Merge "Calculate and show the shadow from a spot light."
This commit is contained in:
@@ -42,6 +42,7 @@ ifeq ($(USE_OPENGL_RENDERER),true)
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SkiaColorFilter.cpp \
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SkiaShader.cpp \
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Snapshot.cpp \
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SpotShadow.cpp \
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StatefulBaseRenderer.cpp \
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Stencil.cpp \
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Texture.cpp \
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@@ -3194,10 +3194,18 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlp
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paint.setColor(mCaches.propertyShadowStrength << 24);
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paint.setAntiAlias(true); // want to use AlphaVertex
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VertexBuffer shadowVertexBuffer;
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VertexBuffer ambientShadowVertexBuffer;
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ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform,
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shadowVertexBuffer);
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return drawVertexBuffer(shadowVertexBuffer, &paint);
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ambientShadowVertexBuffer);
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drawVertexBuffer(ambientShadowVertexBuffer, &paint);
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VertexBuffer spotShadowVertexBuffer;
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ShadowTessellator::tessellateSpotShadow(width, height,
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getWidth(), getHeight(), casterTransform,
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spotShadowVertexBuffer);
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drawVertexBuffer(spotShadowVertexBuffer, &paint);
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return DrawGlInfo::kStatusDrew;
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}
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status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color,
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@@ -21,14 +21,30 @@
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#include "AmbientShadow.h"
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#include "ShadowTessellator.h"
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#include "SpotShadow.h"
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namespace android {
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namespace uirenderer {
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template<typename T>
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static inline T max(T a, T b) {
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return a > b ? a : b;
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}
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// TODO: Support path as the input of the polygon instead of the rect's width
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// and height.
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void ShadowTessellator::tessellateAmbientShadow(float width, float height,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
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// and height. And the z values need to be computed according to the
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// transformation for each vertex.
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/**
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* Generate the polygon for the caster.
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*
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* @param width the width of the caster
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* @param height the height of the caster
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* @param casterTransform transformation info of the caster
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* @param polygon return the caster's polygon
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*
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*/
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void ShadowTessellator::generateCasterPolygon(float width, float height,
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const mat4& casterTransform, int vertexCount, Vector3* polygon) {
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Vector3 pivot(width / 2, height / 2, 0.0f);
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casterTransform.mapPoint3d(pivot);
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@@ -39,10 +55,6 @@ void ShadowTessellator::tessellateAmbientShadow(float width, float height,
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pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor);
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// Generate the caster's polygon from the rect.
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// TODO: support arbitrary polygon, and the z value need to be computed
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// according to the transformation for each vertex.
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const int vertexCount = 4;
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Vector3 polygon[vertexCount];
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polygon[0].x = blockRect.left;
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polygon[0].y = blockRect.top;
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polygon[0].z = pivot.z;
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@@ -55,19 +67,51 @@ void ShadowTessellator::tessellateAmbientShadow(float width, float height,
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polygon[3].x = blockRect.left;
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polygon[3].y = blockRect.bottom;
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polygon[3].z = pivot.z;
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}
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void ShadowTessellator::tessellateAmbientShadow(float width, float height,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
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const int vertexCount = 4;
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Vector3 polygon[vertexCount];
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generateCasterPolygon(width, height, casterTransform, vertexCount, polygon);
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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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const int rays = 120;
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const int rays = 128;
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const int layers = 2;
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const float strength = 0.5;
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const float heightFactor = 120;
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const float geomFactor = 60;
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const float heightFactor = 128;
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const float geomFactor = 64;
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AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength,
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heightFactor, geomFactor, shadowVertexBuffer);
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}
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void ShadowTessellator::tessellateSpotShadow(float width, float height,
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int screenWidth, int screenHeight,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) {
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const int vertexCount = 4;
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Vector3 polygon[vertexCount];
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generateCasterPolygon(width, height, casterTransform, vertexCount, polygon);
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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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const int rays = 256;
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const int layers = 2;
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const float strength = 0.5;
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int maximal = max(screenWidth, screenHeight);
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Vector3 lightCenter(screenWidth / 2, 0, maximal);
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#if DEBUG_SHADOW
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ALOGD("light center %f %f %f", lightCenter.x, lightCenter.y, lightCenter.z);
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#endif
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const float lightSize = maximal / 8;
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const int lightVertexCount = 16;
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SpotShadow::createSpotShadow(polygon, vertexCount, lightCenter, lightSize,
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lightVertexCount, rays, layers, strength, shadowVertexBuffer);
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}
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}; // namespace uirenderer
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}; // namespace android
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@@ -29,6 +29,14 @@ public:
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static void tessellateAmbientShadow(float width, float height,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer);
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static void tessellateSpotShadow(float width, float height,
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int screenWidth, int screenHeight,
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const mat4& casterTransform, VertexBuffer& shadowVertexBuffer);
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private:
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static void generateCasterPolygon(float width, float height,
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const mat4& casterTransform, int vertexCount, Vector3* polygon);
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}; // ShadowTessellator
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}; // namespace uirenderer
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839
libs/hwui/SpotShadow.cpp
Normal file
839
libs/hwui/SpotShadow.cpp
Normal file
@@ -0,0 +1,839 @@
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/*
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* Copyright (C) 2014 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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#define SHADOW_SHRINK_SCALE 0.1f
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#include <math.h>
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#include <utils/Log.h>
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#include "SpotShadow.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 intersection of a ray with a polygon.
