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Commit 2e023f38 authored by ztenghui's avatar ztenghui
Browse files

Make sure the theta is correctly represented and incoming polygon is CW for shadow.

Now the theta = 0 should be on +x axis.
And cos(theta) should correctly represent x value.
Without this fix, the poly theta (from atan2) can be wrongly rotated 90 degrees.

Also, make sure the incoming polygon is CW for the shadow system.
This fix visual artifacts in recent regression for spot shadows.

bug:13553955

Change-Id: I9bbf54db094e7f133326da4dae4610962da849c1
parent 7940dc57
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+23 −20
Original line number Diff line number Diff line
@@ -147,6 +147,8 @@ VertexBufferMode AmbientShadow::createAmbientShadow(bool isCasterOpaque,

/**
 * 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.
@@ -160,8 +162,8 @@ void AmbientShadow::calculateRayDirections(const int rays, const Vector3* vertic
    if (vertexCount * 2 > rays) {
        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);
            dir[i].x = cosf(M_PI - deltaAngle * i);
            dir[i].y = sinf(M_PI - deltaAngle * i);
        }
        return;
    }
@@ -178,50 +180,52 @@ void AmbientShadow::calculateRayDirections(const int rays, const Vector3* vertic
    // Since the incoming polygon is clockwise, we can find the dip to identify
    // the minimal theta.
    float polyThetas[vertexCount];
    int minimalPolyThetaIndex = 0;
    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]) {
            minimalPolyThetaIndex = i;
        if (i > 0 && polyThetas[i] > polyThetas[i - 1]) {
            maxPolyThetaIndex = i;
        }
    }

    int polyThetaIndex = minimalPolyThetaIndex;
    float polyTheta = polyThetas[minimalPolyThetaIndex];
    // 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;
    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 (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 +  deltaAngle * (uniformThetaIndex + 1) - M_PI) / 2;
                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 != minimalPolyThetaIndex) {
            if (polyThetaIndex != maxPolyThetaIndex) {
                polyTheta = polyThetas[polyThetaIndex];
            } else {
                // out of poly points.
                polyTheta = FLT_MAX;
                polyTheta = - FLT_MAX;
            }
        } else {
            rayThetas[i] = uniformTheta;
            uniformThetaIndex++;
            if (uniformThetaIndex < uniformRayCount) {
                uniformTheta = deltaAngle * uniformThetaIndex - M_PI;
                uniformTheta = M_PI - deltaAngle * uniformThetaIndex;
            } else {
                // out of uniform points.
                uniformTheta = FLT_MAX;
                uniformTheta = - FLT_MAX;
            }
        }
    }
@@ -232,8 +236,8 @@ void AmbientShadow::calculateRayDirections(const int rays, const Vector3* vertic
#endif
        // TODO: Fix the intersection precision problem and remvoe the delta added
        // here.
        dir[i].x = sinf(rayThetas[i] + MINIMAL_DELTA_THETA);
        dir[i].y = cosf(rayThetas[i] + MINIMAL_DELTA_THETA);
        dir[i].x = cosf(rayThetas[i] + MINIMAL_DELTA_THETA);
        dir[i].y = sinf(rayThetas[i] + MINIMAL_DELTA_THETA);
    }
}

@@ -308,12 +312,11 @@ void AmbientShadow::calculateNormal(int rays, int currentRayIndex,
    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.
    // 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 V.
        // 90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
        // Calculate the normal , which is CCW 90 rotate to the delta.
        normal.x = - delta.y;
        normal.y = delta.x;
    }
+4 −0
Original line number Diff line number Diff line
@@ -3198,6 +3198,10 @@ status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& c
    const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value
    PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
            casterRefinementThresholdSquared, casterVertices2d);
    if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) {
        ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(),
                casterVertices2d.size());
    }

    if (casterVertices2d.size() == 0) {
        // empty caster polygon computed from path
+62 −0
Original line number Diff line number Diff line
@@ -169,5 +169,67 @@ Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) {
    return centroid;
}

