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