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* It assumes the ray originates inside the 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 caster's polygon in terms of number of
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* vertices.
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* @param point the start of the ray
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* @param dx the x vector of the ray
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* @param dy the y vector of the ray
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* @return the distance along the ray if it intersects with the polygon FP_NAN if otherwise
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*/
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float SpotShadow::rayIntersectPoly(const Vector2* poly, int polyLength,
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const Vector2& point, float dx, float dy) {
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double px = point.x;
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double py = point.y;
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int p1 = polyLength - 1;
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for (int p2 = 0; p2 < polyLength; p2++) {
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double p1x = poly[p1].x;
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double p1y = poly[p1].y;
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double p2x = poly[p2].x;
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double p2y = poly[p2].y;
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// The math below is derived from solving this formula, basically the
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// intersection point should stay on both the ray and the edge of (p1, p2).
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// solve([p1x+t*(p2x-p1x)=dx*t2+px,p1y+t*(p2y-p1y)=dy*t2+py],[t,t2]);
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double div = (dx * (p1y - p2y) + dy * p2x - dy * p1x);
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if (div != 0) {
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double t = (dx * (p1y - py) + dy * px - dy * p1x) / (div);
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if (t >= 0 && t <= 1) {
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double t2 = (p1x * (py - p2y) + p2x * (p1y - py) +
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px * (p2y - p1y)) / div;
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if (t2 > 0) {
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return (float)t2;
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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 FP_NAN;
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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 SpotShadow::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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double centroidx = sumx / (3 * area);
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double centroidy = sumy / (3 * area);
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return Vector2((float)centroidx, (float)centroidy);
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}
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/**
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* Sort points by their X coordinates
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*
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* @param points the points as a Vector2 array.
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* @param pointsLength the number of vertices of the polygon.
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*/
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void SpotShadow::xsort(Vector2* points, int pointsLength) {
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quicksortX(points, 0, pointsLength - 1);
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}
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/**
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* compute the convex hull of a collection of Points
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*
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* @param points the points as a Vector2 array.
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* @param pointsLength the number of vertices of the polygon.
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* @param retPoly pre allocated array of floats to put the vertices
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* @return the number of points in the polygon 0 if no intersection
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*/
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int SpotShadow::hull(Vector2* points, int pointsLength, Vector2* retPoly) {
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xsort(points, pointsLength);
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int n = pointsLength;
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Vector2 lUpper[n];
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lUpper[0] = points[0];
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lUpper[1] = points[1];
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int lUpperSize = 2;
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for (int i = 2; i < n; i++) {
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lUpper[lUpperSize] = points[i];
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lUpperSize++;
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while (lUpperSize > 2 && !rightTurn(
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(double)lUpper[lUpperSize - 3].x, (double)lUpper[lUpperSize - 3].y,
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(double)lUpper[lUpperSize - 2].x, (double)lUpper[lUpperSize - 2].y,
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(double)lUpper[lUpperSize - 1].x, (double)lUpper[lUpperSize - 1].y)) {
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// Remove the middle point of the three last
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lUpper[lUpperSize - 2].x = lUpper[lUpperSize - 1].x;
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lUpper[lUpperSize - 2].y = lUpper[lUpperSize - 1].y;
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lUpperSize--;
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}
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}
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Vector2 lLower[n];
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lLower[0] = points[n - 1];
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lLower[1] = points[n - 2];
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int lLowerSize = 2;
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for (int i = n - 3; i >= 0; i--) {
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lLower[lLowerSize] = points[i];
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lLowerSize++;
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while (lLowerSize > 2 && !rightTurn(
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(double)lLower[lLowerSize - 3].x, (double)lLower[lLowerSize - 3].y,
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(double)lLower[lLowerSize - 2].x, (double)lLower[lLowerSize - 2].y,
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(double)lLower[lLowerSize - 1].x, (double)lLower[lLowerSize - 1].y)) {
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// Remove the middle point of the three last
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lLower[lLowerSize - 2] = lLower[lLowerSize - 1];
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lLowerSize--;
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}
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}
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int count = 0;
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for (int i = 0; i < lUpperSize; i++) {
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retPoly[count] = lUpper[i];
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count++;
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}
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for (int i = 1; i < lLowerSize - 1; i++) {
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retPoly[count] = lLower[i];
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count++;
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}
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// TODO: Add test harness which verify that all the points are inside the hull.
