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@@ -16,6 +16,43 @@
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#define LOG_TAG "OpenGLRenderer"
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/**
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* Extra vertices for the corner for smoother corner.
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* Only for outer vertices.
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* Note that we use such extra memory to avoid an extra loop.
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*/
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// For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
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// Set to 1 if we don't want to have any.
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#define EXTRA_CORNER_VERTEX_PER_PI 12
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// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
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// therefore, the maximum number of extra vertices will be twice bigger.
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#define MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * EXTRA_CORNER_VERTEX_PER_PI)
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// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
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#define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
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/**
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* Extra vertices for the Edge for interpolation artifacts.
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* Same value for both inner and outer vertices.
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*/
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#define EXTRA_EDGE_VERTEX_PER_PI 50
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#define MAX_EXTRA_EDGE_VERTEX_NUMBER (2 * EXTRA_EDGE_VERTEX_PER_PI)
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#define EDGE_RADIANS_DIVISOR (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
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/**
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* Other constants:
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*/
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// For the edge of the penumbra, the opacity is 0.
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#define OUTER_OPACITY (0.0f)
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// Once the alpha difference is greater than this threshold, we will allocate extra
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// edge vertices.
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// If this is set to negative value, then all the edge will be tessellated.
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#define ALPHA_THRESHOLD (0.1f / 255.0f)
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#include <math.h>
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#include <utils/Log.h>
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#include <utils/Vector.h>
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@@ -23,10 +60,96 @@
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#include "AmbientShadow.h"
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#include "ShadowTessellator.h"
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#include "Vertex.h"
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#include "utils/MathUtils.h"
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namespace android {
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namespace uirenderer {
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/**
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* Local utility functions.
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*/
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inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
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// Convert from Vector3 to Vector2 first.
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Vector2 currentVertex = { vertices[current].x, vertices[current].y };
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Vector2 nextVertex = { vertices[next].x, vertices[next].y };
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return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
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}
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// The input z value will be converted to be non-negative inside.
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// The output must be ranged from 0 to 1.
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inline float getAlphaFromFactoredZ(float factoredZ) {
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return 1.0 / (1 + MathUtils::max(factoredZ, 0.0f));
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}
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inline float getTransformedAlphaFromAlpha(float alpha) {
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return acosf(1.0f - 2.0f * alpha);
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}
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// The output is ranged from 0 to M_PI.
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inline float getTransformedAlphaFromFactoredZ(float factoredZ) {
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return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
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}
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inline int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
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float divisor) {
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// The formula is :
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// extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
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// The value ranges for each step are:
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// dot( ) --- [-1, 1]
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// acos( ) --- [0, M_PI]
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// floor(...) --- [0, EXTRA_VERTEX_PER_PI]
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float dotProduct = vector1.dot(vector2);
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// TODO: Use look up table for the dotProduct to extraVerticesNumber
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// computation, if needed.
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float angle = acosf(dotProduct);
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return (int) floor(angle / divisor);
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}
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inline void checkOverflow(int used, int total, const char* bufferName) {
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LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
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bufferName, used, total);
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}
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inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
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const Vector3& secondVertex, const Vector3& centroid) {
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Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
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secondSpike.normalize();
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int result = getExtraVertexNumber(secondSpike, *currentSpike, EDGE_RADIANS_DIVISOR);
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*currentSpike = secondSpike;
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return result;
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}
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// Given the caster's vertex count, compute all the buffers size depending on
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// whether or not the caster is opaque.
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inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
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int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
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// Compute the size of the vertex buffer.
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int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
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MAX_EXTRA_EDGE_VERTEX_NUMBER;
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int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
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*totalVertexCount = outerVertexCount + innerVertexCount;
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// Compute the size of the index buffer.
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*totalIndexCount = 2 * outerVertexCount + 2;
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// Compute the size of the umber buffer.
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// For translucent object, keep track of the umbra(inner) vertex in order to draw
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// inside. We only need to store the index information.
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*totalUmbraCount = 0;
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if (!isCasterOpaque) {
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// Add the centroid if occluder is translucent.
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*totalVertexCount++;
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*totalIndexCount += 2 * innerVertexCount + 1;
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*totalUmbraCount = innerVertexCount;
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}
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}
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inline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
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return abs(firstAlpha - secondAlpha) > ALPHA_THRESHOLD;
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}
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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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@@ -43,290 +166,198 @@ namespace uirenderer {
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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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* An simple illustration:
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* For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C.
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*
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* First project the occluder to the Z=0 surface.
