
ztenghui512e6432014-09-10 13:08:20 -0700709
ztenghuid2dcd6f2014-10-29 16:04:29 -0700710// Generate the index pair for penumbra / umbra vertices, and more penumbra vertices
711// if needed.
712inline void genNewPenumbraAndPairWithUmbra(const Vector2* penumbra, int penumbraLength,
713 const Vector2* umbra, int umbraLength, Vector2* newPenumbra, int& newPenumbraIndex,
714 IndexPair* verticesPair, int& verticesPairIndex) {
715 // In order to keep everything in just one loop, we need to pre-compute the
716 // closest umbra vertex for the last penumbra vertex.
717 int previousClosestUmbraIndex = getClosestUmbraIndex(penumbra[penumbraLength - 1],
718 umbra, umbraLength);
719 for (int i = 0; i < penumbraLength; i++) {
720 const Vector2& currentPenumbraVertex = penumbra[i];
721 // For current penumbra vertex, starting from previousClosestUmbraIndex,
722 // then check the next one until the distance increase.
723 // The last one before the increase is the umbra vertex we need to pair with.
724 int currentUmbraIndex = previousClosestUmbraIndex;
725 float currentLengthSquared = (currentPenumbraVertex - umbra[currentUmbraIndex]).lengthSquared();
726 int currentClosestUmbraIndex = -1;
727 int indexDelta = 0;
728 for (int j = 1; j < umbraLength; j++) {
729 int newUmbraIndex = (previousClosestUmbraIndex + j) % umbraLength;
730 float newLengthSquared = (currentPenumbraVertex - umbra[newUmbraIndex]).lengthSquared();
731 if (newLengthSquared > currentLengthSquared) {
732 currentClosestUmbraIndex = (previousClosestUmbraIndex + j - 1) % umbraLength;
733 break;
734 } else {
735 currentLengthSquared = newLengthSquared;
736 indexDelta++;
ztenghui512e6432014-09-10 13:08:20 -0700737 }
ztenghuid2dcd6f2014-10-29 16:04:29 -0700738 }
739 LOG_ALWAYS_FATAL_IF(currentClosestUmbraIndex == -1, "Can't find a closet umbra vertext at all");
740
741 if (indexDelta > 1) {
742 // For those umbra don't have penumbra, generate new penumbra vertices by interpolation.
743 //
744 // Assuming Pi for penumbra vertices, and Ui for umbra vertices.
745 // In the case like below P1 paired with U1 and P2 paired with U5.
746 // U2 to U4 are unpaired umbra vertices.
747 //
748 // P1 P2
749 // | |
750 // U1 U2 U3 U4 U5
751 //
752 // We will need to generate 3 more penumbra vertices P1.1, P1.2, P1.3
753 // to pair with U2 to U4.
754 //
755 // P1 P1.1 P1.2 P1.3 P2
756 // | | | | |
757 // U1 U2 U3 U4 U5
758 //
759 // That distance ratio b/t Ui to U1 and Ui to U5 decides its paired penumbra
760 // vertex's location.
761 int newPenumbraNumber = indexDelta - 1;
762
763 float accumulatedDeltaLength[newPenumbraNumber];
764 float totalDeltaLength = 0;
765
766 // To save time, cache the previous umbra vertex info outside the loop
767 // and update each loop.
768 Vector2 previousClosestUmbra = umbra[previousClosestUmbraIndex];
769 Vector2 skippedUmbra;
770 // Use umbra data to precompute the length b/t unpaired umbra vertices,
771 // and its ratio against the total length.
772 for (int k = 0; k < indexDelta; k++) {
773 int skippedUmbraIndex = (previousClosestUmbraIndex + k + 1) % umbraLength;
774 skippedUmbra = umbra[skippedUmbraIndex];
775 float currentDeltaLength = (skippedUmbra - previousClosestUmbra).length();
776
777 totalDeltaLength += currentDeltaLength;
778 accumulatedDeltaLength[k] = totalDeltaLength;
779
780 previousClosestUmbra = skippedUmbra;
781 }
782
783 const Vector2& previousPenumbra = penumbra[(i + penumbraLength - 1) % penumbraLength];
784 // Then for each unpaired umbra vertex, create a new penumbra by the ratio,
785 // and pair them togehter.
