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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.
+ */
+
+#define LOG_TAG "OpenGLRenderer"
+#define ATRACE_TAG ATRACE_TAG_VIEW
+
+#include <math.h>
+#include <utils/Log.h>
+#include <utils/Trace.h>
+
+#include "AmbientShadow.h"
+#include "Caches.h"
+#include "ShadowTessellator.h"
+#include "SpotShadow.h"
+
+namespace android {
+namespace uirenderer {
+
+template<typename T>
+static inline T max(T a, T b) {
+ return a > b ? a : b;
+}
+
+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;
+
+ Caches& caches = Caches::getInstance();
+ if (CC_UNLIKELY(caches.propertyAmbientRatio > 0.0f)) {
+ heightFactor *= caches.propertyAmbientRatio;
+ }
+
+ 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 mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
+ const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
+ ATRACE_CALL();
+
+ Caches& caches = Caches::getInstance();
+
+ Vector3 adjustedLightCenter(lightCenter);
+ if (CC_UNLIKELY(caches.propertyLightPosY > 0)) {
+ adjustedLightCenter.y = - caches.propertyLightPosY; // negated since this shifts up
+ }
+ if (CC_UNLIKELY(caches.propertyLightPosZ > 0)) {
+ adjustedLightCenter.z = caches.propertyLightPosZ;
+ }
+
+#if DEBUG_SHADOW
+ ALOGD("light center %f %f %f",
+ adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
+#endif
+
+ // 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);
+
+ const int lightVertexCount = 8;
+ if (CC_UNLIKELY(caches.propertyLightDiameter > 0)) {
+ lightRadius = caches.propertyLightDiameter;
+ }
+
+ // 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,
+ casterPolygon, casterVertexCount, adjustedLightCenter, lightRadius,
+ lightVertexCount, shadowVertexBuffer);
+#if DEBUG_SHADOW
+ if(shadowVertexBuffer.getVertexCount() <= 0) {
+ ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
+ }
+#endif
+}
+
+void ShadowTessellator::generateShadowIndices(uint16_t* shadowIndices) {
+ int currentIndex = 0;
+ const int rays = SHADOW_RAY_COUNT;
+ // For the penumbra area.
+ for (int layer = 0; layer < 2; layer ++) {
+ int baseIndex = layer * rays;
+ for (int i = 0; i < rays; i++) {
+ shadowIndices[currentIndex++] = i + baseIndex;
+ shadowIndices[currentIndex++] = rays + i + baseIndex;
+ }
+ // To close the loop, back to the ray 0.
+ shadowIndices[currentIndex++] = 0 + baseIndex;
+ // Note this is the same as the first index of next layer loop.
+ shadowIndices[currentIndex++] = rays + baseIndex;
+ }
+
+#if DEBUG_SHADOW
+ if (currentIndex != MAX_SHADOW_INDEX_COUNT) {
+ ALOGW("vertex index count is wrong. current %d, expected %d",
+ currentIndex, MAX_SHADOW_INDEX_COUNT);
+ }
+ for (int i = 0; i < MAX_SHADOW_INDEX_COUNT; i++) {
+ ALOGD("vertex index is (%d, %d)", i, shadowIndices[i]);
+ }
+#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(sumx / (3 * area), sumy / (3 * area));
+ } else {
+ ALOGW("Area is 0 while computing centroid!");
+ }
+ return centroid;
+}
+
+/**
+ * Test whether the polygon is order in clockwise.
+ *
+ * @param polygon the polygon as a Vector2 array
+ * @param len the number of points of the polygon
+ */
+bool ShadowTessellator::isClockwise(const Vector2* polygon, int len) {
+ if (len < 2 || polygon == NULL) {
+ ALOGW("Invalid polygon %p, length is %d @ isClockwise()", polygon, len);
+ return true;
+ }
+ double sum = 0;
+ double p1x = polygon[len - 1].x;
+ double p1y = polygon[len - 1].y;
+ for (int i = 0; i < len; i++) {
+
+ double p2x = polygon[i].x;
+ double p2y = polygon[i].y;
+ sum += p1x * p2y - p2x * p1y;
+ p1x = p2x;
+ p1y = p2y;
+ }
+ return sum < 0;
+}
+
+bool ShadowTessellator::isClockwisePath(const SkPath& path) {
+ SkPath::Iter iter(path, false);
+ SkPoint pts[4];
+ SkPath::Verb v;
+
+ Vector<Vector2> arrayForDirection;
+ while (SkPath::kDone_Verb != (v = iter.next(pts))) {
+ switch (v) {
+ case SkPath::kMove_Verb:
+ arrayForDirection.add(Vector2(pts[0].x(), pts[0].y()));
+ break;
+ case SkPath::kLine_Verb:
+ arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
+ break;
+ case SkPath::kQuad_Verb:
+ arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
+ arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
+ break;
+ case SkPath::kCubic_Verb:
+ arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
+ arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
+ arrayForDirection.add(Vector2(pts[3].x(), pts[3].y()));
+ break;
+ default:
+ break;
+ }
+ }
+
+ return isClockwise(arrayForDirection.array(), arrayForDirection.size());
+}
+
+void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
+ int n = len / 2;
+ for (int i = 0; i < n; i++) {
+ Vertex tmp = polygon[i];
+ int k = len - 1 - i;
+ polygon[i] = polygon[k];
+ polygon[k] = tmp;
+ }
+}
+
+}; // namespace uirenderer
+}; // namespace android