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-rw-r--r--libs/hwui/AmbientShadow.cpp547
-rw-r--r--libs/hwui/AmbientShadow.h15
-rwxr-xr-xlibs/hwui/OpenGLRenderer.cpp4
-rw-r--r--libs/hwui/Vector.h17
-rw-r--r--libs/hwui/VertexBuffer.h39
5 files changed, 348 insertions, 274 deletions
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp
index 9cc83ed..7834ef8 100644
--- a/libs/hwui/AmbientShadow.cpp
+++ b/libs/hwui/AmbientShadow.cpp
@@ -16,6 +16,43 @@
#define LOG_TAG "OpenGLRenderer"
+/**
+ * Extra vertices for the corner for smoother corner.
+ * Only for outer vertices.
+ * Note that we use such extra memory to avoid an extra loop.
+ */
+// For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
+// Set to 1 if we don't want to have any.
+#define EXTRA_CORNER_VERTEX_PER_PI 12
+
+// For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
+// therefore, the maximum number of extra vertices will be twice bigger.
+#define MAX_EXTRA_CORNER_VERTEX_NUMBER (2 * EXTRA_CORNER_VERTEX_PER_PI)
+
+// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
+#define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
+
+/**
+ * Extra vertices for the Edge for interpolation artifacts.
+ * Same value for both inner and outer vertices.
+ */
+#define EXTRA_EDGE_VERTEX_PER_PI 50
+
+#define MAX_EXTRA_EDGE_VERTEX_NUMBER (2 * EXTRA_EDGE_VERTEX_PER_PI)
+
+#define EDGE_RADIANS_DIVISOR (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
+
+/**
+ * Other constants:
+ */
+// For the edge of the penumbra, the opacity is 0.
+#define OUTER_OPACITY (0.0f)
+
+// Once the alpha difference is greater than this threshold, we will allocate extra
+// edge vertices.
+// If this is set to negative value, then all the edge will be tessellated.
+#define ALPHA_THRESHOLD (0.1f / 255.0f)
+
#include <math.h>
#include <utils/Log.h>
#include <utils/Vector.h>
@@ -23,11 +60,97 @@
#include "AmbientShadow.h"
#include "ShadowTessellator.h"
#include "Vertex.h"
+#include "utils/MathUtils.h"
namespace android {
namespace uirenderer {
/**
+ * Local utility functions.
+ */
+inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
+ // Convert from Vector3 to Vector2 first.
+ Vector2 currentVertex = { vertices[current].x, vertices[current].y };
+ Vector2 nextVertex = { vertices[next].x, vertices[next].y };
+
+ return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
+}
+
+// The input z value will be converted to be non-negative inside.
+// The output must be ranged from 0 to 1.
+inline float getAlphaFromFactoredZ(float factoredZ) {
+ return 1.0 / (1 + MathUtils::max(factoredZ, 0.0f));
+}
+
+inline float getTransformedAlphaFromAlpha(float alpha) {
+ return acosf(1.0f - 2.0f * alpha);
+}
+
+// The output is ranged from 0 to M_PI.
+inline float getTransformedAlphaFromFactoredZ(float factoredZ) {
+ return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
+}
+
+inline int getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
+ float divisor) {
+ // The formula is :
+ // extraNumber = floor(acos(dot(n1, n2)) / (M_PI / EXTRA_VERTEX_PER_PI))
+ // The value ranges for each step are:
+ // dot( ) --- [-1, 1]
+ // acos( ) --- [0, M_PI]
+ // floor(...) --- [0, EXTRA_VERTEX_PER_PI]
+ float dotProduct = vector1.dot(vector2);
+ // TODO: Use look up table for the dotProduct to extraVerticesNumber
+ // computation, if needed.
+ float angle = acosf(dotProduct);
+ return (int) floor(angle / divisor);
+}
+
+inline void checkOverflow(int used, int total, const char* bufferName) {
+ LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
+ bufferName, used, total);
+}
+
+inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
+ const Vector3& secondVertex, const Vector3& centroid) {
+ Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
+ secondSpike.normalize();
+
+ int result = getExtraVertexNumber(secondSpike, *currentSpike, EDGE_RADIANS_DIVISOR);
+ *currentSpike = secondSpike;
+ return result;
+}
+
+// Given the caster's vertex count, compute all the buffers size depending on
+// whether or not the caster is opaque.
+inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
+ int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
+ // Compute the size of the vertex buffer.
+ int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
+ MAX_EXTRA_EDGE_VERTEX_NUMBER;
+ int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
+ *totalVertexCount = outerVertexCount + innerVertexCount;
+
+ // Compute the size of the index buffer.
