Calculate and show Ambient shadow.
Basically we compute the shadow as a strip of triangles, whose alpha value is the strength of the shadow. We use the normal to extend the geometry. And we use static function and try to avoid new/malloc in the computation. Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
This commit is contained in:
306
libs/hwui/AmbientShadow.cpp
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306
libs/hwui/AmbientShadow.cpp
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@@ -0,0 +1,306 @@
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/*
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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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#define LOG_TAG "OpenGLRenderer"
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#include <math.h>
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#include <utils/Log.h>
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#include "AmbientShadow.h"
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#include "Vertex.h"
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namespace android {
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namespace uirenderer {
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/**
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* Calculate the shadows as a triangle strips while alpha value as the
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* shadow values.
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*
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* @param vertices The shadow caster's polygon, which is represented in a Vector3
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* array.
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* @param vertexCount The length of caster's polygon in terms of number of
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* vertices.
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* @param rays The number of rays shooting out from the centroid.
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* @param layers The number of rings outside the polygon.
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* @param strength The darkness of the shadow, the higher, the darker.
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* @param heightFactor The factor showing the higher the object, the lighter the
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* shadow.
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* @param geomFactor The factor scaling the geometry expansion along the normal.
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*
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* @param shadowVertexBuffer Return an floating point array of (x, y, a)
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* triangle strips mode.
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*/
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void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount,
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int rays, int layers, float strength, float heightFactor, float geomFactor,
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VertexBuffer& shadowVertexBuffer) {
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// Validate the inputs.
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if (strength <= 0 || heightFactor <= 0 || layers <= 0 || rays <= 0
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|| geomFactor <= 0) {
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#if DEBUG_SHADOW
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ALOGE("Invalid input for createAmbientShadow(), early return!");
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#endif
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return;
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}
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int rings = layers + 1;
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int size = rays * rings;
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Vector2 centroid;
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calculatePolygonCentroid(vertices, vertexCount, centroid);
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Vector2 dir[rays];
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float rayDist[rays];
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float rayHeight[rays];
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calculateRayDirections(rays, dir);
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// Calculate the length and height of the points along the edge.
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//
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// The math here is:
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// Intersect each ray (starting from the centroid) with the polygon.
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for (int i = 0; i < rays; i++) {
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int edgeIndex;
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float edgeFraction;
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float rayDistance;
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calculateIntersection(vertices, vertexCount, centroid, dir[i], edgeIndex,
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edgeFraction, rayDistance);
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rayDist[i] = rayDistance;
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if (edgeIndex < 0 || edgeIndex >= vertexCount) {
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#if DEBUG_SHADOW
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ALOGE("Invalid edgeIndex!");
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#endif
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edgeIndex = 0;
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}
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float h1 = vertices[edgeIndex].z;
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float h2 = vertices[((edgeIndex + 1) % vertexCount)].z;
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rayHeight[i] = h1 + edgeFraction * (h2 - h1);
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}
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// The output buffer length basically is roughly rays * layers, but since we
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// need triangle strips, so we need to duplicate vertices to accomplish that.
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const int shadowVertexCount = (2 + rays + ((layers) * 2 * (rays + 1)));
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AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(shadowVertexCount);
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// Calculate the vertex of the shadows.
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//
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// The math here is:
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// Along the edges of the polygon, for each intersection point P (generated above),
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// calculate the normal N, which should be perpendicular to the edge of the
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// polygon (represented by the neighbor intersection points) .
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// Shadow's vertices will be generated as : P + N * scale.
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int currentIndex = 0;
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for (int r = 0; r < layers; r++) {
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int firstInLayer = currentIndex;
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for (int i = 0; i < rays; i++) {
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Vector2 normal(1.0f, 0.0f);
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calculateNormal(rays, i, dir, rayDist, normal);
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float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);
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// The vertex should be start from rayDist[i] then scale the
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// normalizeNormal!
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Vector2 intersection = dir[i] * rayDist[i] + centroid;
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// Use 2 rings' vertices to complete one layer's strip
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for (int j = r; j < (r + 2); j++) {
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float jf = j / (float)(rings - 1);
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float expansionDist = rayHeight[i] / heightFactor * geomFactor * jf;
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AlphaVertex::set(&shadowVertices[currentIndex],
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intersection.x + normal.x * expansionDist,
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intersection.y + normal.y * expansionDist,
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(1 - jf) * opacity);
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currentIndex++;
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}
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}
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// From one layer to the next, we need to duplicate the vertex to
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// continue as a single strip.
