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1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 /**
18  * Extra vertices for the corner for smoother corner.
19  * Only for outer vertices.
20  * Note that we use such extra memory to avoid an extra loop.
21  */
22 // For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
23 // Set to 1 if we don't want to have any.
24 #define EXTRA_CORNER_VERTEX_PER_PI 12
25 
26 // For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
27 // therefore, the maximum number of extra vertices will be twice bigger.
28 #define MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * EXTRA_CORNER_VERTEX_PER_PI)
29 
30 // For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
31 #define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
32 
33 /**
34  * Extra vertices for the Edge for interpolation artifacts.
35  * Same value for both inner and outer vertices.
36  */
37 #define EXTRA_EDGE_VERTEX_PER_PI 50
38 
39 #define MAX_EXTRA_EDGE_VERTEX_NUMBER (2 * EXTRA_EDGE_VERTEX_PER_PI)
40 
41 #define EDGE_RADIANS_DIVISOR (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
42 
43 /**
44  * Other constants:
45  */
46 #define OUTER_ALPHA (0.0f)
47 
48 // Once the alpha difference is greater than this threshold, we will allocate extra
49 // edge vertices.
50 // If this is set to negative value, then all the edge will be tessellated.
51 #define ALPHA_THRESHOLD (0.1f / 255.0f)
52 
53 #include "AmbientShadow.h"
54 
55 #include "ShadowTessellator.h"
56 #include "Vertex.h"
57 #include "VertexBuffer.h"
58 
59 #include <utils/Log.h>
60 #include <algorithm>
61 
62 namespace android {
63 namespace uirenderer {
64 
65 /**
66  *  Local utility functions.
67  */
getNormalFromVertices(const Vector3 * vertices,int current,int next)68 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
69     // Convert from Vector3 to Vector2 first.
70     Vector2 currentVertex = {vertices[current].x, vertices[current].y};
71     Vector2 nextVertex = {vertices[next].x, vertices[next].y};
72 
73     return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
74 }
75 
76 // The input z value will be converted to be non-negative inside.
77 // The output must be ranged from 0 to 1.
getAlphaFromFactoredZ(float factoredZ)78 inline float getAlphaFromFactoredZ(float factoredZ) {
79     return 1.0 / (1 + std::max(factoredZ, 0.0f));
80 }
81 
getEdgeExtraAndUpdateSpike(Vector2 * currentSpike,const Vector3 & secondVertex,const Vector3 & centroid)82 inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike, const Vector3& secondVertex,
83                                       const Vector3& centroid) {
84     Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
85     secondSpike.normalize();
86 
87     int result = ShadowTessellator::getExtraVertexNumber(secondSpike, *currentSpike,
88                                                          EDGE_RADIANS_DIVISOR);
89     *currentSpike = secondSpike;
90     return result;
91 }
92 
93 // Given the caster's vertex count, compute all the buffers size depending on
94 // whether or not the caster is opaque.
computeBufferSize(int * totalVertexCount,int * totalIndexCount,int * totalUmbraCount,int casterVertexCount,bool isCasterOpaque)95 inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount, int* totalUmbraCount,
96                               int casterVertexCount, bool isCasterOpaque) {
97     // Compute the size of the vertex buffer.
98     int outerVertexCount =
99             casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER + MAX_EXTRA_EDGE_VERTEX_NUMBER;
100     int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
101     *totalVertexCount = outerVertexCount + innerVertexCount;
102 
103     // Compute the size of the index buffer.
104     *totalIndexCount = 2 * outerVertexCount + 2;
105 
106     // Compute the size of the umber buffer.
107     // For translucent object, keep track of the umbra(inner) vertex in order to draw
108     // inside. We only need to store the index information.
109     *totalUmbraCount = 0;
110     if (!isCasterOpaque) {
111         // Add the centroid if occluder is translucent.
112         (*totalVertexCount)++;
113         *totalIndexCount += 2 * innerVertexCount + 1;
114         *totalUmbraCount = innerVertexCount;
115     }
116 }
117 
needsExtraForEdge(float firstAlpha,float secondAlpha)118 inline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
119     return fabsf(firstAlpha - secondAlpha) > ALPHA_THRESHOLD;
120 }
121 
122 /**
123  * Calculate the shadows as a triangle strips while alpha value as the
124  * shadow values.
125  *
126  * @param isCasterOpaque Whether the caster is opaque.
127  * @param vertices The shadow caster's polygon, which is represented in a Vector3
128  *                  array.
