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 | * |
| 34 | * @param vertices The shadow caster's polygon, which is represented in a Vector3 |
| 35 | * array. |
| 36 | * @param vertexCount The length of caster's polygon in terms of number of |
| 37 | * vertices. |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 38 | * @param centroid3d The centroid of the shadow caster. |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 39 | * @param heightFactor The factor showing the higher the object, the lighter the |
| 40 | * shadow. |
| 41 | * @param geomFactor The factor scaling the geometry expansion along the normal. |
| 42 | * |
| 43 | * @param shadowVertexBuffer Return an floating point array of (x, y, a) |
| 44 | * triangle strips mode. |
| 45 | */ |
| 46 | void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount, |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 47 | const Vector3& centroid3d, float heightFactor, float geomFactor, |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 48 | VertexBuffer& shadowVertexBuffer) { |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 49 | const int rays = SHADOW_RAY_COUNT; |
| 50 | const int layers = SHADOW_LAYER_COUNT; |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 51 | // Validate the inputs. |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 52 | if (vertexCount < 3 || heightFactor <= 0 || layers <= 0 || rays <= 0 |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 53 | || geomFactor <= 0) { |
| 54 | #if DEBUG_SHADOW |
| 55 | ALOGE("Invalid input for createAmbientShadow(), early return!"); |
| 56 | #endif |
| 57 | return; |
| 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]; |
Chris Craik | 564acf7 | 2014-01-02 16:46:18 -0800 | [diff] [blame] | 64 | calculateRayDirections(rays, 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 |
| 79 | ALOGE("Invalid edgeIndex!"); |
| 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 | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 90 | AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 91 | |
| 92 | // Calculate the vertex of the shadows. |
| 93 | // |
| 94 | // The math here is: |
| 95 | // Along the edges of the polygon, for each intersection point P (generated above), |
| 96 | // calculate the normal N, which should be perpendicular to the edge of the |
| 97 | // polygon (represented by the neighbor intersection points) . |
| 98 | // Shadow's vertices will be generated as : P + N * scale. |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 99 | int currentVertexIndex = 0; |
| 100 | for (int layerIndex = 0; layerIndex <= layers; layerIndex++) { |
| 101 | for (int rayIndex = 0; rayIndex < rays; rayIndex++) { |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 102 | |
| 103 | Vector2 normal(1.0f, 0.0f); |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 104 | calculateNormal(rays, rayIndex, dir.array(), rayDist, normal); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 105 | |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 106 | float opacity = 1.0 / (1 + rayHeight[rayIndex] / heightFactor); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 107 | |
| 108 | // The vertex should be start from rayDist[i] then scale the |
| 109 | // normalizeNormal! |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 110 | Vector2 intersection = dir[rayIndex] * rayDist[rayIndex] + |
| 111 | Vector2(centroid3d.x, centroid3d.y); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 112 | |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 113 | float layerRatio = layerIndex / (float)(layers); |
| 114 | // The higher the intersection is, the further the ambient shadow expanded. |
| 115 | float expansionDist = rayHeight[rayIndex] / heightFactor * |
| 116 | geomFactor * (1 - layerRatio); |
| 117 | AlphaVertex::set(&shadowVertices[currentVertexIndex++], |
| 118 | intersection.x + normal.x * expansionDist, |
| 119 | intersection.y + normal.y * expansionDist, |
| 120 | layerRatio * opacity); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 121 | } |
| 122 | |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 123 | } |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 124 | float centroidAlpha = 1.0 / (1 + centroid3d.z / heightFactor); |
| 125 | AlphaVertex::set(&shadowVertices[currentVertexIndex++], |
| 126 | centroid3d.x, centroid3d.y, centroidAlpha); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 127 | |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 128 | #if DEBUG_SHADOW |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 129 | if (currentVertexIndex != SHADOW_VERTEX_COUNT) { |
| 130 | ALOGE("number of vertex generated for ambient shadow is wrong! " |