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* Then we got all the inner vertices. And we compute the normal for each edge.
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* According to the normal, we generate outer vertices. E.g: We generate P1 / P4
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* as extra corner vertices to make the corner looks round and smoother.
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*
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* Due to the fact that the alpha is not linear interpolated along the inner
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* edge, when the alpha is different, we may add extra vertices such as P2.1, P2.2,
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* V0.1, V0.2 to avoid the visual artifacts.
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*
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* (P3)
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* (P2) (P2.1) (P2.2) | ' (P4)
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* (P1)' | | | | '
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* ' | | | | '
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* (P0) ------------------------------------------------(P5)
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* | (V0) (V0.1) (V0.2) |(V1)
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* | |
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* | |
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* | (C) |
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* | |
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* | |
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* | |
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* | |
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* (V3)-----------------------------------(V2)
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*/
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void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
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const Vector3* vertices, int vertexCount, const Vector3& centroid3d,
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const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
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float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
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const int rays = SHADOW_RAY_COUNT;
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// Validate the inputs.
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if (vertexCount < 3 || heightFactor <= 0 || rays <= 0
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|| geomFactor <= 0) {
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#if DEBUG_SHADOW
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ALOGW("Invalid input for createAmbientShadow(), early return!");
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#endif
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return;
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}
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shadowVertexBuffer.setMode(VertexBuffer::kIndices);
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Vector<Vector2> dir; // TODO: use C++11 unique_ptr
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dir.setCapacity(rays);
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float rayDist[rays];
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float rayHeight[rays];
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calculateRayDirections(rays, vertices, vertexCount, centroid3d, dir.editArray());
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// In order to computer the outer vertices in one loop, we need pre-compute
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// the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
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// for vertex 0.
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Vector2 previousNormal = getNormalFromVertices(casterVertices,
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casterVertexCount - 1 , 0);
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Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
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casterVertices[0].y - centroid3d.y};
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currentSpike.normalize();
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float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
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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, centroid3d, 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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ALOGW("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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// Preparing all the output data.
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int totalVertexCount, totalIndexCount, totalUmbraCount;
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computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
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casterVertexCount, isCasterOpaque);
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AlphaVertex* shadowVertices =
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shadowVertexBuffer.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT);
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shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
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int vertexBufferIndex = 0;
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uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
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int indexBufferIndex = 0;
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uint16_t umbraVertices[totalUmbraCount];
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int umbraIndex = 0;
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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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const Vector2 centroid2d = {centroid3d.x, centroid3d.y};
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for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
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Vector2 normal = {1.0f, 0.0f};
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calculateNormal(rays, rayIndex, dir.array(), rayDist, normal);
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for (int i = 0; i < casterVertexCount; i++) {
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// Corner: first figure out the extra vertices we need for the corner.
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const Vector3& innerVertex = casterVertices[i];
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Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
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(i + 1) % casterVertexCount);
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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[rayIndex] * rayDist[rayIndex] +
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centroid2d;
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// outer ring of points, expanded based upon height of each ray intersection
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float expansionDist = rayHeight[rayIndex] * heightFactor *
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geomFactor;
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AlphaVertex::set(&shadowVertices[rayIndex],
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intersection.x + normal.x * expansionDist,
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intersection.y + normal.y * expansionDist,
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0.0f);
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// inner ring of points
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float opacity = 1.0 / (1 + rayHeight[rayIndex] * heightFactor);
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// NOTE: Shadow alpha values are transformed when stored in alphavertices,
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// so that they can be consumed directly by gFS_Main_ApplyVertexAlphaShadowInterp
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float transformedOpacity = acos(1.0f - 2.0f * opacity);
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AlphaVertex::set(&shadowVertices[rays + rayIndex],
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intersection.x,
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intersection.y,
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transformedOpacity);
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}
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if (isCasterOpaque) {
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// skip inner ring, calc bounds over filled portion of buffer
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shadowVertexBuffer.computeBounds<AlphaVertex>(2 * rays);
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shadowVertexBuffer.setMode(VertexBuffer::kOnePolyRingShadow);
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} else {
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// If caster isn't opaque, we need to to fill the umbra by storing the umbra's
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// centroid in the innermost ring of vertices.
