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 #define LOG_TAG "OpenGLRenderer"
18 
19 /**
20  * Extra vertices for the corner for smoother corner.
21  * Only for outer vertices.
22  * Note that we use such extra memory to avoid an extra loop.
23  */
24 // For half circle, we could add EXTRA_VERTEX_PER_PI vertices.
25 // Set to 1 if we don't want to have any.
26 #define EXTRA_CORNER_VERTEX_PER_PI 12
27 
28 // For the whole polygon, the sum of all the deltas b/t normals is 2 * M_PI,
29 // therefore, the maximum number of extra vertices will be twice bigger.
30 #define MAX_EXTRA_CORNER_VERTEX_NUMBER  (2 * EXTRA_CORNER_VERTEX_PER_PI)
31 
32 // For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
33 #define CORNER_RADIANS_DIVISOR (M_PI / EXTRA_CORNER_VERTEX_PER_PI)
34 
35 /**
36  * Extra vertices for the Edge for interpolation artifacts.
37  * Same value for both inner and outer vertices.
38  */
39 #define EXTRA_EDGE_VERTEX_PER_PI 50
40 
41 #define MAX_EXTRA_EDGE_VERTEX_NUMBER  (2 * EXTRA_EDGE_VERTEX_PER_PI)
42 
43 #define EDGE_RADIANS_DIVISOR  (M_PI / EXTRA_EDGE_VERTEX_PER_PI)
44 
45 /**
46  * Other constants:
47  */
48 // For the edge of the penumbra, the opacity is 0. After transform (1 - alpha),
49 // it is 1.
50 #define TRANSFORMED_OUTER_OPACITY (1.0f)
51 
52 // Once the alpha difference is greater than this threshold, we will allocate extra
53 // edge vertices.
54 // If this is set to negative value, then all the edge will be tessellated.
55 #define ALPHA_THRESHOLD (0.1f / 255.0f)
56 
57 #include <math.h>
58 #include <utils/Log.h>
59 #include <utils/Vector.h>
60 
61 #include "AmbientShadow.h"
62 #include "ShadowTessellator.h"
63 #include "Vertex.h"
64 #include "VertexBuffer.h"
65 #include "utils/MathUtils.h"
66 
67 namespace android {
68 namespace uirenderer {
69 
70 /**
71  *  Local utility functions.
72  */
getNormalFromVertices(const Vector3 * vertices,int current,int next)73 inline Vector2 getNormalFromVertices(const Vector3* vertices, int current, int next) {
74     // Convert from Vector3 to Vector2 first.
75     Vector2 currentVertex = { vertices[current].x, vertices[current].y };
76     Vector2 nextVertex = { vertices[next].x, vertices[next].y };
77 
78     return ShadowTessellator::calculateNormal(currentVertex, nextVertex);
79 }
80 
81 // The input z value will be converted to be non-negative inside.
82 // The output must be ranged from 0 to 1.
getAlphaFromFactoredZ(float factoredZ)83 inline float getAlphaFromFactoredZ(float factoredZ) {
84     return 1.0 / (1 + MathUtils::max(factoredZ, 0.0f));
85 }
86 
87 // The shader is using gaussian function e^-(1-x)*(1-x)*4, therefore, we transform
88 // the alpha value to (1 - alpha)
getTransformedAlphaFromAlpha(float alpha)89 inline float getTransformedAlphaFromAlpha(float alpha) {
90     return 1.0f - alpha;
91 }
92 
93 // The output is ranged from 0 to 1.
getTransformedAlphaFromFactoredZ(float factoredZ)94 inline float getTransformedAlphaFromFactoredZ(float factoredZ) {
95     return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
96 }
97 
getEdgeExtraAndUpdateSpike(Vector2 * currentSpike,const Vector3 & secondVertex,const Vector3 & centroid)98 inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
99         const Vector3& secondVertex, const Vector3& centroid) {
100     Vector2 secondSpike  = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
101     secondSpike.normalize();
102 
103     int result = ShadowTessellator::getExtraVertexNumber(secondSpike, *currentSpike,
104             EDGE_RADIANS_DIVISOR);
105     *currentSpike = secondSpike;
106     return result;
107 }
108 
109 // Given the caster's vertex count, compute all the buffers size depending on
110 // whether or not the caster is opaque.
computeBufferSize(int * totalVertexCount,int * totalIndexCount,int * totalUmbraCount,int casterVertexCount,bool isCasterOpaque)111 inline void computeBufferSize(int* totalVertexCount, int* totalIndexCount,
112         int* totalUmbraCount, int casterVertexCount, bool isCasterOpaque) {
113     // Compute the size of the vertex buffer.
