diff options
-rw-r--r-- | libs/hwui/AmbientShadow.cpp | 306 | ||||
-rw-r--r-- | libs/hwui/AmbientShadow.h | 57 | ||||
-rw-r--r-- | libs/hwui/Android.mk | 2 | ||||
-rw-r--r-- | libs/hwui/Caches.cpp | 4 | ||||
-rw-r--r-- | libs/hwui/Caches.h | 8 | ||||
-rw-r--r-- | libs/hwui/Debug.h | 3 | ||||
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 23 | ||||
-rw-r--r-- | libs/hwui/PathTessellator.h | 75 | ||||
-rw-r--r-- | libs/hwui/ShadowTessellator.cpp | 73 | ||||
-rw-r--r-- | libs/hwui/ShadowTessellator.h | 37 | ||||
-rw-r--r-- | libs/hwui/VertexBuffer.h | 102 |
11 files changed, 595 insertions, 95 deletions
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp new file mode 100644 index 0000000..923571e --- /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 diff --git a/libs/hwui/AmbientShadow.h b/libs/hwui/AmbientShadow.h new file mode 100644 index 0000000..079bdb7 --- /dev/null +++ b/libs/hwui/AmbientShadow.h @@ -0,0 +1,57 @@ + +/* + * Copyright (C) 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_HWUI_AMBIENT_SHADOW_H +#define ANDROID_HWUI_AMBIENT_SHADOW_H + +#include "Debug.h" +#include "Vector.h" +#include "VertexBuffer.h" + +namespace android { +namespace uirenderer { + +/** + * AmbientShadow is used to calculate the ambient shadow value around a polygon. + * + * TODO: calculateIntersection() now is O(N*M), where N is the number of + * polygon's vertics and M is the number of rays. In fact, by staring tracing + * the vertex from the previous intersection, the algorithm can be O(N + M); + */ +class AmbientShadow { +public: + static void createAmbientShadow(const Vector3* poly, int polyLength, int rays, + int layers, float strength, float heightFactor, float geomFactor, + VertexBuffer& shadowVertexBuffer); + +private: + static void calculatePolygonCentroid(const Vector3* poly, int len, Vector2& centroid); + + static void calculateRayDirections(int rays, Vector2* dir); + + static void calculateIntersection(const Vector3* poly, int nbVertices, + const Vector2& start, const Vector2& dir, int& outEdgeIndex, + float& outEdgeFraction, float& outRayDist); + + static void calculateNormal(int rays, int currentRayIndex, const Vector2* dir, + const float* rayDist, Vector2& normal); +}; // AmbientShadow + +}; // namespace uirenderer +}; // namespace android + +#endif // ANDROID_HWUI_AMBIENT_SHADOW_H diff --git a/libs/hwui/Android.mk b/libs/hwui/Android.mk index 1f37925..962d726 100644 --- a/libs/hwui/Android.mk +++ b/libs/hwui/Android.mk @@ -10,6 +10,7 @@ ifeq ($(USE_OPENGL_RENDERER),true) thread/TaskManager.cpp \ font/CacheTexture.cpp \ font/Font.cpp \ + AmbientShadow.cpp \ AssetAtlas.cpp \ FontRenderer.cpp \ GammaFontRenderer.cpp \ @@ -37,6 +38,7 @@ ifeq ($(USE_OPENGL_RENDERER),true) ProgramCache.cpp \ RenderBufferCache.cpp \ ResourceCache.cpp \ + ShadowTessellator.cpp \ SkiaColorFilter.cpp \ SkiaShader.cpp \ Snapshot.cpp \ diff --git a/libs/hwui/Caches.cpp b/libs/hwui/Caches.cpp index f8d3589..5b751b9 100644 --- a/libs/hwui/Caches.cpp +++ b/libs/hwui/Caches.cpp @@ -473,7 +473,7 @@ bool Caches::unbindPixelBuffer() { // Meshes and textures /////////////////////////////////////////////////////////////////////////////// -void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride) { +void Caches::bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) { if (force || vertices != mCurrentPositionPointer || stride != mCurrentPositionStride) { GLuint slot = currentProgram->position; glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices); @@ -482,7 +482,7 @@ void Caches::bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei str } } -void Caches::bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride) { +void Caches::bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride) { if (force || vertices != mCurrentTexCoordsPointer || stride != mCurrentTexCoordsStride) { GLuint slot = currentProgram->texCoords; glVertexAttribPointer(slot, 2, GL_FLOAT, GL_FALSE, stride, vertices); diff --git a/libs/hwui/Caches.h b/libs/hwui/Caches.h index f8f2284..963965d 100644 --- a/libs/hwui/Caches.h +++ b/libs/hwui/Caches.h @@ -208,13 +208,13 @@ public: * Binds an attrib to the specified float vertex pointer. * Assumes a stride of gMeshStride and a size of 2. */ - void bindPositionVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride); + void bindPositionVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride); /** * Binds an attrib to the specified float vertex pointer. * Assumes a stride of gMeshStride and a size of 2. */ - void bindTexCoordsVertexPointer(bool force, GLvoid* vertices, GLsizei stride = gMeshStride); + void bindTexCoordsVertexPointer(bool force, const GLvoid* vertices, GLsizei stride = gMeshStride); /** * Resets the vertex pointers. @@ -379,9 +379,9 @@ private: GLuint mCurrentBuffer; GLuint mCurrentIndicesBuffer; GLuint mCurrentPixelBuffer; - void* mCurrentPositionPointer; + const void* mCurrentPositionPointer; GLsizei mCurrentPositionStride; - void* mCurrentTexCoordsPointer; + const void* mCurrentTexCoordsPointer; GLsizei mCurrentTexCoordsStride; bool mTexCoordsArrayEnabled; diff --git a/libs/hwui/Debug.h b/libs/hwui/Debug.h index 79afad1..f619205 100644 --- a/libs/hwui/Debug.h +++ b/libs/hwui/Debug.h @@ -88,6 +88,9 @@ // Turn on to enable 3D support in the renderer (off by default until API for control exists) #define DEBUG_ENABLE_3D 0 +// Turn on to enable debugging shadow +#define DEBUG_SHADOW 0 + #if DEBUG_INIT #define INIT_LOGD(...) ALOGD(__VA_ARGS__) #else diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index 79df520..578a251 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -36,7 +36,9 @@ #include "Fence.h" #include "PathTessellator.h" #include "Properties.h" +#include "ShadowTessellator.h" #include "Vector.h" +#include "VertexBuffer.h" namespace android { namespace uirenderer { @@ -2579,7 +2581,7 @@ status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPa setupDrawColorFilterUniforms(); setupDrawShaderUniforms(); - void* vertices = vertexBuffer.getBuffer(); + const void* vertices = vertexBuffer.getBuffer(); bool force = mCaches.unbindMeshBuffer(); mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); mCaches.resetTexCoordsVertexPointer(); @@ -3393,22 +3395,13 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransform, float casterAlp SkPaint paint; paint.setColor(0x3f000000); + // Force the draw to use alpha values. paint.setAntiAlias(true); - VertexBuffer vertexBuffer; - { - //TODO: populate vertex buffer with better shadow geometry. - Vector3 pivot(width/2, height/2, 0.0f); - casterTransform.mapPoint3d(pivot); - - float zScaleFactor = 0.5 + 0.0005f * pivot.z; - - SkPath path; - path.addRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor, - pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor); - PathTessellator::tessellatePath(path, &paint, mSnapshot->transform, vertexBuffer); - } - return drawVertexBuffer(vertexBuffer, &paint); + VertexBuffer shadowVertexBuffer; + ShadowTessellator::tessellateAmbientShadow(width, height, casterTransform, + shadowVertexBuffer); + return drawVertexBuffer(shadowVertexBuffer, &paint); } status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, diff --git a/libs/hwui/PathTessellator.h b/libs/hwui/PathTessellator.h index e0044e8..236658d 100644 --- a/libs/hwui/PathTessellator.h +++ b/libs/hwui/PathTessellator.h @@ -22,84 +22,11 @@ #include "Matrix.h" #include "Rect.h" #include "Vertex.h" +#include "VertexBuffer.h" namespace android { namespace uirenderer { -class