+ *totalIndexCount = 2 * outerVertexCount + 2;
+
+ // Compute the size of the umber buffer.
+ // For translucent object, keep track of the umbra(inner) vertex in order to draw
+ // inside. We only need to store the index information.
+ *totalUmbraCount = 0;
+ if (!isCasterOpaque) {
+ // Add the centroid if occluder is translucent.
+ *totalVertexCount++;
+ *totalIndexCount += 2 * innerVertexCount + 1;
+ *totalUmbraCount = innerVertexCount;
+ }
+}
+
+inline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
+ return abs(firstAlpha - secondAlpha) > ALPHA_THRESHOLD;
+}
+
+/**
* Calculate the shadows as a triangle strips while alpha value as the
* shadow values.
*
@@ -43,290 +166,198 @@ namespace uirenderer {
*
* @param shadowVertexBuffer Return an floating point array of (x, y, a)
* triangle strips mode.
+ *
+ * An simple illustration:
+ * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C.
+ *
+ * First project the occluder to the Z=0 surface.
+ * Then we got all the inner vertices. And we compute the normal for each edge.
+ * According to the normal, we generate outer vertices. E.g: We generate P1 / P4
+ * as extra corner vertices to make the corner looks round and smoother.
+ *
+ * Due to the fact that the alpha is not linear interpolated along the inner
+ * edge, when the alpha is different, we may add extra vertices such as P2.1, P2.2,
+ * V0.1, V0.2 to avoid the visual artifacts.
+ *
+ * (P3)
+ * (P2) (P2.1) (P2.2) | ' (P4)
+ * (P1)' | | | | '
+ * ' | | | | '
+ * (P0) ------------------------------------------------(P5)
+ * | (V0) (V0.1) (V0.2) |(V1)
+ * | |
+ * | |
+ * | (C) |
+ * | |
+ * | |
+ * | |
+ * | |
+ * (V3)-----------------------------------(V2)
*/
void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
- const Vector3* vertices, int vertexCount, const Vector3& centroid3d,
+ const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
- const int rays = SHADOW_RAY_COUNT;
- // Validate the inputs.
- if (vertexCount < 3 || heightFactor <= 0 || rays <= 0
- || geomFactor <= 0) {
-#if DEBUG_SHADOW
- ALOGW("Invalid input for createAmbientShadow(), early return!");
-#endif
- return;
- }
+ shadowVertexBuffer.setMode(VertexBuffer::kIndices);
- Vector<Vector2> dir; // TODO: use C++11 unique_ptr
- dir.setCapacity(rays);
- float rayDist[rays];
- float rayHeight[rays];
- calculateRayDirections(rays, vertices, vertexCount, centroid3d, dir.editArray());
-
- // 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, centroid3d, dir[i], edgeIndex,
- edgeFraction, rayDistance);
- rayDist[i] = rayDistance;
- if (edgeIndex < 0 || edgeIndex >= vertexCount) {
-#if DEBUG_SHADOW
- ALOGW("Invalid edgeIndex!");
-#endif
- edgeIndex = 0;
- }
- float h1 = vertices[edgeIndex].z;
- float h2 = vertices[((edgeIndex + 1) % vertexCount)].z;
- rayHeight[i] = h1 + edgeFraction * (h2 - h1);
- }
+ // In order to computer the outer vertices in one loop, we need pre-compute
+ // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
+ // for vertex 0.
+ Vector2 previousNormal = getNormalFromVertices(casterVertices,
+ casterVertexCount - 1 , 0);
+ Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
+ casterVertices[0].y - centroid3d.y};
+ currentSpike.normalize();
+ float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
- // The output buffer length basically is roughly rays * layers, but since we
- // need triangle strips, so we need to duplicate vertices to accomplish that.
+ // Preparing all the output data.
+ int totalVertexCount, totalIndexCount, totalUmbraCount;
+ computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
+ casterVertexCount, isCasterOpaque);
AlphaVertex* shadowVertices =
- shadowVertexBuffer.alloc<AlphaVertex>(SHADOW_VERTEX_COUNT);
-
- // 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.
- const Vector2 centroid2d = {centroid3d.x, centroid3d.y};
- for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
- Vector2 normal = {1.0f, 0.0f};
- calculateNormal(rays, rayIndex, dir.array(), rayDist, normal);
-
- // The vertex should be start from rayDist[i] then scale the
- // normalizeNormal!