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return count;
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}
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/**
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* Test whether the 3 points form a right hand turn
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*
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* @param ax the x coordinate of point a
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* @param ay the y coordinate of point a
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* @param bx the x coordinate of point b
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* @param by the y coordinate of point b
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* @param cx the x coordinate of point c
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* @param cy the y coordinate of point c
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* @return true if a right hand turn
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*/
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bool SpotShadow::rightTurn(double ax, double ay, double bx, double by,
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double cx, double cy) {
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return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
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}
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/**
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* Calculates the intersection of poly1 with poly2 and put in poly2.
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*
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*
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* @param poly1 The 1st polygon, as a Vector2 array.
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* @param poly1Length The number of vertices of 1st polygon.
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* @param poly2 The 2nd and output polygon, as a Vector2 array.
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* @param poly2Length The number of vertices of 2nd polygon.
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* @return number of vertices in output polygon as poly2.
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*/
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int SpotShadow::intersection(Vector2* poly1, int poly1Length,
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Vector2* poly2, int poly2Length) {
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makeClockwise(poly1, poly1Length);
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makeClockwise(poly2, poly2Length);
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Vector2 poly[poly1Length * poly2Length + 2];
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int count = 0;
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int pcount = 0;
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// If one vertex from one polygon sits inside another polygon, add it and
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// count them.
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for (int i = 0; i < poly1Length; i++) {
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if (testPointInsidePolygon(poly1[i], poly2, poly2Length)) {
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poly[count] = poly1[i];
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count++;
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pcount++;
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}
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}
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int insidePoly2 = pcount;
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for (int i = 0; i < poly2Length; i++) {
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if (testPointInsidePolygon(poly2[i], poly1, poly1Length)) {
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poly[count] = poly2[i];
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count++;
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}
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}
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int insidePoly1 = count - insidePoly2;
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// If all vertices from poly1 are inside poly2, then just return poly1.
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if (insidePoly2 == poly1Length) {
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memcpy(poly2, poly1, poly1Length * sizeof(Vector2));
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return poly1Length;
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}
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// If all vertices from poly2 are inside poly1, then just return poly2.
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if (insidePoly1 == poly2Length) {
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return poly2Length;
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}
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// Since neither polygon fully contain the other one, we need to add all the
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// intersection points.
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Vector2 intersection;
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for (int i = 0; i < poly2Length; i++) {
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for (int j = 0; j < poly1Length; j++) {
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int poly2LineStart = i;
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int poly2LineEnd = ((i + 1) % poly2Length);
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int poly1LineStart = j;
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int poly1LineEnd = ((j + 1) % poly1Length);
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bool found = lineIntersection(
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poly2[poly2LineStart].x, poly2[poly2LineStart].y,
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poly2[poly2LineEnd].x, poly2[poly2LineEnd].y,
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poly1[poly1LineStart].x, poly1[poly1LineStart].y,
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poly1[poly1LineEnd].x, poly1[poly1LineEnd].y,
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intersection);
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if (found) {
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poly[count].x = intersection.x;
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poly[count].y = intersection.y;
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count++;
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} else {
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Vector2 delta = poly2[i] - poly1[j];
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if (delta.lengthSquared() < 0.01) {
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poly[count] = poly2[i];
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count++;
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}
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}
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}
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}
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if (count == 0) {
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return 0;
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}
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// Sort the result polygon around the center.
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Vector2 center(0.0f, 0.0f);
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for (int i = 0; i < count; i++) {
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center += poly[i];
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}
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center /= count;
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sort(poly, count, center);
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// TODO: Verify the intersection works correctly, like any random point
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// inside both poly1 and poly2 should be inside the intersection, and the
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// result intersection polygon is convex.
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// Merge the vertices if they are too close.
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poly2[0] = poly[0];
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int resultLength = 1;
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for (int i = 1; i < count; i++) {
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Vector2 delta = poly[i] - poly[i - 1];
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if (delta.lengthSquared() >= 0.01) {
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poly2[resultLength] = poly[i];
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resultLength++;
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||||
}
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}
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||||
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return resultLength;
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||||
}
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||||
/**
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||||
* Sort points about a center point
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||||
*
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||||
* @param poly The in and out polyogon as a Vector2 array.
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||||
* @param polyLength The number of vertices of the polygon.
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* @param center the center ctr[0] = x , ctr[1] = y to sort around.
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||||
*/
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||||
void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) {
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||||
quicksortCirc(poly, 0, polyLength - 1, center);
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||||
}
|
||||
|
||||
/**
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||||
* Calculate the angle between and x and a y coordinate
|
||||
*/
|
||||
float SpotShadow::angle(const Vector2& point, const Vector2& center) {
|
||||
return -(float)atan2(point.x - center.x, point.y - center.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* Swap points pointed to by i and j
|
||||
*/
|
||||
void SpotShadow::swap(Vector2* points, int i, int j) {
|
||||
Vector2 temp = points[i];
|
||||
points[i] = points[j];
|
||||
points[j] = temp;
|
||||
}
|
||||
|
||||
/**
|
||||
* quick sort implementation about the center.
