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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>
Chris Craik2507c342015-05-04 14:36:49 -070023#include <utils/Vector.h>
Lazar Trsic12407522015-06-23 11:46:49 +020024#include <utils/MathUtils.h>
ztenghui55bfb4e2013-12-03 10:38:55 -080025
26#include "AmbientShadow.h"
Chris Craik2507c342015-05-04 14:36:49 -070027#include "Properties.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080028#include "ShadowTessellator.h"
ztenghui7b4516e2014-01-07 10:42:55 -080029#include "SpotShadow.h"
Chris Craik2507c342015-05-04 14:36:49 -070030#include "Vector.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080031
32namespace android {
33namespace uirenderer {
34
Chris Craik05f3d6e2014-06-02 16:27:04 -070035void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
ztenghui50ecf842014-03-11 16:52:30 -070036 const Vector3* casterPolygon, int casterVertexCount,
ztenghuiaf6f7ed2014-03-18 17:25:49 -070037 const Vector3& centroid3d, const Rect& casterBounds,
38 const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
Chris Craik87f9df82014-03-07 14:34:42 -080039 ATRACE_CALL();
40
ztenghui55bfb4e2013-12-03 10:38:55 -080041 // A bunch of parameters to tweak the shadow.
42 // TODO: Allow some of these changable by debug settings or APIs.
ztenghui8def74d2014-10-01 16:10:16 -070043 float heightFactor = 1.0f / 128;
ztenghui7b4516e2014-01-07 10:42:55 -080044 const float geomFactor = 64;
ztenghui55bfb4e2013-12-03 10:38:55 -080045
Chris Craik2507c342015-05-04 14:36:49 -070046 if (CC_UNLIKELY(Properties::overrideAmbientRatio > 0.0f)) {
47 heightFactor *= Properties::overrideAmbientRatio;
Chris Craikf5be3ca2014-04-30 18:20:03 -070048 }
49
ztenghuiaf6f7ed2014-03-18 17:25:49 -070050 Rect ambientShadowBounds(casterBounds);
51 ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
52
53 if (!localClip.intersects(ambientShadowBounds)) {
54#if DEBUG_SHADOW
55 ALOGD("Ambient shadow is out of clip rect!");
56#endif
Chris Craik05f3d6e2014-06-02 16:27:04 -070057 return;
ztenghuiaf6f7ed2014-03-18 17:25:49 -070058 }
59
Chris Craik05f3d6e2014-06-02 16:27:04 -070060 AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
ztenghui50ecf842014-03-11 16:52:30 -070061 casterVertexCount, centroid3d, heightFactor, geomFactor,
62 shadowVertexBuffer);
ztenghui55bfb4e2013-12-03 10:38:55 -080063}
64
Chris Craik05f3d6e2014-06-02 16:27:04 -070065void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
ztenghuic50a03d2014-08-21 13:47:54 -070066 const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
Chris Craik797b95b2014-05-20 18:10:25 -070067 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
68 const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
Chris Craik87f9df82014-03-07 14:34:42 -080069 ATRACE_CALL();
70
Chris Craik797b95b2014-05-20 18:10:25 -070071 Vector3 adjustedLightCenter(lightCenter);
Chris Craik2507c342015-05-04 14:36:49 -070072 if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
73 adjustedLightCenter.y = - Properties::overrideLightPosY; // negated since this shifts up
Chris Craikf5be3ca2014-04-30 18:20:03 -070074 }
Chris Craik2507c342015-05-04 14:36:49 -070075 if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
76 adjustedLightCenter.z = Properties::overrideLightPosZ;
Chris Craikf5be3ca2014-04-30 18:20:03 -070077 }
78
ztenghui7b4516e2014-01-07 10:42:55 -080079#if DEBUG_SHADOW
Chris Craik797b95b2014-05-20 18:10:25 -070080 ALOGD("light center %f %f %f",
81 adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
ztenghui7b4516e2014-01-07 10:42:55 -080082#endif
Chris Craik3197cde2014-01-16 14:03:39 -080083
84 // light position (because it's in local space) needs to compensate for receiver transform
85 // TODO: should apply to light orientation, not just position
86 Matrix4 reverseReceiverTransform;
87 reverseReceiverTransform.loadInverse(receiverTransform);
Chris Craik797b95b2014-05-20 18:10:25 -070088 reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
Chris Craik3197cde2014-01-16 14:03:39 -080089
Chris Craik2507c342015-05-04 14:36:49 -070090 if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
91 lightRadius = Properties::overrideLightRadius;
Chris Craikf5be3ca2014-04-30 18:20:03 -070092 }
93
ztenghuiaf6f7ed2014-03-18 17:25:49 -070094 // Now light and caster are both in local space, we will check whether
95 // the shadow is within the clip area.