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float centroidAlpha = 1.0 / (1 + centroid3d.z * heightFactor);
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AlphaVertex centroidXYA;
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AlphaVertex::set(¢roidXYA, centroid2d.x, centroid2d.y, centroidAlpha);
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for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
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shadowVertices[2 * rays + rayIndex] = centroidXYA;
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}
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// calc bounds over entire buffer
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shadowVertexBuffer.computeBounds<AlphaVertex>();
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shadowVertexBuffer.setMode(VertexBuffer::kTwoPolyRingShadow);
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}
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int extraVerticesNumber = getExtraVertexNumber(currentNormal, previousNormal,
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CORNER_RADIANS_DIVISOR);
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float expansionDist = innerVertex.z * heightFactor * geomFactor;
|
|
|
|
|
const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
|
|
|
|
|
#if DEBUG_SHADOW
|
|
|
|
|
for (int i = 0; i < SHADOW_VERTEX_COUNT; i++) {
|
|
|
|
|
ALOGD("ambient shadow value: i %d, (x:%f, y:%f, a:%f)", i, shadowVertices[i].x,
|
|
|
|
|
shadowVertices[i].y, shadowVertices[i].alpha);
|
|
|
|
|
}
|
|
|
|
|
ALOGD("cornerSlicesNumber is %d", cornerSlicesNumber);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Generate an array of rays' direction vectors.
|
|
|
|
|
* To make sure the vertices generated are clockwise, the directions are from PI
|
|
|
|
|
* to -PI.
|
|
|
|
|
*
|
|
|
|
|
* @param rays The number of rays shooting out from the centroid.
|
|
|
|
|
* @param vertices Vertices of the polygon.
|
|
|
|
|
* @param vertexCount The number of vertices.
|
|
|
|
|
* @param centroid3d The centroid of the polygon.
|
|
|
|
|
* @param dir Return the array of ray vectors.
|
|
|
|
|
*/
|
|
|
|
|
void AmbientShadow::calculateRayDirections(const int rays, const Vector3* vertices,
|
|
|
|
|
const int vertexCount, const Vector3& centroid3d, Vector2* dir) {
|
|
|
|
|
// If we don't have enough rays, then fall back to the uniform distribution.
|
|
|
|
|
if (vertexCount * 2 > rays) {
|
|
|
|
|
float deltaAngle = 2 * M_PI / rays;
|
|
|
|
|
for (int i = 0; i < rays; i++) {
|
|
|
|
|
dir[i].x = cosf(M_PI - deltaAngle * i);
|
|
|
|
|
dir[i].y = sinf(M_PI - deltaAngle * i);
|
|
|
|
|
// Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
|
|
|
|
|
// We fill the inner vertex first, such that we can fill the index buffer
|
|
|
|
|
// inside the loop.
|
|
|
|
|
int currentInnerVertexIndex = vertexBufferIndex;
|
|
|
|
|
if (!isCasterOpaque) {
|
|
|
|
|
umbraVertices[umbraIndex++] = vertexBufferIndex;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
|
|
|
|
|
casterVertices[i].y,
|
|
|
|
|
getTransformedAlphaFromAlpha(currentAlpha));
|
|
|
|
|
|
|
|
|
|
// If we have enough rays, then we assign each vertices a ray, and distribute
|
|
|
|
|
// the rest uniformly.
|
|
|
|
|
float rayThetas[rays];
|
|
|
|
|
const Vector3& innerStart = casterVertices[i];
|
|
|
|
|
|
|
|
|
|
const int uniformRayCount = rays - vertexCount;
|
|
|
|
|
const float deltaAngle = 2 * M_PI / uniformRayCount;
|
|
|
|
|
// outerStart is the first outer vertex for this inner vertex.
|
|
|
|
|
// outerLast is the last outer vertex for this inner vertex.
|
|
|
|
|
Vector2 outerStart = {0, 0};
|
|
|
|
|
Vector2 outerLast = {0, 0};
|
|
|
|
|
// This will create vertices from [0, cornerSlicesNumber] inclusively,
|
|
|
|
|
// which means minimally 2 vertices even without the extra ones.
|
|
|
|
|
for (int j = 0; j <= cornerSlicesNumber; j++) {
|
|
|
|
|
Vector2 averageNormal =
|
|
|
|
|
previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
|
|
|
|
|
averageNormal /= cornerSlicesNumber;
|
|
|
|
|
averageNormal.normalize();
|
|
|
|
|
Vector2 outerVertex;
|
|
|
|
|
outerVertex.x = innerVertex.x + averageNormal.x * expansionDist;
|
|
|
|
|
outerVertex.y = innerVertex.y + averageNormal.y * expansionDist;
|
|
|
|
|
|
|
|
|
|
// We have to generate all the vertices' theta anyway and we also need to
|
|
|
|
|
// find the minimal, so let's precompute it first.
