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Diffstat (limited to 'libs/hwui/ShadowTessellator.cpp')
-rw-r--r-- | libs/hwui/ShadowTessellator.cpp | 191 |
1 files changed, 0 insertions, 191 deletions
diff --git a/libs/hwui/ShadowTessellator.cpp b/libs/hwui/ShadowTessellator.cpp deleted file mode 100644 index d0155ee473f7..000000000000 --- a/libs/hwui/ShadowTessellator.cpp +++ /dev/null @@ -1,191 +0,0 @@ -/* - * 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 |