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-rw-r--r--libs/hwui/ShadowTessellator.cpp191
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diff --git a/libs/hwui/ShadowTessellator.cpp b/libs/hwui/ShadowTessellator.cpp
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-/*
- * Copyright (C) 2013 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include <math.h>
-#include <utils/Log.h>
-#include <utils/MathUtils.h>
-#include <utils/Trace.h>
-
-#include "AmbientShadow.h"
-#include "Properties.h"
-#include "ShadowTessellator.h"
-#include "SpotShadow.h"
-#include "Vector.h"
-
-namespace android {
-namespace uirenderer {
-
-void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon,
- int casterVertexCount, const Vector3& centroid3d,
- const Rect& casterBounds, const Rect& localClip,
- float maxZ, VertexBuffer& shadowVertexBuffer) {
- ATRACE_CALL();
-
- // A bunch of parameters to tweak the shadow.
- // TODO: Allow some of these changable by debug settings or APIs.
- float heightFactor = 1.0f / 128;
- const float geomFactor = 64;
-
- if (CC_UNLIKELY(Properties::overrideAmbientRatio > 0.0f)) {
- heightFactor *= Properties::overrideAmbientRatio;
- }
-
- Rect ambientShadowBounds(casterBounds);
- ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
-
- if (!localClip.intersects(ambientShadowBounds)) {
-#if DEBUG_SHADOW
- ALOGD("Ambient shadow is out of clip rect!");
-#endif
- return;
- }
-
- AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
- heightFactor, geomFactor, shadowVertexBuffer);
-}
-
-void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon,
- int casterVertexCount, const Vector3& casterCentroid,
- const mat4& receiverTransform,
- const Vector3& lightCenter, int lightRadius,
- const Rect& casterBounds, const Rect& localClip,
- VertexBuffer& shadowVertexBuffer) {
- ATRACE_CALL();
-
- Vector3 adjustedLightCenter(lightCenter);
- if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
- adjustedLightCenter.y = -Properties::overrideLightPosY; // negated since this shifts up
- }
- if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
- adjustedLightCenter.z = Properties::overrideLightPosZ;
- }
-
-#if DEBUG_SHADOW
- ALOGD("light center %f %f %f %d", adjustedLightCenter.x, adjustedLightCenter.y,
- adjustedLightCenter.z, lightRadius);
-#endif
- if (isnan(adjustedLightCenter.x) || isnan(adjustedLightCenter.y) ||
- isnan(adjustedLightCenter.z)) {
- return;
- }
-
- // light position (because it's in local space) needs to compensate for receiver transform
- // TODO: should apply to light orientation, not just position
- Matrix4 reverseReceiverTransform;
- reverseReceiverTransform.loadInverse(receiverTransform);
- reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
-
- if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
- lightRadius = Properties::overrideLightRadius;
- }
-
- // Now light and caster are both in local space, we will check whether
- // the shadow is within the clip area.
- Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
- adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
- lightRect.unionWith(localClip);
- if (!lightRect.intersects(casterBounds)) {
-#if DEBUG_SHADOW
- ALOGD("Spot shadow is out of clip rect!");
-#endif
- return;
- }
-
- SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius, casterPolygon,
- casterVertexCount, casterCentroid, shadowVertexBuffer);
-
-#if DEBUG_SHADOW
- if (shadowVertexBuffer.getVertexCount() <= 0) {
- ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
- }
-#endif
-}
-
-/**
- * Calculate the centroid of a 2d polygon.
- *
- * @param poly The polygon, which is represented in a Vector2 array.
- * @param polyLength The length of the polygon in terms of number of vertices.
- * @return the centroid of the polygon.
- */
-Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
- double sumx = 0;
- double sumy = 0;
- int p1 = polyLength - 1;
- double area = 0;
- for (int p2 = 0; p2 < polyLength; p2++) {
- double x1 = poly[p1].x;
- double y1 = poly[p1].y;
- double x2 = poly[p2].x;
- double y2 = poly[p2].y;
- double a = (x1 * y2 - x2 * y1);
- sumx += (x1 + x2) * a;
- sumy += (y1 + y2) * a;
- area += a;
- p1 = p2;
- }
-
- Vector2 centroid = poly[0];
- if (area != 0) {
- centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
- static_cast<float>(sumy / (3 * area))};
- } else {
- ALOGW("Area is 0 while computing centroid!");
- }
- return centroid;
-}
-
-// Make sure p1 -> p2 is going CW around the poly.
-Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
- Vector2 result = p2 - p1;
- if (result.x != 0 || result.y != 0) {
- result.normalize();
- // Calculate the normal , which is CCW 90 rotate to the delta.
- float tempy = result.y;
- result.y = result.x;
- result.x = -tempy;
- }
- return result;
-}
-
-int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
- float divisor) {
- // When there is no distance difference, there is no need for extra vertices.
- if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
- return 0;
- }
- // The formula is :
- // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
- // The value ranges for each step are:
- // dot( ) --- [-1, 1]
- // acos( ) --- [0, M_PI]
- // floor(...) --- [0, EXTRA_VERTEX_PER_PI]
- float dotProduct = vector1.dot(vector2);
- // make sure that dotProduct value is in acsof input range [-1, 1]
- dotProduct = MathUtils::clamp(dotProduct, -1.0f, 1.0f);
- // TODO: Use look up table for the dotProduct to extraVerticesNumber
- // computation, if needed.
- float angle = acosf(dotProduct);
- return (int)floor(angle / divisor);
-}
-
-void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
- LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d", bufferName, used,
- total);
-}
-
-}; // namespace uirenderer
-}; // namespace android