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shadowVertices[currentIndex] = shadowVertices[firstInLayer];
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currentIndex++;
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shadowVertices[currentIndex] = shadowVertices[firstInLayer + 1];
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currentIndex++;
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}
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// After all rings are done, we need to jump into the polygon.
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// In order to keep everything in a strip, we need to duplicate the last one
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// of the rings and the first one inside the polygon.
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int lastInRings = currentIndex - 1;
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shadowVertices[currentIndex] = shadowVertices[lastInRings];
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currentIndex++;
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// We skip one and fill it back after we finish the internal triangles.
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currentIndex++;
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int firstInternal = currentIndex;
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// Combine the internal area of the polygon into a triangle strip, too.
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// The basic idea is zig zag between the intersection points.
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// 0 -> (n - 1) -> 1 -> (n - 2) ...
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for (int k = 0; k < rays; k++) {
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int i = k / 2;
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if ((k & 1) == 1) { // traverse the inside in a zig zag pattern for strips
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i = rays - i - 1;
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}
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float cast = rayDist[i] * (1 + rayHeight[i] / heightFactor);
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float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);
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float t = rayDist[i];
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AlphaVertex::set(&shadowVertices[currentIndex], dir[i].x * t + centroid.x,
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dir[i].y * t + centroid.y, opacity);
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currentIndex++;
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}
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currentIndex = firstInternal - 1;
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shadowVertices[currentIndex] = shadowVertices[firstInternal];
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}
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/**
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* Calculate the centroid of a given polygon.
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*
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* @param vertices The shadow caster's polygon, which is represented in a
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* straight Vector3 array.
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* @param vertexCount The length of caster's polygon in terms of number of vertices.
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*
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* @param centroid Return the centroid of the polygon.
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*/
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void AmbientShadow::calculatePolygonCentroid(const Vector3* vertices, int vertexCount,
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Vector2& centroid) {
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float sumx = 0;
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float sumy = 0;
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int p1 = vertexCount - 1;
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float area = 0;
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for (int p2 = 0; p2 < vertexCount; p2++) {
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float x1 = vertices[p1].x;
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float y1 = vertices[p1].y;
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float x2 = vertices[p2].x;
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float y2 = vertices[p2].y;
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float 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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if (area == 0) {
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#if DEBUG_SHADOW
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ALOGE("Area is 0!");
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#endif
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centroid.x = vertices[0].x;
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centroid.y = vertices[0].y;
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} else {
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centroid.x = sumx / (3 * area);
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centroid.y = sumy / (3 * area);
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}
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}
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/**
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* Generate an array of rays' direction vectors.
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*
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* @param rays The number of rays shooting out from the centroid.
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* @param dir Return the array of ray vectors.
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*/
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void AmbientShadow::calculateRayDirections(int rays, Vector2* dir) {
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float deltaAngle = 2 * M_PI / rays;
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for (int i = 0; i < rays; i++) {
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dir[i].x = sinf(deltaAngle * i);
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dir[i].y = cosf(deltaAngle * i);
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}
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}
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/**
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* Calculate the intersection of a ray hitting the polygon.
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*
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* @param vertices The shadow caster's polygon, which is represented in a
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* Vector3 array.
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* @param vertexCount The length of caster's polygon in terms of number of vertices.
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* @param start The starting point of the ray.
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* @param dir The direction vector of the ray.
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*
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* @param outEdgeIndex Return the index of the segment (or index of the starting
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* vertex) that ray intersect with.
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* @param outEdgeFraction Return the fraction offset from the segment starting
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* index.
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* @param outRayDist Return the ray distance from centroid to the intersection.
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*/
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void AmbientShadow::calculateIntersection(const Vector3* vertices, int vertexCount,
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const Vector2& start, const Vector2& dir, int& outEdgeIndex,
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float& outEdgeFraction, float& outRayDist) {
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float startX = start.x;
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float startY = start.y;
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float dirX = dir.x;
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float dirY = dir.y;
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// Start the search from the last edge from poly[len-1] to poly[0].