|
||||
*/
|
||||
void SpotShadow::quicksortCirc(Vector2* points, int low, int high,
|
||||
const Vector2& center) {
|
||||
int i = low, j = high;
|
||||
int p = low + (high - low) / 2;
|
||||
float pivot = angle(points[p], center);
|
||||
while (i <= j) {
|
||||
while (angle(points[i], center) < pivot) {
|
||||
i++;
|
||||
}
|
||||
while (angle(points[j], center) > pivot) {
|
||||
j--;
|
||||
}
|
||||
|
||||
if (i <= j) {
|
||||
swap(points, i, j);
|
||||
i++;
|
||||
j--;
|
||||
}
|
||||
}
|
||||
if (low < j) quicksortCirc(points, low, j, center);
|
||||
if (i < high) quicksortCirc(points, i, high, center);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sort points by x axis
|
||||
*
|
||||
* @param points points to sort
|
||||
* @param low start index
|
||||
* @param high end index
|
||||
*/
|
||||
void SpotShadow::quicksortX(Vector2* points, int low, int high) {
|
||||
int i = low, j = high;
|
||||
int p = low + (high - low) / 2;
|
||||
float pivot = points[p].x;
|
||||
while (i <= j) {
|
||||
while (points[i].x < pivot) {
|
||||
i++;
|
||||
}
|
||||
while (points[j].x > pivot) {
|
||||
j--;
|
||||
}
|
||||
|
||||
if (i <= j) {
|
||||
swap(points, i, j);
|
||||
i++;
|
||||
j--;
|
||||
}
|
||||
}
|
||||
if (low < j) quicksortX(points, low, j);
|
||||
if (i < high) quicksortX(points, i, high);
|
||||
}
|
||||
|
||||
/**
|
||||
* Test whether a point is inside the polygon.
|
||||
*
|
||||
* @param testPoint the point to test
|
||||
* @param poly the polygon
|
||||
* @return true if the testPoint is inside the poly.
|
||||
*/
|
||||
bool SpotShadow::testPointInsidePolygon(const Vector2 testPoint,
|
||||
const Vector2* poly, int len) {
|
||||
bool c = false;
|
||||
double testx = testPoint.x;
|
||||
double testy = testPoint.y;
|
||||
for (int i = 0, j = len - 1; i < len; j = i++) {
|
||||
double startX = poly[j].x;
|
||||
double startY = poly[j].y;
|
||||
double endX = poly[i].x;
|
||||
double endY = poly[i].y;
|
||||
|
||||
if (((endY > testy) != (startY > testy)) &&
|
||||
(testx < (startX - endX) * (testy - endY)
|
||||
/ (startY - endY) + endX)) {
|
||||
c = !c;
|
||||
}
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
/**
|
||||
* Make the polygon turn clockwise.
|
||||
*
|
||||
* @param polygon the polygon as a Vector2 array.
|
||||
* @param len the number of points of the polygon
|
||||
*/
|
||||
void SpotShadow::makeClockwise(Vector2* polygon, int len) {
|
||||
if (polygon == 0 || len == 0) {
|
||||
return;
|
||||
}
|
||||
if (!isClockwise(polygon, len)) {
|
||||
reverse(polygon, len);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Test whether the polygon is order in clockwise.
|
||||
*
|
||||
* @param polygon the polygon as a Vector2 array
|
||||
* @param len the number of points of the polygon
|
||||
*/
|
||||
bool SpotShadow::isClockwise(Vector2* polygon, int len) {
|
||||
double sum = 0;
|
||||
double p1x = polygon[len - 1].x;
|
||||
double p1y = polygon[len - 1].y;
|
||||
for (int i = 0; i < len; i++) {
|
||||
|
||||
double p2x = polygon[i].x;
|
||||
double p2y = polygon[i].y;
|
||||
sum += p1x * p2y - p2x * p1y;
|
||||
p1x = p2x;
|
||||
p1y = p2y;
|
||||
}
|
||||
return sum < 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reverse the polygon
|
||||
*
|
||||
* @param polygon the polygon as a Vector2 array
|
||||
* @param len the number of points of the polygon
|
||||
*/
|
||||
void SpotShadow::reverse(Vector2* polygon, int len) {
|
||||
int n = len / 2;
|
||||
for (int i = 0; i < n; i++) {
|
||||
Vector2 tmp = polygon[i];
|
||||
int k = len - 1 - i;
|
||||
polygon[i] = polygon[k];
|
||||
polygon[k] = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Intersects two lines in parametric form. This function is called in a tight
|
||||
* loop, and we need double precision to get things right.
