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/*
* Copyright (C) 2018 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.
*/
package android.view.shadow;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.view.math.Math3DHelper;
import java.util.Arrays;
import static java.lang.Math.max;
import static java.lang.Math.min;
/**
* 2D Triangle buffer element that colours using z value. (z scale set).
*/
class TriangleBuffer {
int mWidth;
int mHeight;
int mImgWidth;
int mImgHeight;
int mBorder;
Bitmap mBitmap;
int mData[];
public void setSize(int width, int height, int border) {
if (mWidth == width && mHeight == height) {
return;
}
mWidth = width-2*border;
mHeight = height-2*border;
mBorder = border;
mImgWidth = width;
mImgHeight = height;
mBitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
mData = new int[width * height];
}
public void drawTriangles(int[] index, float[] vert, float[] color,float scale) {
int indexSize = index.length / 3;
for (int i = 0; i < indexSize; i++) {
int vIndex = index[i * 3 + 0];
float vx = vert[vIndex * 2 + 0];
float vy = vert[vIndex * 2 + 1];
float c = scale*color[vIndex * 4 + 3];
float fx3 = vx, fy3 = vy, fz3 = c;
vIndex = index[i * 3 + 1];
vx = vert[vIndex * 2 + 0];
vy = vert[vIndex * 2 + 1];
c = scale*color[vIndex * 4 + 3];
float fx2 = vx, fy2 = vy, fz2 = c;
vIndex = index[i * 3 + 2];
vx = vert[vIndex * 2 + 0];
vy = vert[vIndex * 2 + 1];
c = scale*color[vIndex * 4 + 3];
float fx1 = vx, fy1 = vy, fz1 = c;
triangleZBuffMin(mData, mImgWidth, mImgHeight, fx1, fy1, fz1, fx2, fy2,
fz2, fx3, fy3, fz3);
}
}
public void drawTriangles(float[] strip,float scale) {
for (int i = 0; i < strip.length-8; i+=3) {
float fx3 = strip[i], fy3 = strip[i+1], fz3 = scale* strip[i+2];
float fx2 = strip[i+3], fy2 = strip[i+4], fz2 = scale* strip[i+5];
float fx1 = strip[i+6], fy1 = strip[i+7], fz1 = scale* strip[i+8];
if (fx1*(fy2-fy3)+fx2*(fy3-fy1)+fx3*(fy1-fy2) ==0) {
continue;
}
triangleZBuffMin(mData, mImgWidth, mImgHeight, fx3, fy3, fz3, fx2, fy2,
fz2, fx1, fy1, fz1);
}
}
public Bitmap createImage() {
mBitmap.setPixels(mData, 0, mWidth, 0, 0, mWidth, mHeight);
return mBitmap;
}
private static void triangleZBuffMin(int[] buff, int w, int h, float fx3,
float fy3, float fz3, float fx2, float fy2, float fz2, float fx1,
float fy1, float fz1) {
if (((fx1 - fx2) * (fy3 - fy2) - (fy1 - fy2) * (fx3 - fx2)) < 0) {
float tmpx = fx1;
float tmpy = fy1;
float tmpz = fz1;
fx1 = fx2;
fy1 = fy2;
fz1 = fz2;
fx2 = tmpx;
fy2 = tmpy;
fz2 = tmpz;
}
// using maxmima
// solve([x1*dx+y1*dy+zoff=z1,x2*dx+y2*dy+zoff=z2,x3*dx+y3*dy+zoff=z3],[dx,dy,zoff]);
double d = (fx1 * (fy3 - fy2) - fx2 * fy3 + fx3 * fy2 + (fx2 - fx3) * fy1);
if (d == 0) {
return;
}
float dx = (float) (-(fy1 * (fz3 - fz2) - fy2 * fz3 + fy3 * fz2 + (fy2 - fy3)
* fz1) / d);
float dy = (float) ((fx1 * (fz3 - fz2) - fx2 * fz3 + fx3 * fz2 + (fx2 - fx3)
* fz1) / d);
float zoff = (float) ((fx1 * (fy3 * fz2 - fy2 * fz3) + fy1
* (fx2 * fz3 - fx3 * fz2) + (fx3 * fy2 - fx2 * fy3) * fz1) / d);
// 28.4 fixed-point coordinates