786 for (int k = 0; k < newPenumbraNumber; k++) {
787 float weightForCurrentPenumbra = 1.0f;
788 if (totalDeltaLength != 0.0f) {
789 weightForCurrentPenumbra = accumulatedDeltaLength[k] / totalDeltaLength;
790 }
791 float weightForPreviousPenumbra = 1.0f - weightForCurrentPenumbra;
792
793 Vector2 interpolatedPenumbra = currentPenumbraVertex * weightForCurrentPenumbra +
794 previousPenumbra * weightForPreviousPenumbra;
795
796 int skippedUmbraIndex = (previousClosestUmbraIndex + k + 1) % umbraLength;
797 verticesPair[verticesPairIndex++] = {newPenumbraIndex, skippedUmbraIndex};
798 newPenumbra[newPenumbraIndex++] = interpolatedPenumbra;
799 }
800 }
801 verticesPair[verticesPairIndex++] = {newPenumbraIndex, currentClosestUmbraIndex};
802 newPenumbra[newPenumbraIndex++] = currentPenumbraVertex;
803
804 previousClosestUmbraIndex = currentClosestUmbraIndex;
805 }
806}
807
808// Precompute all the polygon's vector, return true if the reference cross product is positive.
809inline bool genPolyToCentroid(const Vector2* poly2d, int polyLength,
810 const Vector2& centroid, Vector2* polyToCentroid) {
811 for (int j = 0; j < polyLength; j++) {
812 polyToCentroid[j] = poly2d[j] - centroid;
813 }
814 float refCrossProduct = 0;
815 for (int j = 0; j < polyLength; j++) {
816 refCrossProduct = polyToCentroid[j].cross(polyToCentroid[(j + 1) % polyLength]);
817 if (refCrossProduct != 0) {
818 break;
ztenghui512e6432014-09-10 13:08:20 -0700819 }
820 }
821
ztenghuid2dcd6f2014-10-29 16:04:29 -0700822 return refCrossProduct > 0;
823}
ztenghui512e6432014-09-10 13:08:20 -0700824
ztenghuid2dcd6f2014-10-29 16:04:29 -0700825// For one umbra vertex, shoot an ray from centroid to it.
826// If the ray hit the polygon first, then return the intersection point as the
827// closer vertex.
828inline Vector2 getCloserVertex(const Vector2& umbraVertex, const Vector2& centroid,
829 const Vector2* poly2d, int polyLength, const Vector2* polyToCentroid,
830 bool isPositiveCross, int& previousPolyIndex) {
831 Vector2 umbraToCentroid = umbraVertex - centroid;
832 float distanceToUmbra = umbraToCentroid.length();
833 umbraToCentroid = umbraToCentroid / distanceToUmbra;
834
835 // previousPolyIndex is updated for each item such that we can minimize the
836 // looping inside findPolyIndex();
837 previousPolyIndex = findPolyIndex(isPositiveCross, previousPolyIndex,
838 umbraToCentroid, polyToCentroid, polyLength);
839
840 float dx = umbraToCentroid.x;
841 float dy = umbraToCentroid.y;
842 float distanceToIntersectPoly = rayIntersectPoints(centroid, dx, dy,
843 poly2d[previousPolyIndex], poly2d[(previousPolyIndex + 1) % polyLength]);
844 if (distanceToIntersectPoly < 0) {
845 distanceToIntersectPoly = 0;
846 }
847
848 // Pick the closer one as the occluded area vertex.
