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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>
ztenghui55bfb4e2013-12-03 10:38:55 -080024
25#include "AmbientShadow.h"
Chris Craik2507c342015-05-04 14:36:49 -070026#include "Properties.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080027#include "ShadowTessellator.h"
ztenghui7b4516e2014-01-07 10:42:55 -080028#include "SpotShadow.h"
Chris Craik2507c342015-05-04 14:36:49 -070029#include "Vector.h"
ztenghui55bfb4e2013-12-03 10:38:55 -080030
31namespace android {
32namespace uirenderer {
33
Chris Craik05f3d6e2014-06-02 16:27:04 -070034void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
ztenghui50ecf842014-03-11 16:52:30 -070035 const Vector3* casterPolygon, int casterVertexCount,
ztenghuiaf6f7ed2014-03-18 17:25:49 -070036 const Vector3& centroid3d, const Rect& casterBounds,
37 const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
Chris Craik87f9df82014-03-07 14:34:42 -080038 ATRACE_CALL();
39
ztenghui55bfb4e2013-12-03 10:38:55 -080040 // A bunch of parameters to tweak the shadow.
41 // TODO: Allow some of these changable by debug settings or APIs.
ztenghui8def74d2014-10-01 16:10:16 -070042 float heightFactor = 1.0f / 128;
ztenghui7b4516e2014-01-07 10:42:55 -080043 const float geomFactor = 64;
ztenghui55bfb4e2013-12-03 10:38:55 -080044
Chris Craik2507c342015-05-04 14:36:49 -070045 if (CC_UNLIKELY(Properties::overrideAmbientRatio > 0.0f)) {
46 heightFactor *= Properties::overrideAmbientRatio;
Chris Craikf5be3ca2014-04-30 18:20:03 -070047 }
48
ztenghuiaf6f7ed2014-03-18 17:25:49 -070049 Rect ambientShadowBounds(casterBounds);
50 ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
51
52 if (!localClip.intersects(ambientShadowBounds)) {
53#if DEBUG_SHADOW
54 ALOGD("Ambient shadow is out of clip rect!");
55#endif
Chris Craik05f3d6e2014-06-02 16:27:04 -070056 return;
ztenghuiaf6f7ed2014-03-18 17:25:49 -070057 }
58
Chris Craik05f3d6e2014-06-02 16:27:04 -070059 AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
ztenghui50ecf842014-03-11 16:52:30 -070060 casterVertexCount, centroid3d, heightFactor, geomFactor,
61 shadowVertexBuffer);
ztenghui55bfb4e2013-12-03 10:38:55 -080062}
63
Chris Craik05f3d6e2014-06-02 16:27:04 -070064void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
ztenghuic50a03d2014-08-21 13:47:54 -070065 const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
Chris Craik797b95b22014-05-20 18:10:25 -070066 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
67 const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
Chris Craik87f9df82014-03-07 14:34:42 -080068 ATRACE_CALL();
69
Chris Craik797b95b22014-05-20 18:10:25 -070070 Vector3 adjustedLightCenter(lightCenter);
Chris Craik2507c342015-05-04 14:36:49 -070071 if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
72 adjustedLightCenter.y = - Properties::overrideLightPosY; // negated since this shifts up
Chris Craikf5be3ca2014-04-30 18:20:03 -070073 }
Chris Craik2507c342015-05-04 14:36:49 -070074 if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
75 adjustedLightCenter.z = Properties::overrideLightPosZ;
Chris Craikf5be3ca2014-04-30 18:20:03 -070076 }
77
ztenghui7b4516e2014-01-07 10:42:55 -080078#if DEBUG_SHADOW
Chris Craik797b95b22014-05-20 18:10:25 -070079 ALOGD("light center %f %f %f",
80 adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
ztenghui7b4516e2014-01-07 10:42:55 -080081#endif
Chris Craik3197cde2014-01-16 14:03:39 -080082
83 // light position (because it's in local space) needs to compensate for receiver transform
84 // TODO: should apply to light orientation, not just position
85 Matrix4 reverseReceiverTransform;
86 reverseReceiverTransform.loadInverse(receiverTransform);
Chris Craik797b95b22014-05-20 18:10:25 -070087 reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
Chris Craik3197cde2014-01-16 14:03:39 -080088
Chris Craik2507c342015-05-04 14:36:49 -070089 if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
90 lightRadius = Properties::overrideLightRadius;
Chris Craikf5be3ca2014-04-30 18:20:03 -070091 }
92
ztenghuiaf6f7ed2014-03-18 17:25:49 -070093 // Now light and caster are both in local space, we will check whether
94 // the shadow is within the clip area.