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int p1 = vertexCount - 1;
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for (int p2 = 0; p2 < vertexCount; p2++) {
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float p1x = vertices[p1].x;
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float p1y = vertices[p1].y;
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float p2x = vertices[p2].x;
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float p2y = vertices[p2].y;
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// The math here is derived from:
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// f(t, v) = p1x * (1 - t) + p2x * t - (startX + dirX * v) = 0;
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// g(t, v) = p1y * (1 - t) + p2y * t - (startY + dirY * v) = 0;
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float div = (dirX * (p1y - p2y) + dirY * p2x - dirY * p1x);
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if (div != 0) {
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float t = (dirX * (p1y - startY) + dirY * startX - dirY * p1x) / (div);
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if (t > 0 && t <= 1) {
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float t2 = (p1x * (startY - p2y)
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+ p2x * (p1y - startY)
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+ startX * (p2y - p1y)) / div;
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if (t2 > 0) {
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outEdgeIndex = p1;
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outRayDist = t2;
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outEdgeFraction = t;
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return;
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}
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}
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}
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p1 = p2;
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}
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return;
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};
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/**
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* Calculate the normal at the intersection point between a ray and the polygon.
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*
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* @param rays The total number of rays.
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* @param currentRayIndex The index of the ray which the normal is based on.
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* @param dir The array of the all the rays directions.
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* @param rayDist The pre-computed ray distances array.
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*
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* @param normal Return the normal.
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*/
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void AmbientShadow::calculateNormal(int rays, int currentRayIndex,
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const Vector2* dir, const float* rayDist, Vector2& normal) {
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int preIndex = (currentRayIndex - 1 + rays) % rays;
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int postIndex = (currentRayIndex + 1) % rays;
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Vector2 p1 = dir[preIndex] * rayDist[preIndex];
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Vector2 p2 = dir[postIndex] * rayDist[postIndex];
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// Now the V (deltaX, deltaY) is the vector going CW around the poly.
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Vector2 delta = p2 - p1;
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if (delta.length() != 0) {
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delta.normalize();
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// Calculate the normal , which is CCW 90 rotate to the V.
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// 90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
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normal.x = -delta.y;
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normal.y = delta.x;
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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57
libs/hwui/AmbientShadow.h
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57
libs/hwui/AmbientShadow.h
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@@ -0,0 +1,57 @@
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/*
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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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#ifndef ANDROID_HWUI_AMBIENT_SHADOW_H
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#define ANDROID_HWUI_AMBIENT_SHADOW_H
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#include "Debug.h"
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#include "Vector.h"
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#include "VertexBuffer.h"
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namespace android {
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namespace uirenderer {
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/**
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* AmbientShadow is used to calculate the ambient shadow value around a polygon.
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*
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* TODO: calculateIntersection() now is O(N*M), where N is the number of
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* polygon's vertics and M is the number of rays. In fact, by staring tracing
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* the vertex from the previous intersection, the algorithm can be O(N + M);
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*/
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class AmbientShadow {
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public:
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static void createAmbientShadow(const Vector3* poly, int polyLength, int rays,
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int layers, float strength, float heightFactor, float geomFactor,
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VertexBuffer& shadowVertexBuffer);
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private:
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static void calculatePolygonCentroid(const Vector3* poly, int len, Vector2& centroid);
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static void calculateRayDirections(int rays, Vector2* dir);
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static void calculateIntersection(const Vector3* poly, int nbVertices,
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const Vector2& start, const Vector2& dir, int& outEdgeIndex,
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float& outEdgeFraction, float& outRayDist);
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static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir,
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const float* rayDist, Vector2& normal);
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}; // AmbientShadow
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_AMBIENT_SHADOW_H
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@@ -10,6 +10,7 @@ ifeq ($(USE_OPENGL_RENDERER),true)
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thread/TaskManager.cpp \
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font/CacheTexture.cpp \
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font/Font.cpp \
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AmbientShadow.cpp \
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AssetAtlas.cpp \
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FontRenderer.cpp \
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GammaFontRenderer.cpp \
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@@ -37,6 +38,7 @@ ifeq ($(USE_OPENGL_RENDERER),true)
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ProgramCache.cpp \
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RenderBufferCache.cpp \
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ResourceCache.cpp \
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ShadowTessellator.cpp \
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SkiaColorFilter.cpp \
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||||
SkiaShader.cpp \
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Snapshot.cpp \
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@@ -473,7 +473,7 @@ bool Caches::unbindPixelBuffer() {
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// Meshes and textures
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///////////////////////////////////////////////////////////////////////////////
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void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride) {
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void Caches::bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
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if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) {
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||||
GLuint slot = currentProgram->position;
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||||
glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
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@@ -482,7 +482,7 @@ void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei str
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||||
}
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||||
}
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||||
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||||
void Caches::bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride) {
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||||
void Caches::bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) {
|
||||
if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) {
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||||
GLuint slot = currentProgram->texCoords;
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glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices);
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||||
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||||
@@ -208,13 +208,13 @@ public:
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||||
* Binds an attrib to the specified float vertex pointer.