114     int outerVertexCount = casterVertexCount * 2 + MAX_EXTRA_CORNER_VERTEX_NUMBER +
115         MAX_EXTRA_EDGE_VERTEX_NUMBER;
116     int innerVertexCount = casterVertexCount + MAX_EXTRA_EDGE_VERTEX_NUMBER;
117     *totalVertexCount = outerVertexCount + innerVertexCount;
118 
119     // Compute the size of the index buffer.
120     *totalIndexCount = 2 * outerVertexCount + 2;
121 
122     // Compute the size of the umber buffer.
123     // For translucent object, keep track of the umbra(inner) vertex in order to draw
124     // inside. We only need to store the index information.
125     *totalUmbraCount = 0;
126     if (!isCasterOpaque) {
127         // Add the centroid if occluder is translucent.
128         (*totalVertexCount)++;
129         *totalIndexCount += 2 * innerVertexCount + 1;
130         *totalUmbraCount = innerVertexCount;
131     }
132 }
133 
needsExtraForEdge(float firstAlpha,float secondAlpha)134 inline bool needsExtraForEdge(float firstAlpha, float secondAlpha) {
135     return fabsf(firstAlpha - secondAlpha) > ALPHA_THRESHOLD;
136 }
137 
138 /**
139  * Calculate the shadows as a triangle strips while alpha value as the
140  * shadow values.
141  *
142  * @param isCasterOpaque Whether the caster is opaque.
143  * @param vertices The shadow caster's polygon, which is represented in a Vector3
144  *                  array.
145  * @param vertexCount The length of caster's polygon in terms of number of
146  *                    vertices.
147  * @param centroid3d The centroid of the shadow caster.
148  * @param heightFactor The factor showing the higher the object, the lighter the
149  *                     shadow.
150  * @param geomFactor The factor scaling the geometry expansion along the normal.
151  *
152  * @param shadowVertexBuffer Return an floating point array of (x, y, a)
153  *               triangle strips mode.
154  *
155  * An simple illustration:
156  * For now let's mark the outer vertex as Pi, the inner as Vi, the centroid as C.
157  *
158  * First project the occluder to the Z=0 surface.
159  * Then we got all the inner vertices. And we compute the normal for each edge.
160  * According to the normal, we generate outer vertices. E.g: We generate P1 / P4
161  * as extra corner vertices to make the corner looks round and smoother.
162  *
163  * Due to the fact that the alpha is not linear interpolated along the inner
164  * edge, when the alpha is different, we may add extra vertices such as P2.1, P2.2,
165  * V0.1, V0.2 to avoid the visual artifacts.
166  *
167  *                                            (P3)
168  *          (P2)     (P2.1)     (P2.2)         |     ' (P4)
169  *   (P1)'   |        |           |            |   '
170  *         ' |        |           |            | '
171  * (P0)  ------------------------------------------------(P5)
172  *           | (V0)   (V0.1)    (V0.2)         |(V1)
173  *           |                                 |
174  *           |                                 |
175  *           |               (C)               |
176  *           |                                 |
177  *           |                                 |
178  *           |                                 |
179  *           |                                 |
180  *        (V3)-----------------------------------(V2)
181  */
createAmbientShadow(bool isCasterOpaque,const Vector3 * casterVertices,int casterVertexCount,const Vector3 & centroid3d,float heightFactor,float geomFactor,VertexBuffer & shadowVertexBuffer)182 void AmbientShadow::createAmbientShadow(bool isCasterOpaque,
183         const Vector3* casterVertices, int casterVertexCount, const Vector3& centroid3d,
184         float heightFactor, float geomFactor, VertexBuffer& shadowVertexBuffer) {
185     shadowVertexBuffer.setMeshFeatureFlags(VertexBuffer::kAlpha | VertexBuffer::kIndices);
186 
187     // In order to computer the outer vertices in one loop, we need pre-compute
188     // the normal by the vertex (n - 1) to vertex 0, and the spike and alpha value
189     // for vertex 0.
