diff options
| author | 2013-12-03 10:38:55 -0800 | |
|---|---|---|
| committer | 2013-12-13 17:25:47 -0800 | |
| commit | 55bfb4e728fe1db619af5d2c287f4abe711b3343 (patch) | |
| tree | 3b9c9eb0902fdb0f8991259a04c342f89f65bcaa /libs/hwui/AmbientShadow.cpp | |
| parent | d08eadd287991ec18eafe620b24e2b1bf0ce1f2d (diff) | |
Calculate and show Ambient shadow.
Basically we compute the shadow as a strip of triangles, whose alpha value
is the strength of the shadow.
We use the normal to extend the geometry.
And we use static function and try to avoid new/malloc in the computation.
Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
Diffstat (limited to 'libs/hwui/AmbientShadow.cpp')
| -rw-r--r-- | libs/hwui/AmbientShadow.cpp | 306 |
1 files changed, 306 insertions, 0 deletions
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp new file mode 100644 index 000000000000..923571efd541 --- /dev/null +++ b/libs/hwui/AmbientShadow.cpp @@ -0,0 +1,306 @@ +/* + * Copyright (C) 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "OpenGLRenderer" + +#include <math.h> +#include <utils/Log.h> + +#include "AmbientShadow.h" +#include "Vertex.h" + +namespace android { +namespace uirenderer { + +/** + * Calculate the shadows as a triangle strips while alpha value as the + * shadow values. + * + * @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 rays The number of rays shooting out from the centroid. + * @param layers The number of rings outside the polygon. + * @param strength The darkness of the shadow, the higher, the darker. + * @param heightFactor The factor showing the higher the object, the lighter the + * shadow. + * @param geomFactor The factor scaling the geometry expansion along the normal. + * + * @param shadowVertexBuffer Return an floating point array of (x, y, a) + * triangle strips mode. + */ +void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount, + int rays, int layers, float strength, float heightFactor, float geomFactor, + VertexBuffer& shadowVertexBuffer) { + + // Validate the inputs. + if (strength <= 0 || heightFactor <= 0 || layers <= 0 || rays <= 0 + || geomFactor <= 0) { +#if DEBUG_SHADOW + ALOGE("Invalid input for createAmbientShadow(), early return!"); +#endif + return; + } + int rings = layers + 1; + int size = rays * rings; + Vector2 centroid; + calculatePolygonCentroid(vertices, vertexCount, centroid); + + Vector2 dir[rays]; + float rayDist[rays]; + float rayHeight[rays]; + calculateRayDirections(rays, dir); + + // Calculate the length and height of the points along the edge. + // + // The math here is: + // Intersect each ray (starting from the centroid) with the polygon. + for (int i = 0; i < rays; i++) { + int edgeIndex; + float edgeFraction; + float rayDistance; + calculateIntersection(vertices, vertexCount, centroid, dir[i], edgeIndex, + edgeFraction, rayDistance); + rayDist[i] = rayDistance; + if (edgeIndex < 0 || edgeIndex >= vertexCount) { +#if DEBUG_SHADOW + ALOGE("Invalid edgeIndex!"); +#endif + edgeIndex = 0; + } + float h1 = vertices[edgeIndex].z; + float h2 = vertices[((edgeIndex + 1) % vertexCount)].z; + rayHeight[i] = h1 + edgeFraction * (h2 - h1); + } + + // The output buffer length basically is roughly rays * layers, but since we + // need triangle strips, so we need to duplicate vertices to accomplish that. + const int shadowVertexCount = (2 + rays + ((layers) * 2 * (rays + 1))); + AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(shadowVertexCount); + + // Calculate the vertex of the shadows. + // + // The math here is: + // Along the edges of the polygon, for each intersection point P (generated above), + // calculate the normal N, which should be perpendicular to the edge of the + // polygon (represented by the neighbor intersection points) . + // Shadow's vertices will be generated as : P + N * scale. + int currentIndex = 0; + for (int r = 0; r < layers; r++) { + int firstInLayer = currentIndex; + for (int i = 0; i < rays; i++) { + + Vector2 normal(1.0f, 