849 Vector2 closerVertex;
850 if (distanceToIntersectPoly < distanceToUmbra) {
851 closerVertex.x = centroid.x + dx * distanceToIntersectPoly;
852 closerVertex.y = centroid.y + dy * distanceToIntersectPoly;
853 } else {
854 closerVertex = umbraVertex;
855 }
856
857 return closerVertex;
ztenghui512e6432014-09-10 13:08:20 -0700858}
859
860/**
861 * Generate a triangle strip given two convex polygon
862**/
863void SpotShadow::generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale,
864 Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength,
865 const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip,
866 const Vector2& centroid) {
ztenghui512e6432014-09-10 13:08:20 -0700867 bool hasOccludedUmbraArea = false;
868 Vector2 poly2d[polyLength];
869
870 if (isCasterOpaque) {
871 for (int i = 0; i < polyLength; i++) {
872 poly2d[i].x = poly[i].x;
873 poly2d[i].y = poly[i].y;
874 }
875 // Make sure the centroid is inside the umbra, otherwise, fall back to the
876 // approach as if there is no occluded umbra area.
877 if (testPointInsidePolygon(centroid, poly2d, polyLength)) {
878 hasOccludedUmbraArea = true;
879 }
880 }
881
ztenghuid2dcd6f2014-10-29 16:04:29 -0700882 // For each penumbra vertex, find its corresponding closest umbra vertex index.
883 //
884 // Penumbra Vertices marked as Pi
885 // Umbra Vertices marked as Ui
886 // (P3)
887 // (P2) | ' (P4)
888 // (P1)' | | '
889 // ' | | '
890 // (P0) ------------------------------------------------(P5)
891 // | (U0) |(U1)
892 // | |
893 // | |(U2) (P5.1)
894 // | |
895 // | |
896 // | |
897 // | |
898 // | |
899 // | |
900 // (U4)-----------------------------------(U3) (P6)
901 //
902 // At least, like P0, P1, P2, they will find the matching umbra as U0.
903 // If we jump over some umbra vertex without matching penumbra vertex, then
904 // we will generate some new penumbra vertex by interpolation. Like P6 is
905 // matching U3, but U2 is not matched with any penumbra vertex.
906 // So interpolate P5.1 out and match U2.
907 // In this way, every umbra vertex will have a matching penumbra vertex.
908 //
909 // The total pair number can be as high as umbraLength + penumbraLength.
910 const int maxNewPenumbraLength = umbraLength + penumbraLength;
911 IndexPair verticesPair[maxNewPenumbraLength];
912 int verticesPairIndex = 0;
913
914 // Cache all the existing penumbra vertices and newly interpolated vertices into a
915 // a new array.
916 Vector2 newPenumbra[maxNewPenumbraLength];
917 int newPenumbraIndex = 0;
918
919 // For each penumbra vertex, find its closet umbra vertex by comparing the
920 // neighbor umbra vertices.
921 genNewPenumbraAndPairWithUmbra(penumbra, penumbraLength, umbra, umbraLength, newPenumbra,
922 newPenumbraIndex, verticesPair, verticesPairIndex);
923 ShadowTessellator::checkOverflow(verticesPairIndex, maxNewPenumbraLength, "Spot pair");
924 ShadowTessellator::checkOverflow(newPenumbraIndex, maxNewPenumbraLength, "Spot new penumbra");
925#if DEBUG_SHADOW
926 for (int i = 0; i < umbraLength; i++) {
927 ALOGD("umbra i %d, [%f, %f]", i, umbra[i].x, umbra[i].y);
ztenghui512e6432014-09-10 13:08:20 -0700928 }
ztenghuid2dcd6f2014-10-29 16:04:29 -0700929 for (int i = 0; i < newPenumbraIndex; i++) {
930 ALOGD("new penumbra i %d, [%f, %f]", i, newPenumbra[i].x, newPenumbra[i].y);
931 }
932 for (int i = 0; i < verticesPairIndex; i++) {
933 ALOGD("index i %d, [%d, %d]", i, verticesPair[i].outerIndex, verticesPair[i].innerIndex);
934 }
935#endif
ztenghui512e6432014-09-10 13:08:20 -0700936
ztenghuid2dcd6f2014-10-29 16:04:29 -0700937 // For the size of vertex buffer, we need 3 rings, one has newPenumbraSize,
938 // one has umbraLength, the last one has at most umbraLength.
939 //
940 // For the size of index buffer, the umbra area needs (2 * umbraLength + 2).
