Loading libs/hwui/AmbientShadow.cpp +82 −5 Original line number Diff line number Diff line Loading @@ -62,7 +62,7 @@ VertexBufferMode AmbientShadow::createAmbientShadow(bool isCasterOpaque, dir.setCapacity(rays); float rayDist[rays]; float rayHeight[rays]; calculateRayDirections(rays, dir.editArray()); calculateRayDirections(rays, vertices, vertexCount, centroid3d, dir.editArray()); // Calculate the length and height of the points along the edge. // Loading Loading @@ -149,15 +149,92 @@ VertexBufferMode AmbientShadow::createAmbientShadow(bool isCasterOpaque, * Generate an array of rays' direction vectors. * * @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(int rays, Vector2* dir) { 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 = sinf(deltaAngle * i); dir[i].y = cosf(deltaAngle * i); } return; } // 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 minimalPolyThetaIndex = 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; } } int polyThetaIndex = minimalPolyThetaIndex; float polyTheta = polyThetas[minimalPolyThetaIndex]; 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 + deltaAngle * (uniformThetaIndex + 1) - M_PI) / 2; #if DEBUG_SHADOW ALOGD("Shifted uniformTheta to %f", uniformTheta); #endif } rayThetas[i] = polyTheta; polyThetaIndex = (polyThetaIndex + 1) % vertexCount; if (polyThetaIndex != minimalPolyThetaIndex) { polyTheta = polyThetas[polyThetaIndex]; } else { // out of poly points. polyTheta = FLT_MAX; } } else { rayThetas[i] = uniformTheta; uniformThetaIndex++; if (uniformThetaIndex < uniformRayCount) { uniformTheta = deltaAngle * uniformThetaIndex - M_PI; } else { // out of uniform points. uniformTheta = FLT_MAX; } } } for (int i = 0; i < rays; i++) { #if DEBUG_SHADOW ALOGD("No. %d : %f", i, rayThetas[i] * 180 / M_PI); #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); } } /** Loading libs/hwui/AmbientShadow.h +2 −1 Original line number Diff line number Diff line Loading @@ -40,7 +40,8 @@ public: float geomFactor, VertexBuffer& shadowVertexBuffer); private: static void calculateRayDirections(int rays, Vector2* dir); 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, Loading libs/hwui/ShadowTessellator.h +2 −0 Original line number Diff line number Diff line Loading @@ -62,6 +62,8 @@ namespace uirenderer { #define SHADOW_MIN_CASTER_Z 0.001f #define MINIMAL_DELTA_THETA (M_PI / 180 / 1000) class ShadowTessellator { public: static VertexBufferMode tessellateAmbientShadow(bool isCasterOpaque, Loading Loading
libs/hwui/AmbientShadow.cpp +82 −5 Original line number Diff line number Diff line Loading @@ -62,7 +62,7 @@ VertexBufferMode AmbientShadow::createAmbientShadow(bool isCasterOpaque, dir.setCapacity(rays); float rayDist[rays]; float rayHeight[rays]; calculateRayDirections(rays, dir.editArray()); calculateRayDirections(rays, vertices, vertexCount, centroid3d, dir.editArray()); // Calculate the length and height of the points along the edge. // Loading Loading @@ -149,15 +149,92 @@ VertexBufferMode AmbientShadow::createAmbientShadow(bool isCasterOpaque, * Generate an array of rays' direction vectors. * * @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(int rays, Vector2* dir) { 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 = sinf(deltaAngle * i); dir[i].y = cosf(deltaAngle * i); } return; } // 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 minimalPolyThetaIndex = 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; } } int polyThetaIndex = minimalPolyThetaIndex; float polyTheta = polyThetas[minimalPolyThetaIndex]; 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 + deltaAngle * (uniformThetaIndex + 1) - M_PI) / 2; #if DEBUG_SHADOW ALOGD("Shifted uniformTheta to %f", uniformTheta); #endif } rayThetas[i] = polyTheta; polyThetaIndex = (polyThetaIndex + 1) % vertexCount; if (polyThetaIndex != minimalPolyThetaIndex) { polyTheta = polyThetas[polyThetaIndex]; } else { // out of poly points. polyTheta = FLT_MAX; } } else { rayThetas[i] = uniformTheta; uniformThetaIndex++; if (uniformThetaIndex < uniformRayCount) { uniformTheta = deltaAngle * uniformThetaIndex - M_PI; } else { // out of uniform points. uniformTheta = FLT_MAX; } } } for (int i = 0; i < rays; i++) { #if DEBUG_SHADOW ALOGD("No. %d : %f", i, rayThetas[i] * 180 / M_PI); #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); } } /** Loading
libs/hwui/AmbientShadow.h +2 −1 Original line number Diff line number Diff line Loading @@ -40,7 +40,8 @@ public: float geomFactor, VertexBuffer& shadowVertexBuffer); private: static void calculateRayDirections(int rays, Vector2* dir); 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, Loading
libs/hwui/ShadowTessellator.h +2 −0 Original line number Diff line number Diff line Loading @@ -62,6 +62,8 @@ namespace uirenderer { #define SHADOW_MIN_CASTER_Z 0.001f #define MINIMAL_DELTA_THETA (M_PI / 180 / 1000) class ShadowTessellator { public: static VertexBufferMode tessellateAmbientShadow(bool isCasterOpaque, Loading