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||||
* Assumes a stride of gMeshStride and a size of 2.
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||||
*/
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||||
void bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
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||||
void bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride);
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||||
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||||
/**
|
||||
* Binds an attrib to the specified float vertex pointer.
|
||||
* Assumes a stride of gMeshStride and a size of 2.
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||||
*/
|
||||
void bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride);
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||||
void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride);
|
||||
|
||||
/**
|
||||
* Resets the vertex pointers.
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||||
@@ -379,9 +379,9 @@ private:
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||||
GLuint mCurrentBuffer;
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||||
GLuint mCurrentIndicesBuffer;
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||||
GLuint mCurrentPixelBuffer;
|
||||
void* mCurrentPositionPointer;
|
||||
const void* mCurrentPositionPointer;
|
||||
GLsizei mCurrentPositionStride;
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||||
void* mCurrentTexCoordsPointer;
|
||||
const void* mCurrentTexCoordsPointer;
|
||||
GLsizei mCurrentTexCoordsStride;
|
||||
|
||||
bool mTexCoordsArrayEnabled;
|
||||
|
||||
@@ -88,6 +88,9 @@
|
||||
// Turn on to enable 3D support in the renderer (off by default until API for control exists)
|
||||
#define DEBUG_ENABLE_3D 0
|
||||
|
||||
// Turn on to enable debugging shadow
|
||||
#define DEBUG_SHADOW 0
|
||||
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||||
#if DEBUG_INIT
|
||||
#define INIT_LOGD(...) ALOGD(__VA_ARGS__)
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||||
#else
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||||
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||||
@@ -36,7 +36,9 @@
|
||||
#include "Fence.h"
|
||||
#include "PathTessellator.h"
|
||||
#include "Properties.h"
|
||||
#include "ShadowTessellator.h"
|
||||
#include "Vector.h"
|
||||
#include "VertexBuffer.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
@@ -2579,7 +2581,7 @@ status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPa
|
||||
setupDrawColorFilterUniforms();
|
||||
setupDrawShaderUniforms();
|
||||
|
||||
void* vertices = vertexBuffer.getBuffer();
|
||||
const void* vertices = vertexBuffer.getBuffer();
|
||||
bool force = mCaches.unbindMeshBuffer();
|
||||
mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride);
|
||||
mCaches.resetTexCoordsVertexPointer();
|
||||
@@ -3393,22 +3395,13 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlp
|
||||
|
||||
SkPaint paint;
|
||||
paint.setColor(0x3f000000);
|
||||
// Force the draw to use alpha values.
|
||||
paint.setAntiAlias(true);
|
||||
VertexBuffer vertexBuffer;
|
||||
{
|
||||
//TODO: populate vertex buffer with better shadow geometry.
|
||||
Vector3 pivot(width/2, height/2, 0.0f);
|
||||
casterTransform.mapPoint3d(pivot);
|
||||
|
||||
float zScaleFactor = 0.5 + 0.0005f * pivot.z;
|
||||
|
||||
SkPath path;
|
||||
path.addRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor,
|
||||
pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor);
|
||||
PathTessellator::tessellatePath(path, &paint, mSnapshot->transform, vertexBuffer);
|
||||
}
|
||||
|
||||
return drawVertexBuffer(vertexBuffer, &paint);
|
||||
VertexBuffer shadowVertexBuffer;
|
||||
ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,
|
||||
shadowVertexBuffer);
|
||||
return drawVertexBuffer(shadowVertexBuffer, &paint);
|
||||
}
|
||||
|
||||
status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
|
||||
|
||||
@@ -22,84 +22,11 @@
|
||||
#include "Matrix.h"
|
||||
#include "Rect.h"
|
||||
#include "Vertex.h"
|
||||
#include "VertexBuffer.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
class VertexBuffer {
|
||||
public:
|
||||
VertexBuffer():
|
||||
mBuffer(0),
|
||||
mVertexCount(0),