|
||||
*
|
||||
* @param x1 the x coordinate point 1 of line 1
|
||||
* @param y1 the y coordinate point 1 of line 1
|
||||
* @param x2 the x coordinate point 2 of line 1
|
||||
* @param y2 the y coordinate point 2 of line 1
|
||||
* @param x3 the x coordinate point 1 of line 2
|
||||
* @param y3 the y coordinate point 1 of line 2
|
||||
* @param x4 the x coordinate point 2 of line 2
|
||||
* @param y4 the y coordinate point 2 of line 2
|
||||
* @param ret the x,y location of the intersection
|
||||
* @return true if it found an intersection
|
||||
*/
|
||||
inline bool SpotShadow::lineIntersection(double x1, double y1, double x2, double y2,
|
||||
double x3, double y3, double x4, double y4, Vector2& ret) {
|
||||
double d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
|
||||
if (d == 0.0) return false;
|
||||
|
||||
double dx = (x1 * y2 - y1 * x2);
|
||||
double dy = (x3 * y4 - y3 * x4);
|
||||
double x = (dx * (x3 - x4) - (x1 - x2) * dy) / d;
|
||||
double y = (dx * (y3 - y4) - (y1 - y2) * dy) / d;
|
||||
|
||||
// The intersection should be in the middle of the point 1 and point 2,
|
||||
// likewise point 3 and point 4.
|
||||
if (((x - x1) * (x - x2) > EPSILON)
|
||||
|| ((x - x3) * (x - x4) > EPSILON)
|
||||
|| ((y - y1) * (y - y2) > EPSILON)
|
||||
|| ((y - y3) * (y - y4) > EPSILON)) {
|
||||
// Not interesected
|
||||
return false;
|
||||
}
|
||||
ret.x = x;
|
||||
ret.y = y;
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute a horizontal circular polygon about point (x , y , height) of radius
|
||||
* (size)
|
||||
*
|
||||
* @param points number of the points of the output polygon.
|
||||
* @param lightCenter the center of the light.
|
||||
* @param size the light size.
|
||||
* @param ret result polygon.
|
||||
*/
|
||||
void SpotShadow::computeLightPolygon(int points, const Vector3& lightCenter,
|
||||
float size, Vector3* ret) {
|
||||
// TODO: Caching all the sin / cos values and store them in a look up table.
|
||||
for (int i = 0; i < points; i++) {
|
||||
double angle = 2 * i * M_PI / points;
|
||||
ret[i].x = sinf(angle) * size + lightCenter.x;
|
||||
ret[i].y = cosf(angle) * size + lightCenter.y;
|
||||
ret[i].z = lightCenter.z;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the shadow from a spot light.
|
||||
*
|
||||
* @param poly x,y,z vertexes of a convex polygon that occludes the light source
|
||||
* @param polyLength number of vertexes of the occluding polygon
|
||||
* @param lightCenter the center of the light
|
||||
* @param lightSize the radius of the light source
|
||||
* @param lightVertexCount the vertex counter for the light polygon
|
||||
* @param rays the number of vertexes to create along the edges of the shadow
|
||||
* @param layers the number of layers of triangles strips to create
|
||||
* @param strength the "darkness" of the shadow
|
||||
* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
|
||||
* empty strip if error.
|
||||
*
|
||||
*/
|
||||
void SpotShadow::createSpotShadow(const Vector3* poly, int polyLength,
|
||||
const Vector3& lightCenter, float lightSize, int lightVertexCount,
|
||||
int rays, int layers, float strength, VertexBuffer& retStrips) {
|
||||
Vector3 light[lightVertexCount * 3];
|
||||
computeLightPolygon(lightVertexCount, lightCenter, lightSize, light);
|
||||
computeSpotShadow(light, lightVertexCount, lightCenter,
|
||||
poly, polyLength, rays, layers, strength, retStrips);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate the shadow spot light of shape lightPoly and a object poly
|
||||
*
|
||||
* @param lightPoly x,y,z vertex of a convex polygon that is the light source
|
||||
* @param lightPolyLength number of vertexes of the light source polygon
|
||||
* @param poly x,y,z vertexes of a convex polygon that occludes the light source
|
||||
* @param polyLength number of vertexes of the occluding polygon
|
||||
* @param rays the number of vertexes to create along the edges of the shadow
|
||||
* @param layers the number of layers of triangles strips to create
|
||||
* @param strength the "darkness" of the shadow
|
||||
* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
|
||||
* empty strip if error.
|
||||
*/
|
||||
void SpotShadow::computeSpotShadow(const Vector3* lightPoly, int lightPolyLength,
|
||||
const Vector3& lightCenter, const Vector3* poly, int polyLength,
|
||||
int rays, int layers, float strength, VertexBuffer& shadowTriangleStrip) {
|
||||
// Point clouds for all the shadowed vertices
|
||||
Vector2 shadowRegion[lightPolyLength * polyLength];
|
||||
// Shadow polygon from one point light.
|
||||
Vector2 outline[polyLength];
|
||||
Vector2 umbraMem[polyLength * lightPolyLength];
|
||||
Vector2* umbra = umbraMem;
|
||||
|
||||
int umbraLength = 0;
|
||||
|
||||
// Validate input, receiver is always at z = 0 plane.
|
||||
bool inputPolyPositionValid = true;
|
||||
for (int i = 0; i < polyLength; i++) {
|
||||
if (poly[i].z <= 0.00001) {
|
||||
inputPolyPositionValid = false;
|
||||
ALOGE("polygon below the surface");
|
||||
break;
|
||||
}
|
||||
if (poly[i].z >= lightPoly[0].z) {
|
||||
inputPolyPositionValid = false;
|
||||
ALOGE("polygon above the light");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If the caster's position is invalid, don't draw anything.