/**
 * Test whether the polygon is order in clockwise.
 *
 * @param polygon the polygon as a Vector2 array
 * @param len the number of points of the polygon
 */
bool ShadowTessellator::isClockwise(const Vector2* polygon, int len) {
    double sum = 0;
    double p1x = polygon[len - 1].x;
    double p1y = polygon[len - 1].y;
    for (int i = 0; i < len; i++) {

        double p2x = polygon[i].x;
        double p2y = polygon[i].y;
        sum += p1x * p2y - p2x * p1y;
        p1x = p2x;
        p1y = p2y;
    }
    return sum < 0;
}

bool ShadowTessellator::isClockwisePath(const SkPath& path) {
    SkPath::Iter iter(path, false);
    SkPoint pts[4];
    SkPath::Verb v;

    Vector<Vector2> arrayForDirection;
    while (SkPath::kDone_Verb != (v = iter.next(pts))) {
            switch (v) {
            case SkPath::kMove_Verb:
                arrayForDirection.add(Vector2(pts[0].x(), pts[0].y()));
                break;
            case SkPath::kLine_Verb:
                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
                break;
            case SkPath::kQuad_Verb:
                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
                arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
                break;
            case SkPath::kCubic_Verb:
                arrayForDirection.add(Vector2(pts[1].x(), pts[1].y()));
                arrayForDirection.add(Vector2(pts[2].x(), pts[2].y()));
                arrayForDirection.add(Vector2(pts[3].x(), pts[3].y()));
                break;
            default:
                break;
            }
    }

    return isClockwise(arrayForDirection.array(), arrayForDirection.size());
}

void ShadowTessellator::reverseVertexArray(Vertex* polygon, int len) {
    int n = len / 2;
    for (int i = 0; i < n; i++) {
        Vertex tmp = polygon[i];
        int k = len - 1 - i;
        polygon[i] = polygon[k];
        polygon[k] = tmp;
    }
}

}; // namespace uirenderer
}; // namespace android
+21 −0
Original line number Diff line number Diff line
@@ -80,6 +80,27 @@ public:
    static void generateShadowIndices(uint16_t*  shadowIndices);

    static Vector2 centroid2d(const Vector2* poly, int polyLength);

    static bool isClockwise(const Vector2* polygon, int len);

    /**
     * Determine whether the path is clockwise, using the control points.
     *
     * TODO: Given the skia is using inverted Y coordinate, shadow system needs
     * to convert to the same coordinate to avoid the extra reverse.
     *
     * @param path The path to be examined.
     */
    static bool isClockwisePath(const SkPath &path);

    /**
     * Reverse the vertex array.
     *
     * @param polygon The vertex array to be reversed.
     * @param len The length of the vertex array.
     */
    static void reverseVertexArray(Vertex* polygon, int len);

}; // ShadowTessellator

}; // namespace uirenderer
+3 −24
Original line number Diff line number Diff line
@@ -174,10 +174,10 @@ bool SpotShadow::ccw(double ax, double ay, double bx, double by,
int SpotShadow::intersection(const Vector2* poly1, int poly1Length,
        Vector2* poly2, int poly2Length) {
#if DEBUG_SHADOW
    if (!isClockwise(poly1, poly1Length)) {
    if (!ShadowTessellator::isClockwise(poly1, poly1Length)) {
        ALOGW("Poly1 is not clockwise! Intersection is wrong!");
    }
    if (!isClockwise(poly2, poly2Length)) {
    if (!ShadowTessellator::isClockwise(poly2, poly2Length)) {
        ALOGW("Poly2 is not clockwise! Intersection is wrong!");
    }
#endif
@@ -407,32 +407,11 @@ void SpotShadow::makeClockwise(Vector2* polygon, int len) {
    if (polygon == 0  || len == 0) {
        return;
    }
    if (!isClockwise(polygon, len)) {
    if (!ShadowTessellator::isClockwise(polygon, len)) {
        reverse(polygon, len);
    }
}

/**
 * Test whether the polygon is order in clockwise.
 *
 * @param polygon the polygon as a Vector2 array
 * @param len the number of points of the polygon
 */
bool SpotShadow::isClockwise(const Vector2* polygon, int len) {
    double sum = 0;
    double p1x = polygon[len - 1].x;
    double p1y = polygon[len - 1].y;
    for (int i = 0; i < len; i++) {

        double p2x = polygon[i].x;
        double p2y = polygon[i].y;
        sum += p1x * p2y - p2x * p1y;
        p1x = p2x;
        p1y = p2y;
    }
    return sum < 0;
}

/**
 * Reverse the polygon
 *
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