|
||||
mCleanupMethod(NULL)
|
||||
{}
|
||||
|
||||
~VertexBuffer() {
|
||||
if (mCleanupMethod) mCleanupMethod(mBuffer);
|
||||
}
|
||||
|
||||
/**
|
||||
This should be the only method used by the PathTessellator. Subsequent calls to alloc will
|
||||
allocate space within the first allocation (useful if you want to eventually allocate
|
||||
multiple regions within a single VertexBuffer, such as with PathTessellator::tesselateLines()
|
||||
*/
|
||||
template <class TYPE>
|
||||
TYPE* alloc(int vertexCount) {
|
||||
if (mVertexCount) {
|
||||
TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
|
||||
// already have allocated the buffer, re-allocate space within
|
||||
if (mReallocBuffer != mBuffer) {
|
||||
// not first re-allocation, leave space for degenerate triangles to separate strips
|
||||
reallocBuffer += 2;
|
||||
}
|
||||
mReallocBuffer = reallocBuffer + vertexCount;
|
||||
return reallocBuffer;
|
||||
}
|
||||
mVertexCount = vertexCount;
|
||||
mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
|
||||
mCleanupMethod = &(cleanup<TYPE>);
|
||||
|
||||
return (TYPE*)mBuffer;
|
||||
}
|
||||
|
||||
template <class TYPE>
|
||||
void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
|
||||
int verticesToCopy = srcBuffer.getVertexCount();
|
||||
|
||||
TYPE* dst = alloc<TYPE>(verticesToCopy);
|
||||
TYPE* src = (TYPE*)srcBuffer.getBuffer();
|
||||
|
||||
for (int i = 0; i < verticesToCopy; i++) {
|
||||
TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset);
|
||||
}
|
||||
}
|
||||
|
||||
void* getBuffer() const { return mBuffer; } // shouldn't be const, since not a const ptr?
|
||||
unsigned int getVertexCount() const { return mVertexCount; }
|
||||
|
||||
template <class TYPE>
|
||||
void createDegenerateSeparators(int allocSize) {
|
||||
TYPE* end = (TYPE*)mBuffer + mVertexCount;
|
||||
for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
|
||||
memcpy(degen, degen - 1, sizeof(TYPE));
|
||||
memcpy(degen + 1, degen + 2, sizeof(TYPE));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template <class TYPE>
|
||||
static void cleanup(void* buffer) {
|
||||
delete[] (TYPE*)buffer;
|
||||
}
|
||||
|
||||
void* mBuffer;
|
||||
unsigned int mVertexCount;
|
||||
|
||||
void* mReallocBuffer; // used for multi-allocation
|
||||
|
||||
void (*mCleanupMethod)(void*);
|
||||
};
|
||||
|
||||
class PathTessellator {
|
||||
public:
|
||||
static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint);
|
||||
|
||||
73
libs/hwui/ShadowTessellator.cpp
Normal file
73
libs/hwui/ShadowTessellator.cpp
Normal file
@@ -0,0 +1,73 @@
|
||||
/*
|
||||
* 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"
|
||||
|
||||
#include <math.h>
|
||||
#include <utils/Log.h>
|
||||
|
||||
#include "AmbientShadow.h"
|
||||
#include "ShadowTessellator.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
// TODO: Support path as the input of the polygon instead of the rect's width
|
||||
// and height.
|
||||
void ShadowTessellator::tessellateAmbientShadow(float width, float height,
|
||||
const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
|
||||
|
||||
Vector3 pivot(width / 2, height / 2, 0.0f);
|
||||
casterTransform.mapPoint3d(pivot);
|
||||
|
||||
// TODO: The zScaleFactor need to be mapped to the screen.
|
||||
float zScaleFactor = 0.5;
|
||||
Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor,
|
||||
pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor);
|
||||
|
||||
// Generate the caster's polygon from the rect.
|
||||
// TODO: support arbitrary polygon, and the z value need to be computed
|
||||
// according to the transformation for each vertex.
|
||||
const int vertexCount = 4;
|
||||
Vector3 polygon[vertexCount];
|
||||
polygon[0].x = blockRect.left;
|
||||
polygon[0].y = blockRect.top;
|
||||
polygon[0].z = pivot.z;
|
||||
polygon[1].x = blockRect.right;
|
||||
polygon[1].y = blockRect.top;
|
||||
polygon[1].z = pivot.z;
|
||||
polygon[2].x = blockRect.right;
|
||||
polygon[2].y = blockRect.bottom;
|
||||
polygon[2].z = pivot.z;
|
||||
polygon[3].x = blockRect.left;
|
||||
polygon[3].y = blockRect.bottom;
|
||||
polygon[3].z = pivot.z;
|
||||
|
||||
// A bunch of parameters to tweak the shadow.
|
||||
// TODO: Allow some of these changable by debug settings or APIs.