- Vector2 intersection = dir[rayIndex] * rayDist[rayIndex] +
- centroid2d;
-
- // outer ring of points, expanded based upon height of each ray intersection
- float expansionDist = rayHeight[rayIndex] * heightFactor *
- geomFactor;
- AlphaVertex::set(&shadowVertices[rayIndex],
- intersection.x + normal.x * expansionDist,
- intersection.y + normal.y * expansionDist,
- 0.0f);
-
- // inner ring of points
- float opacity = 1.0 / (1 + rayHeight[rayIndex] * heightFactor);
- // NOTE: Shadow alpha values are transformed when stored in alphavertices,
- // so that they can be consumed directly by gFS_Main_ApplyVertexAlphaShadowInterp
- float transformedOpacity = acos(1.0f - 2.0f * opacity);
- AlphaVertex::set(&shadowVertices[rays + rayIndex],
- intersection.x,
- intersection.y,
- transformedOpacity);
- }
+ shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
+ int vertexBufferIndex = 0;
+ uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
+ int indexBufferIndex = 0;
+ uint16_t umbraVertices[totalUmbraCount];
+ int umbraIndex = 0;
- if (isCasterOpaque) {
- // skip inner ring, calc bounds over filled portion of buffer
- shadowVertexBuffer.computeBounds<AlphaVertex>(2 * rays);
- shadowVertexBuffer.setMode(VertexBuffer::kOnePolyRingShadow);
- } else {
- // If caster isn't opaque, we need to to fill the umbra by storing the umbra's
- // centroid in the innermost ring of vertices.
- float centroidAlpha = 1.0 / (1 + centroid3d.z * heightFactor);
- AlphaVertex centroidXYA;
- AlphaVertex::set(&centroidXYA, centroid2d.x, centroid2d.y, centroidAlpha);
- for (int rayIndex = 0; rayIndex < rays; rayIndex++) {
- shadowVertices[2 * rays + rayIndex] = centroidXYA;
- }
- // calc bounds over entire buffer
- shadowVertexBuffer.computeBounds<AlphaVertex>();
- shadowVertexBuffer.setMode(VertexBuffer::kTwoPolyRingShadow);
- }
+ for (int i = 0; i < casterVertexCount; i++) {
+ // Corner: first figure out the extra vertices we need for the corner.
+ const Vector3& innerVertex = casterVertices[i];
+ Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
+ (i + 1) % casterVertexCount);
+
+ int extraVerticesNumber = getExtraVertexNumber(currentNormal, previousNormal,
+ CORNER_RADIANS_DIVISOR);
+ 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 int uniformRayCount = rays - vertexCount;
- const float deltaAngle = 2 * M_PI / uniformRayCount;
-
- // 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;
- }
- }
+ const Vector3& innerStart = casterVertices[i];
- // 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;
+ // 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;
+
+ indexBuffer[indexBufferIndex++] = vertexBufferIndex;
+ indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
+ outerVertex.y, OUTER_OPACITY);
+
+ if (j == 0) {
+ outerStart = outerVertex;
+ } else if (j == cornerSlicesNumber) {
+ outerLast = outerVertex;
}
}
- }
+ previousNormal = currentNormal;
+
+ // 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;
- for (int i = 0; i < rays; i++) {
+ // Compute the angle and see how many extra points we need.
+ int extraVerticesNumber = getEdgeExtraAndUpdateSpike(&currentSpike,
+ 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];
-
- // 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;
+ indexBuffer[indexBufferIndex++] = 1;
+ indexBuffer[indexBufferIndex++] = 0;
+
+ 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
diff --git a/libs/hwui/AmbientShadow.h b/libs/hwui/AmbientShadow.h
index 68df246..9660dc0 100644
--- a/libs/hwui/AmbientShadow.h
+++ b/libs/hwui/AmbientShadow.h
@@ -28,27 +28,12 @@ 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(bool isCasterOpaque, const Vector3* poly,
int polyLength, const Vector3& centroid3d, float heightFactor,
float geomFactor, VertexBuffer& shadowVertexBuffer);
-
-private:
- static void calculateRayDirections(const int rays, const Vector3* vertices,
- const int vertexCount, const Vector3& centroid3d, Vector2* dir);