129  * @param vertexCount The length of caster's polygon in terms of number of
130  *                    vertices.
131  * @param centroid3d The centroid of the shadow caster.
132  * @param heightFactor The factor showing the higher the object, the lighter the
133  *                     shadow.
134  * @param geomFactor The factor scaling the geometry expansion along the normal.
135  *
136  * @param shadowVertexBuffer Return an floating point array of (x, y, a)
137  *               triangle strips mode.
138  *
139  * An simple illustration:
140  * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C.
141  *
142  * First project the occluder to the Z=0 surface.
143  * Then we got all the inner vertices. And we compute the normal for each edge.
144  * According to the normal, we generate outer vertices. E.g: We generate P1 / P4
145  * as extra corner vertices to make the corner looks round and smoother.
146  *
147  * Due to the fact that the alpha is not linear interpolated along the inner
148  * edge, when the alpha is different, we may add extra vertices such as P2.1, P2.2,
149  * V0.1, V0.2 to avoid the visual artifacts.
150  *
151  *                                            (P3)
152  *          (P2)     (P2.1)     (P2.2)         |     ' (P4)
153  *   (P1)'   |        |           |            |   '
154  *         ' |        |           |            | '
155  * (P0)  ------------------------------------------------(P5)
156  *           | (V0)   (V0.1)    (V0.2)         |(V1)
157  *           |                                 |
158  *           |                                 |
159  *           |               (C)               |
160  *           |                                 |
161  *           |                                 |
162  *           |                                 |
163  *           |                                 |
164  *        (V3)-----------------------------------(V2)
165  */
createAmbientShadow(bool isCasterOpaque,const Vector3 * casterVertices,int casterVertexCount,const Vector3 & centroid3d,float heightFactor,float geomFactor,VertexBuffer & shadowVertexBuffer)166 void AmbientShadow::createAmbientShadow(bool isCasterOpaque, const Vector3* casterVertices,
167                                         int casterVertexCount, const Vector3& centroid3d,
168                                         float heightFactor, float geomFactor,
169                                         VertexBuffer& shadowVertexBuffer) {
170     shadowVertexBuffer.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices);
171 
172     // In order to computer the outer vertices in one loop, we need pre-compute
173     // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
174     // for vertex 0.
175     Vector2 previousNormal = getNormalFromVertices(casterVertices, casterVertexCount - 1, 0);
176     Vector2 currentSpike = {casterVertices[0].x - centroid3d.x, casterVertices[0].y - centroid3d.y};
177     currentSpike.normalize();
178     float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
179 
180     // Preparing all the output data.
181     int totalVertexCount, totalIndexCount, totalUmbraCount;
182     computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount, casterVertexCount,
183                       isCasterOpaque);
184     AlphaVertex* shadowVertices = shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
185     int vertexBufferIndex = 0;
186     uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
187     int indexBufferIndex = 0;
188     uint16_t umbraVertices[totalUmbraCount];
189     int umbraIndex = 0;
190 
191     for (int i = 0; i < casterVertexCount; i++) {
192         // Corner: first figure out the extra vertices we need for the corner.
193         const Vector3& innerVertex = casterVertices[i];
194         Vector2 currentNormal =
195                 getNormalFromVertices(casterVertices, i, (i + 1) % casterVertexCount);
196 
197         int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(
198                 currentNormal, previousNormal, CORNER_RADIANS_DIVISOR);
199 
200         float expansionDist = innerVertex.z * heightFactor * geomFactor;
201         const int cornerSlicesNumber = extraVerticesNumber + 1;  // Minimal as 1.
202 #if DEBUG_SHADOW
203         ALOGD("cornerSlicesNumber is %d", cornerSlicesNumber);
204 #endif
205 
206         // Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
207         // We fill the inner vertex first, such that we can fill the index buffer
208         // inside the loop.
209         int currentInnerVertexIndex = vertexBufferIndex;
210         if (!isCasterOpaque) {
211             umbraVertices[umbraIndex++] = vertexBufferIndex;
212         }
213         AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
214                          casterVertices[i].y, currentAlpha);
215 
216         const Vector3& innerStart = casterVertices[i];
217 
218         // outerStart is the first outer vertex for this inner vertex.
219         // outerLast is the last outer vertex for this inner vertex.
220         Vector2 outerStart = {0, 0};
221         Vector2 outerLast = {0, 0};
222         // This will create vertices from [0, cornerSlicesNumber] inclusively,
223         // which means minimally 2 vertices even without the extra ones.