0.0f); + calculateNormal(rays, i, dir, rayDist, normal); + + float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor); + + // The vertex should be start from rayDist[i] then scale the + // normalizeNormal! + Vector2 intersection = dir[i] * rayDist[i] + centroid; + + // Use 2 rings' vertices to complete one layer's strip + for (int j = r; j < (r + 2); j++) { + float jf = j / (float)(rings - 1); + + float expansionDist = rayHeight[i] / heightFactor * geomFactor * jf; + AlphaVertex::set(&shadowVertices[currentIndex], + intersection.x + normal.x * expansionDist, + intersection.y + normal.y * expansionDist, + (1 - jf) * opacity); + currentIndex++; + } + } + + // From one layer to the next, we need to duplicate the vertex to + // continue as a single strip. + shadowVertices[currentIndex] = shadowVertices[firstInLayer]; + currentIndex++; + shadowVertices[currentIndex] = shadowVertices[firstInLayer + 1]; + currentIndex++; + } + + // After all rings are done, we need to jump into the polygon. + // In order to keep everything in a strip, we need to duplicate the last one + // of the rings and the first one inside the polygon. + int lastInRings = currentIndex - 1; + shadowVertices[currentIndex] = shadowVertices[lastInRings]; + currentIndex++; + + // We skip one and fill it back after we finish the internal triangles. + currentIndex++; + int firstInternal = currentIndex; + + // Combine the internal area of the polygon into a triangle strip, too. + // The basic idea is zig zag between the intersection points. + // 0 -> (n - 1) -> 1 -> (n - 2) ... + for (int k = 0; k < rays; k++) { + int i = k / 2; + if ((k & 1) == 1) { // traverse the inside in a zig zag pattern for strips + i = rays - i - 1; + } + float cast = rayDist[i] * (1 + rayHeight[i] / heightFactor); + float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor); + float t = rayDist[i]; + + AlphaVertex::set(&shadowVertices[currentIndex], dir[i].x * t + centroid.x, + dir[i].y * t + centroid.y, opacity); + currentIndex++; + } + + currentIndex = firstInternal - 1; + shadowVertices[currentIndex] = shadowVertices[firstInternal]; +} + +/** + * Calculate the centroid of a given polygon. + * + * @param vertices The shadow caster's polygon, which is represented in a + * straight Vector3 array. + * @param vertexCount The length of caster's polygon in terms of number of vertices. + * + * @param centroid Return the centroid of the polygon. + */ +void AmbientShadow::calculatePolygonCentroid(const Vector3* vertices, int vertexCount, + Vector2& centroid) { + float sumx = 0; + float sumy = 0; + int p1 = vertexCount - 1; + float area = 0; + for (int p2 = 0; p2 < vertexCount; p2++) { + float x1 = vertices[p1].x; + float y1 = vertices[p1].y; + float x2 = vertices[p2].x; + float y2 = vertices[p2].y; + float a = (x1 * y2 - x2 * y1); + sumx += (x1 + x2) * a; + sumy += (y1 + y2) * a; + area += a; + p1 = p2; + } + + if (area == 0) { +#if DEBUG_SHADOW + ALOGE("Area is 0!"); +#endif + centroid.x = vertices[0].x; + centroid.y = vertices[0].y; + } else { + centroid.x = sumx / (3 * area); + centroid.y = sumy / (3 * area); + } +} + +/** + * Generate an array of rays' direction vectors. + * + * @param rays The number of rays shooting out from the centroid. + * @param dir Return the array of ray vectors. + */ +void AmbientShadow::calculateRayDirections(int rays, Vector2* dir) { + float deltaAngle = 2 * M_PI / rays; + + for (int i = 0; i < rays; i++) { + dir[i].x = sinf(deltaAngle * i); + dir[i].y = cosf(deltaAngle * i); + } +} + +/** + * 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 Vector2& 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; + } + } + } + p1 = p2; + } + 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]; + + // Now the V (deltaX, deltaY) is the vector 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 V. + // 90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z) + normal.x = -delta.y; + normal.y = delta.x; + } +} + +}; // namespace uirenderer +}; // namespace android |