|
||||
if (!inputPolyPositionValid) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate the umbra polygon based on intersections of all outlines
|
||||
int k = 0;
|
||||
for (int j = 0; j < lightPolyLength; j++) {
|
||||
int m = 0;
|
||||
for (int i = 0; i < polyLength; i++) {
|
||||
float t = lightPoly[j].z - poly[i].z;
|
||||
if (t == 0) {
|
||||
return;
|
||||
}
|
||||
t = lightPoly[j].z / t;
|
||||
float x = lightPoly[j].x - t * (lightPoly[j].x - poly[i].x);
|
||||
float y = lightPoly[j].y - t * (lightPoly[j].y - poly[i].y);
|
||||
|
||||
Vector2 newPoint = Vector2(x, y);
|
||||
shadowRegion[k] = newPoint;
|
||||
outline[m] = newPoint;
|
||||
|
||||
k++;
|
||||
m++;
|
||||
}
|
||||
|
||||
// For the first light polygon's vertex, use the outline as the umbra.
|
||||
// Later on, use the intersection of the outline and existing umbra.
|
||||
if (umbraLength == 0) {
|
||||
for (int i = 0; i < polyLength; i++) {
|
||||
umbra[i] = outline[i];
|
||||
}
|
||||
umbraLength = polyLength;
|
||||
} else {
|
||||
int col = ((j * 255) / lightPolyLength);
|
||||
umbraLength = intersection(outline, polyLength, umbra, umbraLength);
|
||||
if (umbraLength == 0) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Generate the penumbra area using the hull of all shadow regions.
|
||||
int shadowRegionLength = k;
|
||||
Vector2 penumbra[k];
|
||||
int penumbraLength = hull(shadowRegion, shadowRegionLength, penumbra);
|
||||
|
||||
// no real umbra make a fake one
|
||||
if (umbraLength < 3) {
|
||||
// The shadow from the centroid of the light polygon.
|
||||
Vector2 centShadow[polyLength];
|
||||
|
||||
for (int i = 0; i < polyLength; i++) {
|
||||
float t = lightCenter.z - poly[i].z;
|
||||
if (t == 0) {
|
||||
return;
|
||||
}
|
||||
t = lightCenter.z / t;
|
||||
float x = lightCenter.x - t * (lightCenter.x - poly[i].x);
|
||||
float y = lightCenter.y - t * (lightCenter.y - poly[i].y);
|
||||
|
||||
centShadow[i].x = x;
|
||||
centShadow[i].y = y;
|
||||
}
|
||||
|
||||
// Shrink the centroid's shadow by 10%.
|
||||
// TODO: Study the magic number of 10%.
|
||||
Vector2 shadowCentroid = centroid2d(centShadow, polyLength);
|
||||
for (int i = 0; i < polyLength; i++) {
|
||||
centShadow[i] = shadowCentroid * (1.0f - SHADOW_SHRINK_SCALE) +
|
||||
centShadow[i] * SHADOW_SHRINK_SCALE;
|
||||
}
|
||||
#if DEBUG_SHADOW
|
||||
ALOGD("No real umbra make a fake one, centroid2d = %f , %f",
|
||||
shadowCentroid.x, shadowCentroid.y);
|
||||
#endif
|
||||
// Set the fake umbra, whose size is the same as the original polygon.
|
||||
umbra = centShadow;
|
||||
umbraLength = polyLength;
|
||||
}
|
||||
|
||||
generateTriangleStrip(penumbra, penumbraLength, umbra, umbraLength,
|
||||
rays, layers, strength, shadowTriangleStrip);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a triangle strip given two convex polygons
|
||||
*
|
||||
* @param penumbra The outer polygon x,y vertexes
|
||||
* @param penumbraLength The number of vertexes in the outer polygon
|
||||
* @param umbra The inner outer polygon x,y vertexes
|
||||
* @param umbraLength The number of vertexes in the inner polygon
|
||||
* @param rays The number of points along the polygons to create
|
||||
* @param layers The number of layers of triangle strips between the umbra and penumbra
|
||||
* @param strength The max alpha of the umbra
|
||||
* @param shadowTriangleStrip return an (x,y,alpha) triangle strip representing the shadow. Return
|
||||
* empty strip if error.
|
||||
**/
|
||||
void SpotShadow::generateTriangleStrip(const Vector2* penumbra, int penumbraLength,
|
||||
const Vector2* umbra, int umbraLength, int rays, int layers,
|
||||
float strength, VertexBuffer& shadowTriangleStrip) {
|
||||
|
||||
int rings = layers + 1;
|
||||
int size = rays * rings;
|
||||
|
||||
float step = M_PI * 2 / rays;
|
||||
// Centroid of the umbra.
|
||||
Vector2 centroid = centroid2d(umbra, umbraLength);
|
||||
#if DEBUG_SHADOW
|
||||
ALOGD("centroid2d = %f , %f", centroid.x, centroid.y);
|
||||
#endif
|
||||
// Intersection to the penumbra.