Chris Craik797b95b22014-05-20 18:10:25 -070095 Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
96 adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
ztenghuiaf6f7ed2014-03-18 17:25:49 -070097 lightRect.unionWith(localClip);
98 if (!lightRect.intersects(casterBounds)) {
99#if DEBUG_SHADOW
100 ALOGD("Spot shadow is out of clip rect!");
101#endif
Chris Craik05f3d6e2014-06-02 16:27:04 -0700102 return;
ztenghuiaf6f7ed2014-03-18 17:25:49 -0700103 }
104
ztenghuic50a03d2014-08-21 13:47:54 -0700105 SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius,
106 casterPolygon, casterVertexCount, casterCentroid, shadowVertexBuffer);
107
ztenghui50ecf842014-03-11 16:52:30 -0700108#if DEBUG_SHADOW
109 if(shadowVertexBuffer.getVertexCount() <= 0) {
110 ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
111 }
112#endif
ztenghui7b4516e2014-01-07 10:42:55 -0800113}
ztenghui63d41ab2014-02-14 13:13:41 -0800114
ztenghui63d41ab2014-02-14 13:13:41 -0800115/**
116 * Calculate the centroid of a 2d polygon.
117 *
118 * @param poly The polygon, which is represented in a Vector2 array.
119 * @param polyLength The length of the polygon in terms of number of vertices.
120 * @return the centroid of the polygon.
121 */
122Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
123 double sumx = 0;
124 double sumy = 0;
125 int p1 = polyLength - 1;
126 double area = 0;
127 for (int p2 = 0; p2 < polyLength; p2++) {
128 double x1 = poly[p1].x;
129 double y1 = poly[p1].y;
130 double x2 = poly[p2].x;
131 double y2 = poly[p2].y;
132 double a = (x1 * y2 - x2 * y1);
133 sumx += (x1 + x2) * a;
134 sumy += (y1 + y2) * a;
135 area += a;
136 p1 = p2;
137 }
138
139 Vector2 centroid = poly[0];
140 if (area != 0) {
John Reck1aa5d2d2014-07-24 13:38:28 -0700141 centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
142 static_cast<float>(sumy / (3 * area))};
ztenghui63d41ab2014-02-14 13:13:41 -0800143 } else {
ztenghui50ecf842014-03-11 16:52:30 -0700144 ALOGW("Area is 0 while computing centroid!");
ztenghui63d41ab2014-02-14 13:13:41 -0800145 }
146 return centroid;
147}
148
ztenghuic50a03d2014-08-21 13:47:54 -0700149// Make sure p1 -> p2 is going CW around the poly.
150Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
151 Vector2 result = p2 - p1;
152 if (result.x != 0 || result.y != 0) {
153 result.normalize();
154 // Calculate the normal , which is CCW 90 rotate to the delta.
155 float tempy = result.y;
156 result.y = result.x;
157 result.x = -tempy;
158 }
159 return result;
160}
ztenghui2e023f32014-04-28 16:43:13 -0700161
ztenghui512e6432014-09-10 13:08:20 -0700162int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1,
163 const Vector2& vector2, float divisor) {
164 // When there is no distance difference, there is no need for extra vertices.
165 if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
166 return 0;
167 }
168 // The formula is :
169 // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
170 // The value ranges for each step are:
171 // dot( ) --- [-1, 1]
172 // acos( ) --- [0, M_PI]
173 // floor(...) --- [0, EXTRA_VERTEX_PER_PI]
174 float dotProduct = vector1.dot(vector2);
175 // TODO: Use look up table for the dotProduct to extraVerticesNumber
176 // computation, if needed.
177 float angle = acosf(dotProduct);
178 return (int) floor(angle / divisor);
179}
180
181void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
182 LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
183 bufferName, used, total);
184}
185
ztenghui55bfb4e2013-12-03 10:38:55 -0800186}; // namespace uirenderer
187}; // namespace android