|
||||
const int rays = 120;
|
||||
const int layers = 2;
|
||||
const float strength = 0.5;
|
||||
const float heightFactor = 120;
|
||||
const float geomFactor = 60;
|
||||
|
||||
AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength,
|
||||
heightFactor, geomFactor, shadowVertexBuffer);
|
||||
|
||||
}
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
37
libs/hwui/ShadowTessellator.h
Normal file
37
libs/hwui/ShadowTessellator.h
Normal file
@@ -0,0 +1,37 @@
|
||||
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H
|
||||
#define ANDROID_HWUI_SHADOW_TESSELLATOR_H
|
||||
|
||||
#include "Debug.h"
|
||||
#include "Matrix.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
class ShadowTessellator {
|
||||
public:
|
||||
static void tessellateAmbientShadow(float width, float height,
|
||||
const mat4& casterTransform, VertexBuffer& shadowVertexBuffer);
|
||||
|
||||
}; // ShadowTessellator
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
|
||||
#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H
|
||||
102
libs/hwui/VertexBuffer.h
Normal file
102
libs/hwui/VertexBuffer.h
Normal file
@@ -0,0 +1,102 @@
|
||||
/*
|
||||
* Copyright (C) 2012 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.
|
||||
*/
|
||||
|
||||
#ifndef ANDROID_HWUI_VERTEX_BUFFER_H
|
||||
#define ANDROID_HWUI_VERTEX_BUFFER_H
|
||||
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
class VertexBuffer {
|
||||
public:
|
||||
VertexBuffer():
|
||||
mBuffer(0),
|
||||
mVertexCount(0),
|
||||
mCleanupMethod(NULL)
|
||||
{}
|
||||
|
||||
~VertexBuffer() {
|
||||
if (mCleanupMethod) mCleanupMethod(mBuffer);
|
||||
}
|
||||
|
||||
/**
|
||||
This should be the only method used by the Tessellator. Subsequent calls to
|
||||
alloc will allocate space within the first allocation (useful if you want to
|
||||
eventually allocate multiple regions within a single VertexBuffer, such as
|
||||
with PathTessellator::tesselateLines())
|
||||
*/
|
||||
template <class TYPE>
|
||||
TYPE* alloc(int vertexCount) {
|
||||
if (mVertexCount) {
|
||||
TYPE* reallocBuffer = (TYPE*)mReallocBuffer;
|
||||
// already have allocated the buffer, re-allocate space within
|
||||
if (mReallocBuffer != mBuffer) {
|
||||
// not first re-allocation, leave space for degenerate triangles to separate strips
|
||||
reallocBuffer += 2;
|
||||
}
|
||||
mReallocBuffer = reallocBuffer + vertexCount;
|
||||
return reallocBuffer;
|
||||
}
|
||||
mVertexCount = vertexCount;
|
||||
mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
|
||||
mCleanupMethod = &(cleanup<TYPE>);
|
||||
|
||||
return (TYPE*)mBuffer;
|
||||
}
|
||||
|
||||
template <class TYPE>
|
||||
void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
|
||||
int verticesToCopy = srcBuffer.getVertexCount();
|
||||
|
||||
TYPE* dst = alloc<TYPE>(verticesToCopy);
|
||||
TYPE* src = (TYPE*)srcBuffer.getBuffer();
|
||||
|
||||
for (int i = 0; i < verticesToCopy; i++) {
|
||||
TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset);
|
||||
}
|
||||
}
|
||||
|
||||
const void* getBuffer() const { return mBuffer; }
|
||||
unsigned int getVertexCount() const { return mVertexCount; }
|
||||
|
||||
template <class TYPE>
|
||||
void createDegenerateSeparators(int allocSize) {
|
||||
TYPE* end = (TYPE*)mBuffer + mVertexCount;
|
||||
for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) {
|
||||
memcpy(degen, degen - 1, sizeof(TYPE));
|
||||
memcpy(degen + 1, degen + 2, sizeof(TYPE));
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
template <class TYPE>
|
||||
static void cleanup(void* buffer) {
|
||||
delete[] (TYPE*)buffer;
|
||||
}
|
||||
|
||||
void* mBuffer;
|
||||
unsigned int mVertexCount;
|
||||
|
||||
void* mReallocBuffer; // used for multi-allocation
|
||||
|
||||
void (*mCleanupMethod)(void*);
|
||||
};
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
|
||||
#endif // ANDROID_HWUI_VERTEX_BUFFER_H
|
||||
Reference in New Issue
Block a user