224         for (int j = 0; j <= cornerSlicesNumber; j++) {
225             Vector2 averageNormal = previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
226             averageNormal /= cornerSlicesNumber;
227             averageNormal.normalize();
228             Vector2 outerVertex;
229             outerVertex.x = innerVertex.x + averageNormal.x * expansionDist;
230             outerVertex.y = innerVertex.y + averageNormal.y * expansionDist;
231 
232             indexBuffer[indexBufferIndex++] = vertexBufferIndex;
233             indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
234             AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x, outerVertex.y,
235                              OUTER_ALPHA);
236 
237             if (j == 0) {
238                 outerStart = outerVertex;
239             } else if (j == cornerSlicesNumber) {
240                 outerLast = outerVertex;
241             }
242         }
243         previousNormal = currentNormal;
244 
245         // Edge: first figure out the extra vertices needed for the edge.
246         const Vector3& innerNext = casterVertices[(i + 1) % casterVertexCount];
247         float nextAlpha = getAlphaFromFactoredZ(innerNext.z * heightFactor);
248         if (needsExtraForEdge(currentAlpha, nextAlpha)) {
249             // TODO: See if we can / should cache this outer vertex across the loop.
250             Vector2 outerNext;
251             float expansionDist = innerNext.z * heightFactor * geomFactor;
252             outerNext.x = innerNext.x + currentNormal.x * expansionDist;
253             outerNext.y = innerNext.y + currentNormal.y * expansionDist;
254 
255             // Compute the angle and see how many extra points we need.
256             int extraVerticesNumber =
257                     getEdgeExtraAndUpdateSpike(&currentSpike, innerNext, centroid3d);
258 #if DEBUG_SHADOW
259             ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
260 #endif
261             // Edge: fill the edge's VB and IB.
262             // This will create vertices pair from [1, extraVerticesNumber - 1].
263             // If there is no extra vertices created here, the edge will be drawn
264             // as just 2 triangles.
265             for (int k = 1; k < extraVerticesNumber; k++) {
266                 int startWeight = extraVerticesNumber - k;
267                 Vector2 currentOuter =
268                         (outerLast * startWeight + outerNext * k) / extraVerticesNumber;
269                 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
270                 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
271                                  currentOuter.y, OUTER_ALPHA);
272 
273                 if (!isCasterOpaque) {
274                     umbraVertices[umbraIndex++] = vertexBufferIndex;
275                 }
276                 Vector3 currentInner =
277                         (innerStart * startWeight + innerNext * k) / extraVerticesNumber;
278                 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
279                 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
280                                  currentInner.y,
281                                  getAlphaFromFactoredZ(currentInner.z * heightFactor));
282             }
283         }
284         currentAlpha = nextAlpha;
285     }
286 
287     indexBuffer[indexBufferIndex++] = 1;
288     indexBuffer[indexBufferIndex++] = 0;
289 
290     if (!isCasterOpaque) {
291         // Add the centroid as the last one in the vertex buffer.
292         float centroidOpacity = getAlphaFromFactoredZ(centroid3d.z * heightFactor);
293         int centroidIndex = vertexBufferIndex;
294         AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x, centroid3d.y,
295                          centroidOpacity);
296 
297         for (int i = 0; i < umbraIndex; i++) {
298             // Note that umbraVertices[0] is always 0.
299             // So the start and the end of the umbra are using the "0".
300             // And penumbra ended with 0, so a degenerated triangle is formed b/t
301             // the umbra and penumbra.
302             indexBuffer[indexBufferIndex++] = umbraVertices[i];
303             indexBuffer[indexBufferIndex++] = centroidIndex;
304         }
305         indexBuffer[indexBufferIndex++] = 0;
306     }
307 
308     // At the end, update the real index and vertex buffer size.
309     shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
310     shadowVertexBuffer.updateIndexCount(indexBufferIndex);
311     shadowVertexBuffer.computeBounds<AlphaVertex>();
312 
313     ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Ambient Vertex Buffer");
314     ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Ambient Index Buffer");
315     ShadowTessellator::checkOverflow(umbraIndex, totalUmbraCount, "Ambient Umbra Buffer");
316 
317 #if DEBUG_SHADOW
318     for (int i = 0; i < vertexBufferIndex; i++) {
319         ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y,
320               shadowVertices[i].alpha);
321     }
322     for (int i = 0; i < indexBufferIndex; i++) {
323         ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]);
324     }
325 #endif
326 }
327 
328 };  // namespace uirenderer
329 };  // namespace android
330