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      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 /**
     20  * Extra vertices for the corner for smoother corner.
     21  * Only for outer vertices.
     22  * Note that we use such extra memory to avoid an extra loop.
     23  */
     24 // For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
     25 // Set to 1 if we don't want to have any.
     26 #define EXTRA_CORNER_VERTEX_PER_PI 12
     27 
     28 // For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
     29 // therefore, the maximum number of extra vertices will be twice bigger.
     30 #define MAX_EXTRA_CORNER_VERTEX_NUMBER  (2 * EXTRA_CORNER_VERTEX_PER_PI)
     31 
     32 // For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
     33 #define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
     34 
     35 /**
     36  * Extra vertices for the Edge for interpolation artifacts.
     37  * Same value for both inner and outer vertices.
     38  */
     39 #define EXTRA_EDGE_VERTEX_PER_PI 50
     40 
     41 #define MAX_EXTRA_EDGE_VERTEX_NUMBER  (2 * EXTRA_EDGE_VERTEX_PER_PI)
     42 
     43 #define EDGE_RADIANS_DIVISOR  (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
     44 
     45 /**
     46  * Other constants:
     47  */
     48 // For the edge of the penumbra, the opacity is 0.
     49 #define OUTER_OPACITY (0.0f)
     50 
     51 // Once the alpha difference is greater than this threshold, we will allocate extra
     52 // edge vertices.
     53 // If this is set to negative value, then all the edge will be tessellated.
     54 #define ALPHA_THRESHOLD (0.1f / 255.0f)
     55 
     56 #include <math.h>
     57 #include <utils/Log.h>
     58 #include <utils/Vector.h>
     59 
     60 #include "AmbientShadow.h"
     61 #include "ShadowTessellator.h"
     62 #include "Vertex.h"
     63 #include "utils/MathUtils.h"
     64 
     65 namespace android {
     66 namespace uirenderer {
     67 
     68 /**
     69  *  Local utility functions.
     70  */
     71 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
     72     // Convert from Vector3 to Vector2 first.
     73     Vector2 currentVertex = { vertices[current].x, vertices[current].y };
     74     Vector2 nextVertex = { vertices[next].x, vertices[next].y };
     75 
     76     return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
     77 }
     78 
     79 // The input z value will be converted to be non-negative inside.
     80 // The output must be ranged from 0 to 1.
     81 inline float getAlphaFromFactoredZ(float factoredZ) {
     82     return 1.0 / (1 + MathUtils::max(factoredZ, 0.0f));
     83 }
     84 
     85 inline float getTransformedAlphaFromAlpha(float alpha) {
     86     return acosf(1.0f - 2.0f * alpha);
     87 }
     88 
     89 // The output is ranged from 0 to M_PI.
     90 inline float getTransformedAlphaFromFactoredZ(float factoredZ) {
     91     return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
     92 }
     93 
     94 inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
     95         const Vector3& secondVertex, const Vector3& centroid) {
     96     Vector2 secondSpike  = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
     97     secondSpike.normalize();
     98 
     99     int result = ShadowTessellator::getExtraVertexNumber(secondSpike, *currentSpike,
    100             EDGE_RADIANS_DIVISOR);
    101     *currentSpike = secondSpike;
    102     return result;
    103 }
    104 
    105 // Given the caster's vertex count, compute all the buffers size depending on
    106 // whether or not the caster is opaque.
    107 inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
    108         int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
    109     // Compute the size of the vertex buffer.
    110     int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
    111         MAX_EXTRA_EDGE_VERTEX_NUMBER;
    112     int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
    113     *totalVertexCount = outerVertexCount + innerVertexCount;
    114 
    115     // Compute the size of the index buffer.
    116     *totalIndexCount = 2 * outerVertexCount + 2;
    117 
    118     // Compute the size of the umber buffer.
    119     // For translucent object, keep track of the umbra(inner) vertex in order to draw
    120     // inside. We only need to store the index information.
    121     *totalUmbraCount = 0;
    122     if (!isCasterOpaque) {
    123         // Add the centroid if occluder is translucent.
    124         *totalVertexCount++;
    125         *totalIndexCount += 2 * innerVertexCount + 1;
    126         *totalUmbraCount = innerVertexCount;
    127     }
    128 }
    129 
    130 inline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
    131     return abs(firstAlpha - secondAlpha) > ALPHA_THRESHOLD;
    132 }
    133 
    134 /**
    135  * Calculate the shadows as a triangle strips while alpha value as the
    136  * shadow values.