|
|
|
|
|
// Since the incoming polygon is clockwise, we can find the dip to identify
|
|
|
|
|
// the minimal theta.
|
|
|
|
|
float polyThetas[vertexCount];
|
|
|
|
|
int maxPolyThetaIndex = 0;
|
|
|
|
|
for (int i = 0; i < vertexCount; i++) {
|
|
|
|
|
polyThetas[i] = atan2(vertices[i].y - centroid3d.y,
|
|
|
|
|
vertices[i].x - centroid3d.x);
|
|
|
|
|
if (i > 0 && polyThetas[i] > polyThetas[i - 1]) {
|
|
|
|
|
maxPolyThetaIndex = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
|
|
|
|
|
indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
|
|
|
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
|
|
|
|
|
outerVertex.y, OUTER_OPACITY);
|
|
|
|
|
|
|
|
|
|
// Both poly's thetas and uniform thetas are in decrease order(clockwise)
|
|
|
|
|
// from PI to -PI.
|
|
|
|
|
int polyThetaIndex = maxPolyThetaIndex;
|
|
|
|
|
float polyTheta = polyThetas[maxPolyThetaIndex];
|
|
|
|
|
int uniformThetaIndex = 0;
|
|
|
|
|
float uniformTheta = M_PI;
|
|
|
|
|
for (int i = 0; i < rays; i++) {
|
|
|
|
|
// Compare both thetas and pick the smaller one and move on.
|
|
|
|
|
bool hasThetaCollision = abs(polyTheta - uniformTheta) < MINIMAL_DELTA_THETA;
|
|
|
|
|
if (polyTheta > uniformTheta || hasThetaCollision) {
|
|
|
|
|
if (hasThetaCollision) {
|
|
|
|
|
// Shift the uniformTheta to middle way between current polyTheta
|
|
|
|
|
// and next uniform theta. The next uniform theta can wrap around
|
|
|
|
|
// to exactly PI safely here.
|
|
|
|
|
// Note that neither polyTheta nor uniformTheta can be FLT_MAX
|
|
|
|
|
// due to the hasThetaCollision is true.
|
|
|
|
|
uniformTheta = (polyTheta + M_PI - deltaAngle * (uniformThetaIndex + 1)) / 2;
|
|
|
|
|
#if DEBUG_SHADOW
|
|
|
|
|
ALOGD("Shifted uniformTheta to %f", uniformTheta);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
rayThetas[i] = polyTheta;
|
|
|
|
|
polyThetaIndex = (polyThetaIndex + 1) % vertexCount;
|
|
|
|
|
if (polyThetaIndex != maxPolyThetaIndex) {
|
|
|
|
|
polyTheta = polyThetas[polyThetaIndex];
|
|
|
|
|
} else {
|
|
|
|
|
// out of poly points.
|
|
|
|
|
polyTheta = - FLT_MAX;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
rayThetas[i] = uniformTheta;
|
|
|
|
|
uniformThetaIndex++;
|
|
|
|
|
if (uniformThetaIndex < uniformRayCount) {
|
|
|
|
|
uniformTheta = M_PI - deltaAngle * uniformThetaIndex;
|
|
|
|
|
} else {
|
|
|
|
|
// out of uniform points.
|
|
|
|
|
uniformTheta = - FLT_MAX;
|
|
|
|
|
if (j == 0) {
|
|
|
|
|
outerStart = outerVertex;
|
|
|
|
|
} else if (j == cornerSlicesNumber) {
|
|
|
|
|
outerLast = outerVertex;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
previousNormal = currentNormal;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rays; i++) {
|
|
|
|
|
// Edge: first figure out the extra vertices needed for the edge.
|
|
|
|
|
const Vector3& innerNext = casterVertices[(i + 1) % casterVertexCount];
|
|
|
|
|
float nextAlpha = getAlphaFromFactoredZ(innerNext.z * heightFactor);
|
|
|
|
|
if (needsExtraForEdge(currentAlpha, nextAlpha)) {
|
|
|
|
|
// TODO: See if we can / should cache this outer vertex across the loop.
|
|
|
|
|
Vector2 outerNext;
|
|
|
|
|
float expansionDist = innerNext.z * heightFactor * geomFactor;
|
|
|
|
|
outerNext.x = innerNext.x + currentNormal.x * expansionDist;
|
|
|
|
|
outerNext.y = innerNext.y + currentNormal.y * expansionDist;
|
|
|
|
|
|
|
|
|
|
// Compute the angle and see how many extra points we need.