190     Vector2 previousNormal = getNormalFromVertices(casterVertices,
191             casterVertexCount - 1 , 0);
192     Vector2 currentSpike = {casterVertices[0].x - centroid3d.x,
193         casterVertices[0].y - centroid3d.y};
194     currentSpike.normalize();
195     float currentAlpha = getAlphaFromFactoredZ(casterVertices[0].z * heightFactor);
196 
197     // Preparing all the output data.
198     int totalVertexCount, totalIndexCount, totalUmbraCount;
199     computeBufferSize(&totalVertexCount, &totalIndexCount, &totalUmbraCount,
200             casterVertexCount, isCasterOpaque);
201     AlphaVertex* shadowVertices =
202             shadowVertexBuffer.alloc<AlphaVertex>(totalVertexCount);
203     int vertexBufferIndex = 0;
204     uint16_t* indexBuffer = shadowVertexBuffer.allocIndices<uint16_t>(totalIndexCount);
205     int indexBufferIndex = 0;
206     uint16_t umbraVertices[totalUmbraCount];
207     int umbraIndex = 0;
208 
209     for (int i = 0; i < casterVertexCount; i++)  {
210         // Corner: first figure out the extra vertices we need for the corner.
211         const Vector3& innerVertex = casterVertices[i];
212         Vector2 currentNormal = getNormalFromVertices(casterVertices, i,
213                 (i + 1) % casterVertexCount);
214 
215         int extraVerticesNumber = ShadowTessellator::getExtraVertexNumber(currentNormal,
216                 previousNormal, CORNER_RADIANS_DIVISOR);
217 
218         float expansionDist = innerVertex.z * heightFactor * geomFactor;
219         const int cornerSlicesNumber = extraVerticesNumber + 1; // Minimal as 1.
220 #if DEBUG_SHADOW
221         ALOGD("cornerSlicesNumber is %d", cornerSlicesNumber);
222 #endif
223 
224         // Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
225         // We fill the inner vertex first, such that we can fill the index buffer
226         // inside the loop.
227         int currentInnerVertexIndex = vertexBufferIndex;
228         if (!isCasterOpaque) {
229             umbraVertices[umbraIndex++] = vertexBufferIndex;
230         }
231         AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
232                 casterVertices[i].y,
233                 getTransformedAlphaFromAlpha(currentAlpha));
234 
235         const Vector3& innerStart = casterVertices[i];
236 
237         // outerStart is the first outer vertex for this inner vertex.
238         // outerLast is the last outer vertex for this inner vertex.
239         Vector2 outerStart = {0, 0};
240         Vector2 outerLast = {0, 0};
241         // This will create vertices from [0, cornerSlicesNumber] inclusively,
242         // which means minimally 2 vertices even without the extra ones.
243         for (int j = 0; j <= cornerSlicesNumber; j++) {
244             Vector2 averageNormal =
245                 previousNormal * (cornerSlicesNumber - j) + currentNormal * j;
246             averageNormal /= cornerSlicesNumber;
247             averageNormal.normalize();
248             Vector2 outerVertex;
249             outerVertex.x = innerVertex.x + averageNormal.x * expansionDist;
250             outerVertex.y = innerVertex.y + averageNormal.y * expansionDist;
251 
252             indexBuffer[indexBufferIndex++] = vertexBufferIndex;
253             indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
254             AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
255                     outerVertex.y, TRANSFORMED_OUTER_OPACITY);
256 
257             if (j == 0) {
258                 outerStart = outerVertex;
259             } else if (j == cornerSlicesNumber) {
260                 outerLast = outerVertex;
261             }
262         }
263         previousNormal = currentNormal;
264 
265         // Edge: first figure out the extra vertices needed for the edge.