|
||||
float penumbraDistPerRay[rays];
|
||||
// Intersection to the umbra.
|
||||
float umbraDistPerRay[rays];
|
||||
|
||||
for (int i = 0; i < rays; i++) {
|
||||
// TODO: Setup a lookup table for all the sin/cos.
|
||||
float dx = sinf(step * i);
|
||||
float dy = cosf(step * i);
|
||||
umbraDistPerRay[i] = rayIntersectPoly(umbra, umbraLength, centroid,
|
||||
dx, dy);
|
||||
if (isnan(umbraDistPerRay[i])) {
|
||||
ALOGE("rayIntersectPoly returns NAN");
|
||||
return;
|
||||
}
|
||||
penumbraDistPerRay[i] = rayIntersectPoly(penumbra, penumbraLength,
|
||||
centroid, dx, dy);
|
||||
if (isnan(umbraDistPerRay[i])) {
|
||||
ALOGE("rayIntersectPoly returns NAN");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int stripSize = getStripSize(rays, layers);
|
||||
AlphaVertex* shadowVertices = shadowTriangleStrip.alloc<AlphaVertex>(stripSize);
|
||||
int currentIndex = 0;
|
||||
// Calculate the vertex values in the penumbra area.
|
||||
for (int r = 0; r < layers; r++) {
|
||||
int firstInEachLayer = currentIndex;
|
||||
for (int i = 0; i < rays; i++) {
|
||||
float dx = sinf(step * i);
|
||||
float dy = cosf(step * i);
|
||||
|
||||
for (int j = r; j < (r + 2); j++) {
|
||||
float layerRatio = j / (float)(rings - 1);
|
||||
float deltaDist = layerRatio * (umbraDistPerRay[i] - penumbraDistPerRay[i]);
|
||||
float currentDist = penumbraDistPerRay[i] + deltaDist;
|
||||
float op = calculateOpacity(layerRatio, deltaDist);
|
||||
AlphaVertex::set(&shadowVertices[currentIndex],
|
||||
dx * currentDist + centroid.x,
|
||||
dy * currentDist + centroid.y,
|
||||
layerRatio * op * strength);
|
||||
currentIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
// Duplicate the vertices from one layer to another one to make triangle
|
||||
// strip.
|
||||
shadowVertices[currentIndex++] = shadowVertices[firstInEachLayer];
|
||||
firstInEachLayer++;
|
||||
shadowVertices[currentIndex++] = shadowVertices[firstInEachLayer];
|
||||
}
|
||||
|
||||
int lastInPenumbra = currentIndex - 1;
|
||||
shadowVertices[currentIndex++] = shadowVertices[lastInPenumbra];
|
||||
|
||||
// Preallocate the vertices (index as [firstInUmbra - 1]) for jumping from
|
||||
// the penumbra to umbra.
|
||||
currentIndex++;
|
||||
int firstInUmbra = currentIndex;
|
||||
|
||||
// traverse the umbra area in a zig zag pattern for strips.
|
||||
for (int k = 0; k < rays; k++) {
|
||||
int i = k / 2;
|
||||
if ((k & 1) == 1) {
|
||||
i = rays - i - 1;
|
||||
}
|
||||
float dx = sinf(step * i);
|
||||
float dy = cosf(step * i);
|
||||
|
||||
float ratio = 1.0;
|
||||
float deltaDist = ratio * (umbraDistPerRay[i] - penumbraDistPerRay[i]);
|
||||
float currentDist = penumbraDistPerRay[i] + deltaDist;
|
||||
float op = calculateOpacity(ratio, deltaDist);
|
||||
AlphaVertex::set(&shadowVertices[currentIndex],
|
||||
dx * currentDist + centroid.x, dy * currentDist + centroid.y,
|
||||
ratio * op * strength);
|
||||
currentIndex++;
|
||||
|
||||
}
|
||||
|
||||
// Back fill the one vertex for jumping from penumbra to umbra.
|
||||
shadowVertices[firstInUmbra - 1] = shadowVertices[firstInUmbra];
|
||||
|
||||
#if DEBUG_SHADOW
|
||||
for (int i = 0; i < currentIndex; i++) {
|
||||
ALOGD("shadow value: i %d, (x:%f, y:%f, a:%f)", i, shadowVertices[i].x,
|
||||
shadowVertices[i].y, shadowVertices[i].alpha);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
* This is only for experimental purpose.
|
||||
* After intersections are calculated, we could smooth the polygon if needed.
|
||||
* So far, we don't think it is more appealing yet.
|
||||
*
|
||||
* @param level The level of smoothness.
|
||||
* @param rays The total number of rays.
|
||||
* @param rayDist (In and Out) The distance for each ray.
