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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 #include <math.h>
     18 #include <utils/Log.h>
     19 #include <utils/MathUtils.h>
     20 #include <utils/Trace.h>
     21 
     22 #include "AmbientShadow.h"
     23 #include "Properties.h"
     24 #include "ShadowTessellator.h"
     25 #include "SpotShadow.h"
     26 #include "Vector.h"
     27 
     28 namespace android {
     29 namespace uirenderer {
     30 
     31 void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon,
     32                                                 int casterVertexCount, const Vector3& centroid3d,
     33                                                 const Rect& casterBounds, const Rect& localClip,
     34                                                 float maxZ, VertexBuffer& shadowVertexBuffer) {
     35     ATRACE_CALL();
     36 
     37     // A bunch of parameters to tweak the shadow.
     38     // TODO: Allow some of these changable by debug settings or APIs.
     39     float heightFactor = 1.0f / 128;
     40     const float geomFactor = 64;
     41 
     42     if (CC_UNLIKELY(Properties::overrideAmbientRatio > 0.0f)) {
     43         heightFactor *= Properties::overrideAmbientRatio;
     44     }
     45 
     46     Rect ambientShadowBounds(casterBounds);
     47     ambientShadowBounds.outset(maxZ * geomFactor * heightFactor);
     48 
     49     if (!localClip.intersects(ambientShadowBounds)) {
     50 #if DEBUG_SHADOW
     51         ALOGD("Ambient shadow is out of clip rect!");
     52 #endif
     53         return;
     54     }
     55 
     56     AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
     57                                        heightFactor, geomFactor, shadowVertexBuffer);
     58 }
     59 
     60 void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon,
     61                                              int casterVertexCount, const Vector3& casterCentroid,
     62                                              const mat4& receiverTransform,
     63                                              const Vector3& lightCenter, int lightRadius,
     64                                              const Rect& casterBounds, const Rect& localClip,
     65                                              VertexBuffer& shadowVertexBuffer) {
     66     ATRACE_CALL();
     67 
     68     Vector3 adjustedLightCenter(lightCenter);
     69     if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
     70         adjustedLightCenter.y = -Properties::overrideLightPosY;  // negated since this shifts up
     71     }
     72     if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
     73         adjustedLightCenter.z = Properties::overrideLightPosZ;
     74     }
     75 
     76 #if DEBUG_SHADOW
     77     ALOGD("light center %f %f %f %d", adjustedLightCenter.x, adjustedLightCenter.y,
     78           adjustedLightCenter.z, lightRadius);
     79 #endif
     80     if (isnan(adjustedLightCenter.x) || isnan(adjustedLightCenter.y) ||
     81         isnan(adjustedLightCenter.z)) {
     82         return;
     83     }
     84 
     85     // light position (because it's in local space) needs to compensate for receiver transform
     86     // TODO: should apply to light orientation, not just position
     87     Matrix4 reverseReceiverTransform;
     88     reverseReceiverTransform.loadInverse(receiverTransform);
     89     reverseReceiverTransform.mapPoint3d(adjustedLightCenter);
     90 
     91     if (CC_UNLIKELY(Properties::overrideLightRadius > 0)) {
     92         lightRadius = Properties::overrideLightRadius;
     93     }
     94 
     95     // Now light and caster are both in local space, we will check whether
     96     // the shadow is within the clip area.
     97     Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
     98                           adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
     99     lightRect.unionWith(localClip);
    100     if (!lightRect.intersects(casterBounds)) {
    101 #if DEBUG_SHADOW
    102         ALOGD("Spot shadow is out of clip rect!");
    103 #endif
    104         return;
    105     }
    106 
    107     SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius, casterPolygon,
    108                                  casterVertexCount, casterCentroid, shadowVertexBuffer);
    109 
    110 #if DEBUG_SHADOW
    111     if (shadowVertexBuffer.getVertexCount() <= 0) {
    112         ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
    113     }
    114 #endif
    115 }
    116 
    117 /**
    118  * Calculate the centroid of a 2d polygon.
    119  *
    120  * @param poly The polygon, which is represented in a Vector2 array.
    121  * @param polyLength The length of the polygon in terms of number of vertices.
    122  * @return the centroid of the polygon.
    123  */
    124 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
    125     double sumx = 0;
    126     double sumy = 0;
    127     int p1 = polyLength - 1;
    128     double area = 0;
    129     for (int p2 = 0; p2 < polyLength; p2++) {
    130         double x1 = poly[p1].x;
    131         double y1 = poly[p1].y;
    132         double x2 = poly[p2].x;
    133         double y2 = poly[p2].y;
    134         double a = (x1 * y2 - x2 * y1);
    135         sumx += (x1 + x2) * a;
    136         sumy += (y1 + y2) * a;
    137         area += a;
    138         p1 = p2;
    139     }
    140 
    141     Vector2 centroid = poly[0];
    142     if (area != 0) {
    143         centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
    144                              static_cast<float>(sumy / (3 * area))};
    145     } else {
    146         ALOGW("Area is 0 while computing centroid!");
    147     }
    148     return centroid;
    149 }
    150 
    151 // Make sure p1 -> p2 is going CW around the poly.
    152 Vector2 ShadowTessellator::calculateNormal(const Vector2& p1, const Vector2& p2) {
    153     Vector2 result = p2 - p1;
    154     if (result.x != 0 || result.y != 0) {
    155         result.normalize();
    156         // Calculate the normal , which is CCW 90 rotate to the delta.
    157         float tempy = result.y;
    158         result.y = result.x;
    159         result.x = -tempy;
    160     }
    161     return result;
    162 }
    163 
    164 int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
    165                                             float divisor) {
    166     // When there is no distance difference, there is no need for extra vertices.
    167     if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
    168         return 0;
    169     }
    170     // The formula is :
    171     // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
    172     // The value ranges for each step are:
    173     // dot( ) --- [-1, 1]
    174     // acos( )     --- [0, M_PI]
    175     // floor(...)  --- [0, EXTRA_VERTEX_PER_PI]
    176     float dotProduct = vector1.dot(vector2);
    177     // make sure that dotProduct value is in acsof input range [-1, 1]
    178     dotProduct = MathUtils::clamp(dotProduct, -1.0f, 1.0f);
    179     // TODO: Use look up table for the dotProduct to extraVerticesNumber
    180     // computation, if needed.
    181     float angle = acosf(dotProduct);
    182     return (int)floor(angle / divisor);
    183 }
    184 
    185 void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
    186     LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d", bufferName, used,
    187                         total);
    188 }
    189 
    190 };  // namespace uirenderer
    191 };  // namespace android
    192