266         const Vector3& innerNext = casterVertices[(i + 1) % casterVertexCount];
267         float nextAlpha = getAlphaFromFactoredZ(innerNext.z * heightFactor);
268         if (needsExtraForEdge(currentAlpha, nextAlpha)) {
269             // TODO: See if we can / should cache this outer vertex across the loop.
270             Vector2 outerNext;
271             float expansionDist = innerNext.z * heightFactor * geomFactor;
272             outerNext.x = innerNext.x + currentNormal.x * expansionDist;
273             outerNext.y = innerNext.y + currentNormal.y * expansionDist;
274 
275             // Compute the angle and see how many extra points we need.
276             int extraVerticesNumber = getEdgeExtraAndUpdateSpike(&currentSpike,
277                     innerNext, centroid3d);
278 #if DEBUG_SHADOW
279             ALOGD("extraVerticesNumber %d for edge %d", extraVerticesNumber, i);
280 #endif
281             // Edge: fill the edge's VB and IB.
282             // This will create vertices pair from [1, extraVerticesNumber - 1].
283             // If there is no extra vertices created here, the edge will be drawn
284             // as just 2 triangles.
285             for (int k = 1; k < extraVerticesNumber; k++) {
286                 int startWeight = extraVerticesNumber - k;
287                 Vector2 currentOuter =
288                     (outerLast * startWeight + outerNext * k) / extraVerticesNumber;
289                 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
290                 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
291                         currentOuter.y, TRANSFORMED_OUTER_OPACITY);
292 
293                 if (!isCasterOpaque) {
294                     umbraVertices[umbraIndex++] = vertexBufferIndex;
295                 }
296                 Vector3 currentInner =
297                     (innerStart * startWeight + innerNext * k) / extraVerticesNumber;
298                 indexBuffer[indexBufferIndex++] = vertexBufferIndex;
299                 AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
300                         currentInner.y,
301                         getTransformedAlphaFromFactoredZ(currentInner.z * heightFactor));
302             }
303         }
304         currentAlpha = nextAlpha;
305     }
306 
307     indexBuffer[indexBufferIndex++] = 1;
308     indexBuffer[indexBufferIndex++] = 0;
309 
310     if (!isCasterOpaque) {
311         // Add the centroid as the last one in the vertex buffer.
312         float centroidOpacity =
313             getTransformedAlphaFromFactoredZ(centroid3d.z * heightFactor);
314         int centroidIndex = vertexBufferIndex;
315         AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
316                 centroid3d.y, centroidOpacity);
317 
318         for (int i = 0; i < umbraIndex; i++) {
319             // Note that umbraVertices[0] is always 0.
320             // So the start and the end of the umbra are using the "0".
321             // And penumbra ended with 0, so a degenerated triangle is formed b/t
322             // the umbra and penumbra.
323             indexBuffer[indexBufferIndex++] = umbraVertices[i];
324             indexBuffer[indexBufferIndex++] = centroidIndex;
325         }
326         indexBuffer[indexBufferIndex++] = 0;
327     }
328 
329     // At the end, update the real index and vertex buffer size.
330     shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
331     shadowVertexBuffer.updateIndexCount(indexBufferIndex);
332     shadowVertexBuffer.computeBounds<AlphaVertex>();
333 
334     ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Ambient Vertex Buffer");
335     ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Ambient Index Buffer");
336     ShadowTessellator::checkOverflow(umbraIndex, totalUmbraCount, "Ambient Umbra Buffer");
337 
338 #if DEBUG_SHADOW
339     for (int i = 0; i < vertexBufferIndex; i++) {
340         ALOGD("vertexBuffer i %d, (%f, %f %f)", i, shadowVertices[i].x, shadowVertices[i].y,
341                 shadowVertices[i].alpha);
342     }
343     for (int i = 0; i < indexBufferIndex; i++) {
344         ALOGD("indexBuffer i %d, indexBuffer[i] %d", i, indexBuffer[i]);
345     }
346 #endif
347 }
348 
349 }; // namespace uirenderer
350 }; // namespace android
351