941 // The penumbra one can vary a bit, but it is bounded by (2 * verticesPairIndex + 2).
942 // And 2 more for jumping between penumbra to umbra.
943 const int newPenumbraLength = newPenumbraIndex;
944 const int totalVertexCount = newPenumbraLength + umbraLength * 2;
945 const int totalIndexCount = 2 * umbraLength + 2 * verticesPairIndex + 6;
ztenghui512e6432014-09-10 13:08:20 -0700946 AlphaVertex* shadowVertices =
947 shadowTriangleStrip.alloc<AlphaVertex>(totalVertexCount);
948 uint16_t* indexBuffer =
949 shadowTriangleStrip.allocIndices<uint16_t>(totalIndexCount);
ztenghui512e6432014-09-10 13:08:20 -0700950 int vertexBufferIndex = 0;
ztenghuid2dcd6f2014-10-29 16:04:29 -0700951 int indexBufferIndex = 0;
ztenghui512e6432014-09-10 13:08:20 -0700952
ztenghuid2dcd6f2014-10-29 16:04:29 -0700953 // Fill the IB and VB for the penumbra area.
954 for (int i = 0; i < newPenumbraLength; i++) {
955 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x,
956 newPenumbra[i].y, 0.0f);
957 }
958 for (int i = 0; i < umbraLength; i++) {
959 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y,
960 M_PI);
ztenghui512e6432014-09-10 13:08:20 -0700961 }
962
ztenghuid2dcd6f2014-10-29 16:04:29 -0700963 for (int i = 0; i < verticesPairIndex; i++) {
964 indexBuffer[indexBufferIndex++] = verticesPair[i].outerIndex;
965 // All umbra index need to be offseted by newPenumbraSize.
966 indexBuffer[indexBufferIndex++] = verticesPair[i].innerIndex + newPenumbraLength;
967 }
968 indexBuffer[indexBufferIndex++] = verticesPair[0].outerIndex;
969 indexBuffer[indexBufferIndex++] = verticesPair[0].innerIndex + newPenumbraLength;
ztenghui512e6432014-09-10 13:08:20 -0700970
ztenghuid2dcd6f2014-10-29 16:04:29 -0700971 // Now fill the IB and VB for the umbra area.
972 // First duplicated the index from previous strip and the first one for the
973 // degenerated triangles.
974 indexBuffer[indexBufferIndex] = indexBuffer[indexBufferIndex - 1];
975 indexBufferIndex++;
976 indexBuffer[indexBufferIndex++] = newPenumbraLength + 0;
977 // Save the first VB index for umbra area in order to close the loop.
978 int savedStartIndex = vertexBufferIndex;
979
ztenghui512e6432014-09-10 13:08:20 -0700980 if (hasOccludedUmbraArea) {
ztenghuid2dcd6f2014-10-29 16:04:29 -0700981 // Precompute all the polygon's vector, and the reference cross product,
982 // in order to find the right polygon edge for the ray to intersect.
983 Vector2 polyToCentroid[polyLength];
984 bool isPositiveCross = genPolyToCentroid(poly2d, polyLength, centroid, polyToCentroid);
ztenghui512e6432014-09-10 13:08:20 -0700985
ztenghuid2dcd6f2014-10-29 16:04:29 -0700986 // Because both the umbra and polygon are going in the same direction,
987 // we can save the previous polygon index to make sure we have less polygon
988 // vertex to compute for each ray.
989 int previousPolyIndex = 0;
990 for (int i = 0; i < umbraLength; i++) {
991 // Shoot a ray from centroid to each umbra vertices and pick the one with
992 // shorter distance to the centroid, b/t the umbra vertex or the intersection point.
993 Vector2 closerVertex = getCloserVertex(umbra[i], centroid, poly2d, polyLength,
994 polyToCentroid, isPositiveCross, previousPolyIndex);
995
996 // We already stored the umbra vertices, just need to add the occlued umbra's ones.