|
|
|
|
|
int extraVerticesNumber = getEdgeExtraAndUpdateSpike(¤tSpike,
|
|
|
|
|
innerNext, centroid3d);
|
|
|
|
|
#if DEBUG_SHADOW
|
|
|
|
|
ALOGD("No. %d : %f", i, rayThetas[i] * 180 / M_PI);
|
|
|
|
|
ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
|
|
|
|
|
#endif
|
|
|
|
|
// TODO: Fix the intersection precision problem and remvoe the delta added
|
|
|
|
|
// here.
|
|
|
|
|
dir[i].x = cosf(rayThetas[i] + MINIMAL_DELTA_THETA);
|
|
|
|
|
dir[i].y = sinf(rayThetas[i] + MINIMAL_DELTA_THETA);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Edge: fill the edge's VB and IB.
|
|
|
|
|
// This will create vertices pair from [1, extraVerticesNumber - 1].
|
|
|
|
|
// If there is no extra vertices created here, the edge will be drawn
|
|
|
|
|
// as just 2 triangles.
|
|
|
|
|
for (int k = 1; k < extraVerticesNumber; k++) {
|
|
|
|
|
int startWeight = extraVerticesNumber - k;
|
|
|
|
|
Vector2 currentOuter =
|
|
|
|
|
(outerLast * startWeight + outerNext * k) / extraVerticesNumber;
|
|
|
|
|
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
|
|
|
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
|
|
|
|
|
currentOuter.y, OUTER_OPACITY);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Calculate the intersection of a ray hitting the polygon.
|
|
|
|
|
*
|
|
|
|
|
* @param vertices The shadow caster's polygon, which is represented in a
|
|
|
|
|
* Vector3 array.
|
|
|
|
|
* @param vertexCount The length of caster's polygon in terms of number of vertices.
|
|
|
|
|
* @param start The starting point of the ray.
|
|
|
|
|
* @param dir The direction vector of the ray.
|
|
|
|
|
*
|
|
|
|
|
* @param outEdgeIndex Return the index of the segment (or index of the starting
|
|
|
|
|
* vertex) that ray intersect with.
|
|
|
|
|
* @param outEdgeFraction Return the fraction offset from the segment starting
|
|
|
|
|
* index.
|
|
|
|
|
* @param outRayDist Return the ray distance from centroid to the intersection.
|
|
|
|
|
*/
|
|
|
|
|
void AmbientShadow::calculateIntersection(const Vector3* vertices, int vertexCount,
|
|
|
|
|
const Vector3& start, const Vector2& dir, int& outEdgeIndex,
|
|
|
|
|
float& outEdgeFraction, float& outRayDist) {
|
|
|
|
|
float startX = start.x;
|
|
|
|
|
float startY = start.y;
|
|
|
|
|
float dirX = dir.x;
|
|
|
|
|
float dirY = dir.y;
|
|
|
|
|
// Start the search from the last edge from poly[len-1] to poly[0].
|
|
|
|
|
int p1 = vertexCount - 1;
|
|
|
|
|
|
|
|
|
|
for (int p2 = 0; p2 < vertexCount; p2++) {
|
|
|
|
|
float p1x = vertices[p1].x;
|
|
|
|
|
float p1y = vertices[p1].y;
|
|
|
|
|
float p2x = vertices[p2].x;
|
|
|
|
|
float p2y = vertices[p2].y;
|
|
|
|
|
|
|
|
|
|
// The math here is derived from:
|
|
|
|
|
// f(t, v) = p1x * (1 - t) + p2x * t - (startX + dirX * v) = 0;
|
|
|
|
|
// g(t, v) = p1y * (1 - t) + p2y * t - (startY + dirY * v) = 0;
|
|
|
|
|
float div = (dirX * (p1y - p2y) + dirY * p2x - dirY * p1x);
|
|
|
|
|
if (div != 0) {
|
|
|
|
|
float t = (dirX * (p1y - startY) + dirY * startX - dirY * p1x) / (div);
|
|
|
|
|
if (t > 0 && t <= 1) {
|
|
|
|
|
float t2 = (p1x * (startY - p2y)
|
|
|
|
|
+ p2x * (p1y - startY)
|
|
|
|
|
+ startX * (p2y - p1y)) / div;
|
|
|
|
|
if (t2 > 0) {
|
|
|
|
|
outEdgeIndex = p1;
|
|
|
|
|
outRayDist = t2;
|
|
|
|
|
outEdgeFraction = t;
|
|
|
|
|
return;
|
|
|
|
|
if (!isCasterOpaque) {
|
|
|
|
|
umbraVertices[umbraIndex++] = vertexBufferIndex;
|
|
|
|
|
}
|
|
|
|
|
Vector3 currentInner =
|
|
|
|
|
(innerStart * startWeight + innerNext * k) / extraVerticesNumber;
|
|
|
|
|
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
|
|
|
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
|
|
|
|
|
currentInner.y,
|
|
|
|
|
getTransformedAlphaFromFactoredZ(currentInner.z * heightFactor));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
p1 = p2;
|
|
|
|
|
currentAlpha = nextAlpha;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Calculate the normal at the intersection point between a ray and the polygon.