    137  *
    138  * @param isCasterOpaque Whether the caster is opaque.
    139  * @param vertices The shadow caster's polygon, which is represented in a Vector3
    140  *                  array.
    141  * @param vertexCount The length of caster's polygon in terms of number of
    142  *                    vertices.
    143  * @param centroid3d The centroid of the shadow caster.
    144  * @param heightFactor The factor showing the higher the object, the lighter the
    145  *                     shadow.
    146  * @param geomFactor The factor scaling the geometry expansion along the normal.
    147  *
    148  * @param shadowVertexBuffer Return an floating point array of (x, y, a)
    149  *               triangle strips mode.
    150  *
    151  * An simple illustration:
    152  * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C.
    153  *
    154  * First project the occluder to the Z=0 surface.
    155  * Then we got all the inner vertices. And we compute the normal for each edge.
    156  * According to the normal, we generate outer vertices. E.g: We generate P1 / P4
    157  * as extra corner vertices to make the corner looks round and smoother.
    158  *
    159  * Due to the fact that the alpha is not linear interpolated along the inner
    160  * edge, when the alpha is different, we may add extra vertices such as P2.1, P2.2,
    161  * V0.1, V0.2 to avoid the visual artifacts.
    162  *
    163  *                                            (P3)
    164  *          (P2)     (P2.1)     (P2.2)         |     ' (P4)
    165  *   (P1)'   |        |           |            |   '
    166  *         ' |        |           |            | '
    167  * (P0)  ------------------------------------------------(P5)
    168  *           | (V0)   (V0.1)    (V0.2)         |(V1)
    169  *           |                                 |
    170  *           |                                 |
    171  *           |               (C)               |
    172  *           |                                 |
    173  *           |                                 |
    174  *           |                                 |
    175  *           |                                 |
    176  *        (V3)-----------------------------------(V2)
    177  */
    178 void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
    179         const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
    180         float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
    181     shadowVertexBuffer.setMode(VertexBuffer::kIndices);
    182 
    183     // In order to computer the outer vertices in one loop, we need pre-compute
    184     // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
    185     // for vertex 0.
    186     Vector2 previousNormal = getNormalFromVertices(casterVertices,
    187             casterVertexCount - 1 , 0);
    188     Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
    189         casterVertices[0].y - centroid3d.y};
    190     currentSpike.normalize();
    191     float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
    192 
    193     // Preparing all the output data.
    194     int totalVertexCount, totalIndexCount, totalUmbraCount;
    195     computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
    196             casterVertexCount, isCasterOpaque);
    197     AlphaVertex* shadowVertices =
    198             shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
    199     int vertexBufferIndex = 0;
    200     uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
    201     int indexBufferIndex = 0;
    202     uint16_t umbraVertices[totalUmbraCount];
    203     int umbraIndex = 0;
    204 
    205     for (int i = 0; i < casterVertexCount; i++)  {
    206         // Corner: first figure out the extra vertices we need for the corner.
    207         const Vector3& innerVertex = casterVertices[i];
    208         Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
    209                 (i + 1) % casterVertexCount);
    210 
    211         int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(currentNormal,
    212                 previousNormal, CORNER_RADIANS_DIVISOR);
    213 
    214         float expansionDist = innerVertex.z * heightFactor * geomFactor;
    215         const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
    216 #if DEBUG_SHADOW
    217         ALOGD("cornerSlicesNumber is %d", cornerSlicesNumber);
    218 #endif
    219 
    220         // Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
    221         // We fill the inner vertex first, such that we can fill the index buffer
    222         // inside the loop.
    223         int currentInnerVertexIndex = vertexBufferIndex;
    224         if (!isCasterOpaque) {
    225             umbraVertices[umbraIndex++] = vertexBufferIndex;
    226         }
    227         AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
    228                 casterVertices[i].y,
    229                 getTransformedAlphaFromAlpha(currentAlpha));
    230 
    231         const Vector3& innerStart = casterVertices[i];
    232 
    233         // outerStart is the first outer vertex for this inner vertex.
    234         // outerLast is the last outer vertex for this inner vertex.
    235         Vector2 outerStart = {0, 0};
    236         Vector2 outerLast = {0, 0};
    237         // This will create vertices from [0, cornerSlicesNumber] inclusively,
    238         // which means minimally 2 vertices even without the extra ones.