997 indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
998 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
999 AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
1000 closerVertex.x, closerVertex.y, M_PI);
ztenghui512e6432014-09-10 13:08:20 -07001001 }
ztenghui512e6432014-09-10 13:08:20 -07001002 } else {
ztenghuid2dcd6f2014-10-29 16:04:29 -07001003 // If there is no occluded umbra at all, then draw the triangle fan
1004 // starting from the centroid to all umbra vertices.
ztenghui512e6432014-09-10 13:08:20 -07001005 int lastCentroidIndex = vertexBufferIndex;
1006 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x,
ztenghuid2dcd6f2014-10-29 16:04:29 -07001007 centroid.y, M_PI);
1008 for (int i = 0; i < umbraLength; i++) {
1009 indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
ztenghui512e6432014-09-10 13:08:20 -07001010 indexBuffer[indexBufferIndex++] = lastCentroidIndex;
1011 }
ztenghui512e6432014-09-10 13:08:20 -07001012 }
ztenghuid2dcd6f2014-10-29 16:04:29 -07001013 // Closing the umbra area triangle's loop here.
1014 indexBuffer[indexBufferIndex++] = newPenumbraLength;
1015 indexBuffer[indexBufferIndex++] = savedStartIndex;
ztenghui512e6432014-09-10 13:08:20 -07001016
1017 // At the end, update the real index and vertex buffer size.
1018 shadowTriangleStrip.updateVertexCount(vertexBufferIndex);
1019 shadowTriangleStrip.updateIndexCount(indexBufferIndex);
1020 ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Spot Vertex Buffer");
1021 ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Spot Index Buffer");
1022
1023 shadowTriangleStrip.setMode(VertexBuffer::kIndices);
1024 shadowTriangleStrip.computeBounds<AlphaVertex>();
1025}
1026
ztenghuif5ca8b42014-01-27 15:53:28 -08001027#if DEBUG_SHADOW
1028
1029#define TEST_POINT_NUMBER 128
ztenghuif5ca8b42014-01-27 15:53:28 -08001030/**
1031 * Calculate the bounds for generating random test points.
1032 */
1033void SpotShadow::updateBound(const Vector2 inVector, Vector2& lowerBound,
ztenghui512e6432014-09-10 13:08:20 -07001034 Vector2& upperBound) {
ztenghuif5ca8b42014-01-27 15:53:28 -08001035 if (inVector.x < lowerBound.x) {
1036 lowerBound.x = inVector.x;
1037 }
1038
1039 if (inVector.y < lowerBound.y) {
1040 lowerBound.y = inVector.y;
1041 }
1042
1043 if (inVector.x > upperBound.x) {
1044 upperBound.x = inVector.x;
1045 }
1046
1047 if (inVector.y > upperBound.y) {
1048 upperBound.y = inVector.y;
1049 }
1050}
1051
1052/**
1053 * For debug purpose, when things go wrong, dump the whole polygon data.
1054 */
ztenghuic50a03d2014-08-21 13:47:54 -07001055void SpotShadow::dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) {
1056 for (int i = 0; i < polyLength; i++) {
1057 ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y);
1058 }
1059}
1060
1061/**
1062 * For debug purpose, when things go wrong, dump the whole polygon data.
1063 */
1064void SpotShadow::dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) {
ztenghuif5ca8b42014-01-27 15:53:28 -08001065 for (int i = 0; i < polyLength; i++) {
1066 ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y);
1067 }
1068}
1069
1070/**
1071 * Test whether the polygon is convex.
1072 */
1073bool SpotShadow::testConvex(const Vector2* polygon, int polygonLength,
1074 const char* name) {
1075 bool isConvex = true;
1076 for (int i = 0; i < polygonLength; i++) {
1077 Vector2 start = polygon[i];
1078 Vector2 middle = polygon[(i + 1) % polygonLength];
1079 Vector2 end = polygon[(i + 2) % polygonLength];
1080
ztenghui9122b1b2014-10-03 11:21:11 -07001081 float delta = (float(middle.x) - start.x) * (float(end.y) - start.y) -
1082 (float(middle.y) - start.y) * (float(end.x) - start.x);
ztenghuif5ca8b42014-01-27 15:53:28 -08001083 bool isCCWOrCoLinear = (delta >= EPSILON);
1084
1085 if (isCCWOrCoLinear) {
ztenghui50ecf842014-03-11 16:52:30 -07001086 ALOGW("(Error Type 2): polygon (%s) is not a convex b/c start (x %f, y %f),"
ztenghuif5ca8b42014-01-27 15:53:28 -08001087 "middle (x %f, y %f) and end (x %f, y %f) , delta is %f !!!",
1088 name, start.x, start.y, middle.x, middle.y, end.x, end.y, delta);
1089 isConvex = false;
1090 break;
1091 }
1092 }
1093 return isConvex;
1094}
1095
1096/**
1097 * Test whether or not the polygon (intersection) is within the 2 input polygons.