| 131 | "current: %d , expected: %d", currentVertexIndex, SHADOW_VERTEX_COUNT); |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 132 | } |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 133 | for (int i = 0; i < SHADOW_VERTEX_COUNT; i++) { |
| 134 | ALOGD("ambient shadow value: i %d, (x:%f, y:%f, a:%f)", i, shadowVertices[i].x, |
| 135 | shadowVertices[i].y, shadowVertices[i].alpha); |
| 136 | } |
| 137 | #endif |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 138 | } |
| 139 | |
| 140 | /** |
| 141 | * Generate an array of rays' direction vectors. |
| 142 | * |
| 143 | * @param rays The number of rays shooting out from the centroid. |
| 144 | * @param dir Return the array of ray vectors. |
| 145 | */ |
| 146 | void AmbientShadow::calculateRayDirections(int rays, Vector2* dir) { |
| 147 | float deltaAngle = 2 * M_PI / rays; |
| 148 | |
| 149 | for (int i = 0; i < rays; i++) { |
| 150 | dir[i].x = sinf(deltaAngle * i); |
| 151 | dir[i].y = cosf(deltaAngle * i); |
| 152 | } |
| 153 | } |
| 154 | |
| 155 | /** |
| 156 | * Calculate the intersection of a ray hitting the polygon. |
| 157 | * |
| 158 | * @param vertices The shadow caster's polygon, which is represented in a |
| 159 | * Vector3 array. |
| 160 | * @param vertexCount The length of caster's polygon in terms of number of vertices. |
| 161 | * @param start The starting point of the ray. |
| 162 | * @param dir The direction vector of the ray. |
| 163 | * |
| 164 | * @param outEdgeIndex Return the index of the segment (or index of the starting |
| 165 | * vertex) that ray intersect with. |
| 166 | * @param outEdgeFraction Return the fraction offset from the segment starting |
| 167 | * index. |
| 168 | * @param outRayDist Return the ray distance from centroid to the intersection. |
| 169 | */ |
| 170 | void AmbientShadow::calculateIntersection(const Vector3* vertices, int vertexCount, |
ztenghui | 63d41ab | 2014-02-14 13:13:41 -0800 | [diff] [blame] | 171 | const Vector3& start, const Vector2& dir, int& outEdgeIndex, |
ztenghui | 55bfb4e | 2013-12-03 10:38:55 -0800 | [diff] [blame] | 172 | float& outEdgeFraction, float& outRayDist) { |
| 173 | float startX = start.x; |
| 174 | float startY = start.y; |
| 175 | float dirX = dir.x; |
| 176 | float dirY = dir.y; |
| 177 | // Start the search from the last edge from poly[len-1] to poly[0]. |
| 178 | int p1 = vertexCount - 1; |
| 179 | |
| 180 | for (int p2 = 0; p2 < vertexCount; p2++) { |
| 181 | float p1x = vertices[p1].x; |
| 182 | float p1y = vertices[p1].y; |
| 183 | float p2x = vertices[p2].x; |
| 184 | float p2y = vertices[p2].y; |
| 185 | |
| 186 | // The math here is derived from: |
| 187 | // f(t, v) = p1x * (1 - t) + p2x * t - (startX + dirX * v) = 0; |
| 188 | // g(t, v) = p1y * (1 - t) + p2y * t - (startY + dirY * v) = 0; |
| 189 | float div = (dirX * (p1y - p2y) + dirY * p2x - dirY * p1x); |
| 190 | if (div != 0) { |
| 191 | float t = (dirX * (p1y - startY) + dirY * startX - dirY * p1x) / (div); |
| 192 | if (t > 0 && t <= 1) { |
| 193 | float t2 = (p1x * (startY - p2y) |
| 194 | + p2x * (p1y - startY) |
| 195 | + startX * (p2y - p1y)) / div; |
| 196 | if (t2 > 0) { |
| 197 | outEdgeIndex = p1; |
| 198 | outRayDist = t2; |
| 199 | outEdgeFraction = t; |
| 200 | return; |
| 201 | } |
| 202 | } |
| 203 | } |
| 204 | p1 = p2; |
| 205 | } |
| 206 | return; |
| 207 | }; |
| 208 | |
| 209 | /** |
| 210 | * Calculate the normal at the intersection point between a ray and the polygon. |
| 211 | * |
| 212 | * @param rays The total number of rays. |
| 213 | * @param currentRayIndex The index of the ray which the normal is based on. |
| 214 | * @param dir The array of the all the rays directions. |
| 215 | * @param rayDist The pre-computed ray distances array. |
| 216 | * |
| 217 | * @param normal Return the normal. |
| 218 | */ |
| 219 | void AmbientShadow::calculateNormal(int rays, int currentRayIndex, |
| 220 | const Vector2* dir, const float* rayDist, Vector2& normal) { |
| 221 | int preIndex = (currentRayIndex - 1 + rays) % rays; |
| 222 | int postIndex = (currentRayIndex + 1) % rays; |
| 223 | Vector2 p1 = dir[preIndex] * rayDist[preIndex]; |
| 224 | Vector2 p2 = dir[postIndex] * rayDist[postIndex]; |
| 225 | |
| 226 | // Now the V (deltaX, deltaY) is the vector going CW around the poly. |
| 227 | Vector2 delta = p2 - p1; |
| 228 | if (delta.length() != 0) { |
| 229 | delta.normalize(); |
| 230 | // Calculate the normal , which is CCW 90 rotate to the V. |
| 231 | // 90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z) |
| 232 | normal.x = -delta.y; |
| 233 | normal.y = delta.x; |
| 234 | } |
| 235 | } |
| 236 | |
| 237 | }; // namespace uirenderer |
| 238 | }; // namespace android |