-
- static void calculateIntersection(const Vector3* poly, int nbVertices,
- const Vector3& 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
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index bbf0551..0f36c06 100755
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -2417,6 +2417,10 @@ status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY,
} else if (mode == VertexBuffer::kTwoPolyRingShadow) {
mCaches.bindShadowIndicesBuffer();
glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0);
+ } else if (mode == VertexBuffer::kIndices) {
+ mCaches.unbindIndicesBuffer();
+ glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT,
+ vertexBuffer.getIndices());
}
if (isAA) {
diff --git a/libs/hwui/Vector.h b/libs/hwui/Vector.h
index 2a9f01c..d033ed9 100644
--- a/libs/hwui/Vector.h
+++ b/libs/hwui/Vector.h
@@ -111,6 +111,23 @@ public:
float y;
float z;
+ Vector3 operator+(const Vector3& v) const {
+ return (Vector3){x + v.x, y + v.y, z + v.z};
+ }
+
+ Vector3 operator-(const Vector3& v) const {
+ return (Vector3){x - v.x, y - v.y, z - v.z};
+ }
+
+ Vector3 operator/(float s) const {
+ return (Vector3){x / s, y / s, z / s};
+ }
+
+ Vector3 operator*(float s) const {
+ return (Vector3){x * s, y * s, z * s};
+ }
+
+
void dump() {
ALOGD("Vector3[%.2f, %.2f, %.2f]", x, y, z);
}
diff --git a/libs/hwui/VertexBuffer.h b/libs/hwui/VertexBuffer.h
index 3837f88..966fa4e 100644
--- a/libs/hwui/VertexBuffer.h
+++ b/libs/hwui/VertexBuffer.h
@@ -17,6 +17,7 @@
#ifndef ANDROID_HWUI_VERTEX_BUFFER_H
#define ANDROID_HWUI_VERTEX_BUFFER_H
+#include "utils/MathUtils.h"
namespace android {
namespace uirenderer {
@@ -26,19 +27,27 @@ public:
enum Mode {
kStandard = 0,
kOnePolyRingShadow = 1,
- kTwoPolyRingShadow = 2
+ kTwoPolyRingShadow = 2,
+ kIndices = 3
};
VertexBuffer()
: mBuffer(0)
+ , mIndices(0)
, mVertexCount(0)
+ , mIndexCount(0)
+ , mAllocatedVertexCount(0)
+ , mAllocatedIndexCount(0)
, mByteCount(0)
, mMode(kStandard)
+ , mReallocBuffer(0)
, mCleanupMethod(NULL)
+ , mCleanupIndexMethod(NULL)
{}
~VertexBuffer() {
if (mCleanupMethod) mCleanupMethod(mBuffer);
+ if (mCleanupIndexMethod) mCleanupIndexMethod(mIndices);
}
/**
@@ -59,6 +68,7 @@ public:
mReallocBuffer = reallocBuffer + vertexCount;
return reallocBuffer;
}
+ mAllocatedVertexCount = vertexCount;
mVertexCount = vertexCount;
mByteCount = mVertexCount * sizeof(TYPE);
mReallocBuffer = mBuffer = (void*)new TYPE[vertexCount];
@@ -69,6 +79,17 @@ public:
}
template <class TYPE>
+ TYPE* allocIndices(int indexCount) {
+ mAllocatedIndexCount = indexCount;
+ mIndexCount = indexCount;
+ mIndices = (void*)new TYPE[indexCount];
+
+ mCleanupIndexMethod = &(cleanup<TYPE>);
+
+ return (TYPE*)mIndices;
+ }
+
+ template <class TYPE>
void copyInto(const VertexBuffer& srcBuffer, float xOffset, float yOffset) {
int verticesToCopy = srcBuffer.getVertexCount();
@@ -103,9 +124,17 @@ public:
}
const void* getBuffer() const { return mBuffer; }
+ const void* getIndices() const { return mIndices; }
const Rect& getBounds() const { return mBounds; }
unsigned int getVertexCount() const { return mVertexCount; }
unsigned int getSize() const { return mByteCount; }
+ unsigned int getIndexCount() const { return mIndexCount; }
+ void updateIndexCount(unsigned int newCount) {
+ mIndexCount = MathUtils::min(newCount, mAllocatedIndexCount);
+ }
+ void updateVertexCount(unsigned int newCount) {
+ newCount = MathUtils::min(newCount, mAllocatedVertexCount);
+ }
Mode getMode() const { return mMode; }
void setBounds(Rect bounds) { mBounds = bounds; }
@@ -127,14 +156,22 @@ private:
}
Rect mBounds;
+
void* mBuffer;
+ void* mIndices;
+
unsigned int mVertexCount;
+ unsigned int mIndexCount;
+ unsigned int mAllocatedVertexCount;
+ unsigned int mAllocatedIndexCount;
unsigned int mByteCount;
+
Mode mMode;
void* mReallocBuffer; // used for multi-allocation
void (*mCleanupMethod)(void*);
+ void (*mCleanupIndexMethod)(void*);
};
}; // namespace uirenderer