|
|
|
|
|
*
|
|
|
|
|
* @param rays The total number of rays.
|
|
|
|
|
* @param currentRayIndex The index of the ray which the normal is based on.
|
|
|
|
|
* @param dir The array of the all the rays directions.
|
|
|
|
|
* @param rayDist The pre-computed ray distances array.
|
|
|
|
|
*
|
|
|
|
|
* @param normal Return the normal.
|
|
|
|
|
*/
|
|
|
|
|
void AmbientShadow::calculateNormal(int rays, int currentRayIndex,
|
|
|
|
|
const Vector2* dir, const float* rayDist, Vector2& normal) {
|
|
|
|
|
int preIndex = (currentRayIndex - 1 + rays) % rays;
|
|
|
|
|
int postIndex = (currentRayIndex + 1) % rays;
|
|
|
|
|
Vector2 p1 = dir[preIndex] * rayDist[preIndex];
|
|
|
|
|
Vector2 p2 = dir[postIndex] * rayDist[postIndex];
|
|
|
|
|
indexBuffer[indexBufferIndex++] = 1;
|
|
|
|
|
indexBuffer[indexBufferIndex++] = 0;
|
|
|
|
|
|
|
|
|
|
// Now the rays are going CW around the poly.
|
|
|
|
|
Vector2 delta = p2 - p1;
|
|
|
|
|
if (delta.length() != 0) {
|
|
|
|
|
delta.normalize();
|
|
|
|
|
// Calculate the normal , which is CCW 90 rotate to the delta.
|
|
|
|
|
normal.x = - delta.y;
|
|
|
|
|
normal.y = delta.x;
|
|
|
|
|
if (!isCasterOpaque) {
|
|
|
|
|
// Add the centroid as the last one in the vertex buffer.
|
|
|
|
|
float centroidOpacity =
|
|
|
|
|
getTransformedAlphaFromFactoredZ(centroid3d.z * heightFactor);
|
|
|
|
|
int centroidIndex = vertexBufferIndex;
|
|
|
|
|
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
|
|
|
|
|
centroid3d.y, centroidOpacity);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < umbraIndex; i++) {
|
|
|
|
|
// Note that umbraVertices[0] is always 0.
|
|
|
|
|
// So the start and the end of the umbra are using the "0".
|
|
|
|
|
// And penumbra ended with 0, so a degenerated triangle is formed b/t
|
|
|
|
|
// the umbra and penumbra.
|
|
|
|
|
indexBuffer[indexBufferIndex++] = umbraVertices[i];
|
|
|
|
|
indexBuffer[indexBufferIndex++] = centroidIndex;
|
|
|
|
|
}
|
|
|
|
|
indexBuffer[indexBufferIndex++] = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// At the end, update the real index and vertex buffer size.
|
|
|
|
|
shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
|
|
|
|
|
shadowVertexBuffer.updateIndexCount(indexBufferIndex);
|
|
|
|
|
|
|
|
|
|
checkOverflow(vertexBufferIndex, totalVertexCount, "Vertex Buffer");
|
|
|
|
|
checkOverflow(indexBufferIndex, totalIndexCount, "Index Buffer");
|
|
|
|
|
checkOverflow(umbraIndex, totalUmbraCount, "Umbra Buffer");
|
|
|
|
|
|
|
|
|
|
#if DEBUG_SHADOW
|
|
|
|
|
for (int i = 0; i < vertexBufferIndex; i++) {
|
|
|
|
|
ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y,
|
|
|
|
|
shadowVertices[i].alpha);
|
|
|
|
|
}
|
|
|
|
|
for (int i = 0; i < indexBufferIndex; i++) {
|
|
|
|
|
ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}; // namespace uirenderer
|
|
|
|
|
|