Chris Craik797b95b2014-05-20 18:10:25 -070096 Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
97 adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
ztenghuiaf6f7ed2014-03-18 17:25:49 -070098 lightRect.unionWith(localClip);
99 if (!lightRect.intersects(casterBounds)) {
100#if DEBUG_SHADOW
101 ALOGD("Spot shadow is out of clip rect!");
102#endif
Chris Craik05f3d6e2014-06-02 16:27:04 -0700103 return;
ztenghuiaf6f7ed2014-03-18 17:25:49 -0700104 }
105
ztenghuic50a03d2014-08-21 13:47:54 -0700106 SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius,
107 casterPolygon, casterVertexCount, casterCentroid, shadowVertexBuffer);
108
ztenghui50ecf842014-03-11 16:52:30 -0700109#if DEBUG_SHADOW
110 if(shadowVertexBuffer.getVertexCount() <= 0) {
111 ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
112 }
113#endif
ztenghui7b4516e2014-01-07 10:42:55 -0800114}
ztenghui63d41ab2014-02-14 13:13:41 -0800115
ztenghui63d41ab2014-02-14 13:13:41 -0800116/**
117 * Calculate the centroid of a 2d polygon.
118 *
119 * @param poly The polygon, which is represented in a Vector2 array.
120 * @param polyLength The length of the polygon in terms of number of vertices.
121 * @return the centroid of the polygon.
122 */
123Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
124 double sumx = 0;
125 double sumy = 0;
126 int p1 = polyLength - 1;
127 double area = 0;
128 for (int p2 = 0; p2 < polyLength; p2++) {
129 double x1 = poly[p1].x;
130 double y1 = poly[p1].y;
131 double x2 = poly[p2].x;
132 double y2 = poly[p2].y;
133 double a = (x1 * y2 - x2 * y1);
134 sumx += (x1 + x2) * a;
135 sumy += (y1 + y2) * a;
136 area += a;
137 p1 = p2;
138 }
139
140 Vector2 centroid = poly[0];
141 if (area != 0) {
John Reck1aa5d2d2014-07-24 13:38:28 -0700142 centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
143 static_cast<float>(sumy / (3 * area))};
ztenghui63d41ab2014-02-14 13:13:41 -0800144 } else {
ztenghui50ecf842014-03-11 16:52:30 -0700145 ALOGW("Area is 0 while computing centroid!");
ztenghui63d41ab2014-02-14 13:13:41 -0800146 }
147 return centroid;
148}
149
ztenghuic50a03d2014-08-21 13:47:54 -0700150// Make sure p1 -> p2 is going CW around the poly.
151Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
152 Vector2 result = p2 - p1;
153 if (result.x != 0 || result.y != 0) {
154 result.normalize();
155 // Calculate the normal , which is CCW 90 rotate to the delta.
156 float tempy = result.y;
157 result.y = result.x;
158 result.x = -tempy;
159 }
160 return result;
161}
ztenghui2e023f32014-04-28 16:43:13 -0700162
ztenghui512e6432014-09-10 13:08:20 -0700163int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1,
164 const Vector2& vector2, float divisor) {
165 // When there is no distance difference, there is no need for extra vertices.
166 if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
167 return 0;
168 }
169 // The formula is :
170 // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
171 // The value ranges for each step are:
172 // dot( ) --- [-1, 1]
173 // acos( ) --- [0, M_PI]
174 // floor(...) --- [0, EXTRA_VERTEX_PER_PI]
175 float dotProduct = vector1.dot(vector2);
Lazar Trsic12407522015-06-23 11:46:49 +0200176 // make sure that dotProduct value is in acsof input range [-1, 1]
177 dotProduct = MathUtils::clamp(dotProduct, -1.0f, 1.0f);
ztenghui512e6432014-09-10 13:08:20 -0700178 // TODO: Use look up table for the dotProduct to extraVerticesNumber
179 // computation, if needed.
180 float angle = acosf(dotProduct);
181 return (int) floor(angle / divisor);
182}
183
184void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
185 LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
186 bufferName, used, total);
187}
188
ztenghui55bfb4e2013-12-03 10:38:55 -0800189}; // namespace uirenderer
190}; // namespace android