VertexBuffer { -public: - VertexBuffer(): - mBuffer(0), - mVertexCount(0), - mCleanupMethod(NULL) - {} - - ~VertexBuffer() { - if (mCleanupMethod) mCleanupMethod(mBuffer); - } - - /** - This should be the only method used by the PathTessellator. Subsequent calls to alloc will - allocate space within the first allocation (useful if you want to eventually allocate - multiple regions within a single VertexBuffer, such as with PathTessellator::tesselateLines() - */ - template <class TYPE> - TYPE* alloc(int vertexCount) { - if (mVertexCount) { - TYPE* reallocBuffer = (TYPE*)mReallocBuffer; - // already have allocated the buffer, re-allocate space within - if (mReallocBuffer != mBuffer) { - // not first re-allocation, leave space for degenerate triangles to separate strips - reallocBuffer += 2; - } - mReallocBuffer = reallocBuffer + vertexCount; - return reallocBuffer; - } - mVertexCount = vertexCount; - mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount]; - mCleanupMethod = &(cleanup<TYPE>); - - return (TYPE*)mBuffer; - } - - template <class TYPE> - void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) { - int verticesToCopy = srcBuffer.getVertexCount(); - - TYPE* dst = alloc<TYPE>(verticesToCopy); - TYPE* src = (TYPE*)srcBuffer.getBuffer(); - - for (int i = 0; i < verticesToCopy; i++) { - TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset); - } - } - - void* getBuffer() const { return mBuffer; } // shouldn't be const, since not a const ptr? - unsigned int getVertexCount() const { return mVertexCount; } - - template <class TYPE> - void createDegenerateSeparators(int allocSize) { - TYPE* end = (TYPE*)mBuffer + mVertexCount; - for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) { - memcpy(degen, degen - 1, sizeof(TYPE)); - memcpy(degen + 1, degen + 2, sizeof(TYPE)); - } - } - -private: - template <class TYPE> - static void cleanup(void* buffer) { - delete[] (TYPE*)buffer; - } - - void* mBuffer; - unsigned int mVertexCount; - - void* mReallocBuffer; // used for multi-allocation - - void (*mCleanupMethod)(void*); -}; - class PathTessellator { public: static void expandBoundsForStroke(SkRect& bounds, const SkPaint* paint); diff --git a/libs/hwui/ShadowTessellator.cpp b/libs/hwui/ShadowTessellator.cpp new file mode 100644 index 0000000..49a3d2c --- /dev/null +++ b/libs/hwui/ShadowTessellator.cpp @@ -0,0 +1,73 @@ +/* + * Copyright (C) 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "OpenGLRenderer" + +#include <math.h> +#include <utils/Log.h> + +#include "AmbientShadow.h" +#include "ShadowTessellator.h" + +namespace android { +namespace uirenderer { + +// TODO: Support path as the input of the polygon instead of the rect's width +// and height. +void ShadowTessellator::tessellateAmbientShadow(float width, float height, + const mat4& casterTransform, VertexBuffer& shadowVertexBuffer) { + + Vector3 pivot(width / 2, height / 2, 0.0f); + casterTransform.mapPoint3d(pivot); + + // TODO: The zScaleFactor need to be mapped to the screen. + float zScaleFactor = 0.5; + Rect blockRect(pivot.x - width * zScaleFactor, pivot.y - height * zScaleFactor, + pivot.x + width * zScaleFactor, pivot.y + height * zScaleFactor); + + // Generate the caster's polygon from the rect. + // TODO: support arbitrary polygon, and the z value need to be computed + // according to the transformation for each vertex. + const int vertexCount = 4; + Vector3 polygon[vertexCount]; + polygon[0].x = blockRect.left; + polygon[0].y = blockRect.top; + polygon[0].z = pivot.z; + polygon[1].x = blockRect.right; + polygon[1].y = blockRect.top; + polygon[1].z = pivot.z; + polygon[2].x = blockRect.right; + polygon[2].y = blockRect.bottom; + polygon[2].z = pivot.z; + polygon[3].x = blockRect.left; + polygon[3].y = blockRect.bottom; + polygon[3].z = pivot.z; + + // A bunch of parameters to tweak the shadow. + // TODO: Allow some of these changable by debug settings or APIs. + const int rays = 120; + const int layers = 2; + const float strength = 0.5; + const float heightFactor = 120; + const float geomFactor = 60; + + AmbientShadow::createAmbientShadow(polygon, vertexCount, rays, layers, strength, + heightFactor, geomFactor, shadowVertexBuffer); + +} + +}; // namespace uirenderer +}; // namespace android diff --git a/libs/hwui/ShadowTessellator.h b/libs/hwui/ShadowTessellator.h new file mode 100644 index 0000000..05cb00c --- /dev/null +++ b/libs/hwui/ShadowTessellator.h @@ -0,0 +1,37 @@ + +/* + * Copyright (C) 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_HWUI_SHADOW_TESSELLATOR_H +#define ANDROID_HWUI_SHADOW_TESSELLATOR_H + +#include "Debug.h" +#include "Matrix.h" + +namespace android { +namespace uirenderer { + +class ShadowTessellator { +public: + static void tessellateAmbientShadow(float width, float height, + const mat4& casterTransform, VertexBuffer& shadowVertexBuffer); + +}; // ShadowTessellator + +}; // namespace uirenderer +}; // namespace android + +#endif // ANDROID_HWUI_SHADOW_TESSELLATOR_H diff --git a/libs/hwui/VertexBuffer.h b/libs/hwui/VertexBuffer.h new file mode 100644 index 0000000..8b6872e --- /dev/null +++ b/libs/hwui/VertexBuffer.h @@ -0,0 +1,102 @@ +/* + * Copyright (C) 2012 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef ANDROID_HWUI_VERTEX_BUFFER_H +#define ANDROID_HWUI_VERTEX_BUFFER_H + + +namespace android { +namespace uirenderer { + +class VertexBuffer { +public: + VertexBuffer(): + mBuffer(0), + mVertexCount(0), + mCleanupMethod(NULL) + {} + + ~VertexBuffer() { + if (mCleanupMethod) mCleanupMethod(mBuffer); + } + + /** + This should be the only method used by the Tessellator. Subsequent calls to + alloc will allocate space within the first allocation (useful if you want to + eventually allocate multiple regions within a single VertexBuffer, such as + with PathTessellator::tesselateLines()) + */ + template <class TYPE> + TYPE* alloc(int vertexCount) { + if (mVertexCount) { + TYPE* reallocBuffer = (TYPE*)mReallocBuffer; + // already have allocated the buffer, re-allocate space within + if (mReallocBuffer != mBuffer) { + // not first re-allocation, leave space for degenerate triangles to separate strips + reallocBuffer += 2; + } + mReallocBuffer = reallocBuffer + vertexCount; + return reallocBuffer; + } + mVertexCount = vertexCount; + mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount]; + mCleanupMethod = &(cleanup<TYPE>); + + return (TYPE*)mBuffer; + } + + template <class TYPE> + void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) { + int verticesToCopy = srcBuffer.getVertexCount(); + + TYPE* dst = alloc<TYPE>(verticesToCopy); + TYPE* src = (TYPE*)srcBuffer.getBuffer(); + + for (int i = 0; i < verticesToCopy; i++) { + TYPE::copyWithOffset(&dst[i], src[i], xOffset, yOffset); + } + } + + const void* getBuffer() const { return mBuffer; } + unsigned int getVertexCount() const { return mVertexCount; } + + template <class TYPE> + void createDegenerateSeparators(int allocSize) { + TYPE* end = (TYPE*)mBuffer + mVertexCount; + for (TYPE* degen = (TYPE*)mBuffer + allocSize; degen < end; degen += 2 + allocSize) { + memcpy(degen, degen - 1, sizeof(TYPE)); + memcpy(degen + 1, degen + 2, sizeof(TYPE)); + } + } + +private: + template <class TYPE> + static void cleanup(void* buffer) { + delete[] (TYPE*)buffer; + } + + void* mBuffer; + unsigned int mVertexCount; + + void* mReallocBuffer; // used for multi-allocation + + void (*mCleanupMethod)(void*); +}; + +}; // namespace uirenderer +}; // namespace android + +#endif // ANDROID_HWUI_VERTEX_BUFFER_H |