|
||||
*
|
||||
*/
|
||||
void SpotShadow::smoothPolygon(int level, int rays, float* rayDist) {
|
||||
for (int k = 0; k < level; k++) {
|
||||
for (int i = 0; i < rays; i++) {
|
||||
float p1 = rayDist[(rays - 1 + i) % rays];
|
||||
float p2 = rayDist[i];
|
||||
float p3 = rayDist[(i + 1) % rays];
|
||||
rayDist[i] = (p1 + p2 * 2 + p3) / 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the opacity according to the distance and falloff ratio.
|
||||
*
|
||||
* @param distRatio The distance ratio of current sample between umbra and
|
||||
* penumbra area.
|
||||
* @param deltaDist The distance between current sample to the penumbra area.
|
||||
* @return The opacity according to the distance between umbra and penumbra.
|
||||
*/
|
||||
float SpotShadow::calculateOpacity(float distRatio, float deltaDist) {
|
||||
// TODO: Experiment on the opacity calculation.
|
||||
float falloffRatio = 1 + deltaDist * deltaDist;
|
||||
return (distRatio + 1 - 1 / falloffRatio) / 2;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the number of vertex we will create given a number of rays and layers
|
||||
*
|
||||
* @param rays number of points around the polygons you want
|
||||
* @param layers number of layers of triangle strips you need
|
||||
* @return number of vertex (multiply by 3 for number of floats)
|
||||
*/
|
||||
int SpotShadow::getStripSize(int rays, int layers) {
|
||||
return (2 + rays + ((layers) * 2 * (rays + 1)));
|
||||
}
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
|
||||
|
||||
|
||||
|
||||
77
libs/hwui/SpotShadow.h
Normal file
77
libs/hwui/SpotShadow.h
Normal file
@@ -0,0 +1,77 @@
|
||||
/*
|
||||
* Copyright (C) 2014 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_SPOT_SHADOW_H
|
||||
#define ANDROID_HWUI_SPOT_SHADOW_H
|
||||
|
||||
#include "Debug.h"
|
||||
#include "Vector.h"
|
||||
#include "VertexBuffer.h"
|
||||
|
||||
namespace android {
|
||||
namespace uirenderer {
|
||||
|
||||
class SpotShadow {
|
||||
public:
|
||||
static void createSpotShadow(const Vector3* poly, int polyLength,
|
||||
const Vector3& lightCenter, float lightSize, int lightVertexCount,
|
||||
int rays, int layers, float strength, VertexBuffer& retStrips);
|
||||
|
||||
private:
|
||||
static void computeSpotShadow(const Vector3* lightPoly, int lightPolyLength,
|
||||
const Vector3& lightCenter, const Vector3* poly, int polyLength,
|
||||
int rays, int layers, float strength, VertexBuffer& retstrips);
|
||||
|
||||
static void computeLightPolygon(int points, const Vector3& lightCenter,
|
||||
float size, Vector3* ret);
|
||||
|
||||
static int getStripSize(int rays, int layers);
|
||||
static void smoothPolygon(int level, int rays, float* rayDist);
|
||||
static float calculateOpacity(float jf, float deltaDist);
|
||||
static float rayIntersectPoly(const Vector2* poly, int polyLength,
|
||||
const Vector2& point, float dx, float dy);
|
||||
|
||||
static Vector2 centroid2d(const Vector2* poly, int polyLength);
|
||||
|
||||
static void xsort(Vector2* points, int pointsLength);
|
||||
static int hull(Vector2* points, int pointsLength, Vector2* retPoly);
|
||||
static bool rightTurn(double ax, double ay, double bx, double by, double cx, double cy);
|
||||
static int intersection(Vector2* poly1, int poly1length, Vector2* poly2, int poly2length);
|
||||
static void sort(Vector2* poly, int polyLength, const Vector2& center);
|
||||
|
||||
static float angle(const Vector2& point, const Vector2& center);
|
||||
static void swap(Vector2* points, int i, int j);
|
||||
static void quicksortCirc(Vector2* points, int low, int high, const Vector2& center);
|
||||
static void quicksortX(Vector2* points, int low, int high);
|
||||
|
||||
static bool testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len);
|
||||
static void makeClockwise(Vector2* polygon, int len);
|
||||
static bool isClockwise(Vector2* polygon, int len);
|
||||
static void reverse(Vector2* polygon, int len);
|
||||
static inline bool lineIntersection(double x1, double y1, double x2, double y2,
|
||||
double x3, double y3, double x4, double y4, Vector2& ret);
|
||||
|
||||
static void generateTriangleStrip(const Vector2* penumbra, int penumbraLength,
|
||||
const Vector2* umbra, int umbraLength, int rays, int layers,
|
||||
float strength, VertexBuffer& retstrips);
|
||||
|
||||
static const double EPSILON = 1e-7;
|
||||
}; // SpotShadow
|
||||
|
||||
}; // namespace uirenderer
|
||||
}; // namespace android
|
||||
|
||||
#endif // ANDROID_HWUI_SPOT_SHADOW_H
|
||||
@@ -36,6 +36,10 @@ struct Vector2 {
|
||||
x(px), y(py) {
|
||||
}
|
||||
|
||||
float lengthSquared() const {
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
float length() const {
|
||||
return sqrt(x * x + y * y);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user