    239         for (int j = 0; j <= cornerSlicesNumber; j++) {
    240             Vector2 averageNormal =
    241                 previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
    242             averageNormal /= cornerSlicesNumber;
    243             averageNormal.normalize();
    244             Vector2 outerVertex;
    245             outerVertex.x = innerVertex.x + averageNormal.x * expansionDist;
    246             outerVertex.y = innerVertex.y + averageNormal.y * expansionDist;
    247 
    248             indexBuffer[indexBufferIndex++] = vertexBufferIndex;
    249             indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
    250             AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
    251                     outerVertex.y, OUTER_OPACITY);
    252 
    253             if (j == 0) {
    254                 outerStart = outerVertex;
    255             } else if (j == cornerSlicesNumber) {
    256                 outerLast = outerVertex;
    257             }
    258         }
    259         previousNormal = currentNormal;
    260 
    261         // Edge: first figure out the extra vertices needed for the edge.
    262         const Vector3& innerNext = casterVertices[(i + 1) % casterVertexCount];
    263         float nextAlpha = getAlphaFromFactoredZ(innerNext.z * heightFactor);
    264         if (needsExtraForEdge(currentAlpha, nextAlpha)) {
    265             // TODO: See if we can / should cache this outer vertex across the loop.
    266             Vector2 outerNext;
    267             float expansionDist = innerNext.z * heightFactor * geomFactor;
    268             outerNext.x = innerNext.x + currentNormal.x * expansionDist;
    269             outerNext.y = innerNext.y + currentNormal.y * expansionDist;
    270 
    271             // Compute the angle and see how many extra points we need.
    272             int extraVerticesNumber = getEdgeExtraAndUpdateSpike(&currentSpike,
    273                     innerNext, centroid3d);
    274 #if DEBUG_SHADOW
    275             ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
    276 #endif
    277             // Edge: fill the edge's VB and IB.
    278             // This will create vertices pair from [1, extraVerticesNumber - 1].
    279             // If there is no extra vertices created here, the edge will be drawn
    280             // as just 2 triangles.
    281             for (int k = 1; k < extraVerticesNumber; k++) {
    282                 int startWeight = extraVerticesNumber - k;
    283                 Vector2 currentOuter =
    284                     (outerLast * startWeight + outerNext * k) / extraVerticesNumber;
    285                 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
    286                 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
    287                         currentOuter.y, OUTER_OPACITY);
    288 
    289                 if (!isCasterOpaque) {
    290                     umbraVertices[umbraIndex++] = vertexBufferIndex;
    291                 }
    292                 Vector3 currentInner =
    293                     (innerStart * startWeight + innerNext * k) / extraVerticesNumber;
    294                 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
    295                 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
    296                         currentInner.y,
    297                         getTransformedAlphaFromFactoredZ(currentInner.z * heightFactor));
    298             }
    299         }
    300         currentAlpha = nextAlpha;
    301     }
    302 
    303     indexBuffer[indexBufferIndex++] = 1;
    304     indexBuffer[indexBufferIndex++] = 0;
    305 
    306     if (!isCasterOpaque) {
    307         // Add the centroid as the last one in the vertex buffer.
    308         float centroidOpacity =
    309             getTransformedAlphaFromFactoredZ(centroid3d.z * heightFactor);
    310         int centroidIndex = vertexBufferIndex;
    311         AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
    312                 centroid3d.y, centroidOpacity);
    313 
    314         for (int i = 0; i < umbraIndex; i++) {
    315             // Note that umbraVertices[0] is always 0.
    316             // So the start and the end of the umbra are using the "0".
    317             // And penumbra ended with 0, so a degenerated triangle is formed b/t
    318             // the umbra and penumbra.
    319             indexBuffer[indexBufferIndex++] = umbraVertices[i];
    320             indexBuffer[indexBufferIndex++] = centroidIndex;
    321         }
    322         indexBuffer[indexBufferIndex++] = 0;
    323     }
    324 
    325     // At the end, update the real index and vertex buffer size.
    326     shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
    327     shadowVertexBuffer.updateIndexCount(indexBufferIndex);
    328 
    329     ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Vertex Buffer");
    330     ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Index Buffer");
    331     ShadowTessellator::checkOverflow(umbraIndex, totalUmbraCount, "Umbra Buffer");
    332 
    333 #if DEBUG_SHADOW
    334     for (int i = 0; i < vertexBufferIndex; i++) {
    335         ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y,
    336                 shadowVertices[i].alpha);
    337     }
    338     for (int i = 0; i < indexBufferIndex; i++) {
    339         ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]);
    340     }
    341 #endif
    342 }
    343 
    344 }; // namespace uirenderer
    345 }; // namespace android
    346