1098 * Using Marte Carlo method, we generate a random point, and if it is inside the
1099 * intersection, then it must be inside both source polygons.
1100 */
1101void SpotShadow::testIntersection(const Vector2* poly1, int poly1Length,
1102 const Vector2* poly2, int poly2Length,
1103 const Vector2* intersection, int intersectionLength) {
1104 // Find the min and max of x and y.
ztenghuic50a03d2014-08-21 13:47:54 -07001105 Vector2 lowerBound = {FLT_MAX, FLT_MAX};
1106 Vector2 upperBound = {-FLT_MAX, -FLT_MAX};
ztenghuif5ca8b42014-01-27 15:53:28 -08001107 for (int i = 0; i < poly1Length; i++) {
1108 updateBound(poly1[i], lowerBound, upperBound);
1109 }
1110 for (int i = 0; i < poly2Length; i++) {
1111 updateBound(poly2[i], lowerBound, upperBound);
1112 }
1113
1114 bool dumpPoly = false;
1115 for (int k = 0; k < TEST_POINT_NUMBER; k++) {
1116 // Generate a random point between minX, minY and maxX, maxY.
ztenghui9122b1b2014-10-03 11:21:11 -07001117 float randomX = rand() / float(RAND_MAX);
1118 float randomY = rand() / float(RAND_MAX);
ztenghuif5ca8b42014-01-27 15:53:28 -08001119
1120 Vector2 testPoint;
1121 testPoint.x = lowerBound.x + randomX * (upperBound.x - lowerBound.x);
1122 testPoint.y = lowerBound.y + randomY * (upperBound.y - lowerBound.y);
1123
1124 // If the random point is in both poly 1 and 2, then it must be intersection.
1125 if (testPointInsidePolygon(testPoint, intersection, intersectionLength)) {
1126 if (!testPointInsidePolygon(testPoint, poly1, poly1Length)) {
1127 dumpPoly = true;
ztenghui50ecf842014-03-11 16:52:30 -07001128 ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
ztenghui512e6432014-09-10 13:08:20 -07001129 " not in the poly1",
ztenghuif5ca8b42014-01-27 15:53:28 -08001130 testPoint.x, testPoint.y);
1131 }
1132
1133 if (!testPointInsidePolygon(testPoint, poly2, poly2Length)) {
1134 dumpPoly = true;
ztenghui50ecf842014-03-11 16:52:30 -07001135 ALOGW("(Error Type 1): one point (%f, %f) in the intersection is"
ztenghui512e6432014-09-10 13:08:20 -07001136 " not in the poly2",
ztenghuif5ca8b42014-01-27 15:53:28 -08001137 testPoint.x, testPoint.y);
1138 }
1139 }
1140 }
1141
1142 if (dumpPoly) {
1143 dumpPolygon(intersection, intersectionLength, "intersection");
1144 for (int i = 1; i < intersectionLength; i++) {
1145 Vector2 delta = intersection[i] - intersection[i - 1];
1146 ALOGD("Intersetion i, %d Vs i-1 is delta %f", i, delta.lengthSquared());
1147 }
1148
1149 dumpPolygon(poly1, poly1Length, "poly 1");
1150 dumpPolygon(poly2, poly2Length, "poly 2");
1151 }
1152}
1153#endif
1154
ztenghui7b4516e2014-01-07 10:42:55 -08001155}; // namespace uirenderer
1156}; // namespace android