int y1 = (int) (16.0f * fy1 + .5f);
int y2 = (int) (16.0f * fy2 + .5f);
int y3 = (int) (16.0f * fy3 + .5f);
int x1 = (int) (16.0f * fx1 + .5f);
int x2 = (int) (16.0f * fx2 + .5f);
int x3 = (int) (16.0f * fx3 + .5f);
int dx12 = x1 - x2;
int dx23 = x2 - x3;
int dx31 = x3 - x1;
int dy12 = y1 - y2;
int dy23 = y2 - y3;
int dy31 = y3 - y1;
int fdx12 = dx12 << 4;
int fdx23 = dx23 << 4;
int fdx31 = dx31 << 4;
int fdy12 = dy12 << 4;
int fdy23 = dy23 << 4;
int fdy31 = dy31 << 4;
int minx = (Math3DHelper.min(x1, x2, x3) + 0xF) >> 4;
int maxx = (Math3DHelper.max(x1, x2, x3) + 0xF) >> 4;
int miny = (Math3DHelper.min(y1, y2, y3) + 0xF) >> 4;
int maxy = (Math3DHelper.max(y1, y2, y3) + 0xF) >> 4;
if (miny < 0) {
miny = 0;
}
if (minx < 0) {
minx = 0;
}
if (maxx > w) {
maxx = w;
}
if (maxy > h) {
maxy = h;
}
int off = miny * w;
int c1 = dy12 * x1 - dx12 * y1;
int c2 = dy23 * x2 - dx23 * y2;
int c3 = dy31 * x3 - dx31 * y3;
if (dy12 < 0 || (dy12 == 0 && dx12 > 0)) {
c1++;
}
if (dy23 < 0 || (dy23 == 0 && dx23 > 0)) {
c2++;
}
if (dy31 < 0 || (dy31 == 0 && dx31 > 0)) {
c3++;
}
int cy1 = c1 + dx12 * (miny << 4) - dy12 * (minx << 4);
int cy2 = c2 + dx23 * (miny << 4) - dy23 * (minx << 4);
int cy3 = c3 + dx31 * (miny << 4) - dy31 * (minx << 4);
for (int y = miny; y < maxy; y++) {
int cx1 = cy1;
int cx2 = cy2;
int cx3 = cy3;
float p = zoff + dy * y;
int startx = start(cx1, fdy12, minx, minx, maxx);
startx = start(cx2, fdy23, minx, startx, maxx);
startx = start(cx3, fdy31, minx, startx, maxx);
cx1 -= (startx - minx) * fdy12;
cx2 -= (startx - minx) * fdy23;
cx3 -= (startx - minx) * fdy31;
int endx = end(cx1, fdy12, startx, minx, maxx);
endx = end(cx2, fdy23, startx, minx, endx);
endx = end(cx3, fdy31, startx, minx, endx);
for (int x = startx; x < endx; x++) {
int point = x + off;
float zval = p + dx * x;
// Simple alpha-blending
int prev = (buff[point] >> 24) & 0xFF;
int res = (int) (zval * (255 - prev )) + prev;
buff[point] = res << 24;
}
cy1 += fdx12;
cy2 += fdx23;
cy3 += fdx31;
off += w;
}
}
/**
* Returns the minimum value of x in the range [minx, maxx]: y0 - dy * (x - x0) > 0
* If no value satisfies the expression, maxx is returned
*
* @param y0 - value in x0
* @param dy - delta y
* @param x0 - some position, for which value is known (y0)
* @param minx - start of the range
* @param maxx - end of the range
* @return minimum x
*/
private static int start(int y0, int dy, int x0, int minx, int maxx) {
if (y0 > 0) {
return minx;
}
if (dy >= 0) {
return maxx;
}
return max(x0 + y0 / dy + 1, minx);
}
/**
* Returns the minimum value of x in range [minx, maxx]: y0 - dy * (x - x0) <= 0
* If no value satisfies the expression maxx is returned
*
* @param y0 - value in x0
* @param dy - delta y
* @param x0 - some position, for which value is known (y0)
* @param minx - start of the range
* @param maxx - end of the range
* @return minimum x
*/
private static int end(int y0, int dy, int x0, int minx, int maxx) {
if (y0 <= 0) {
return minx;
}
if (dy <= 0) {
return maxx;
}
return min(x0 + (y0 - 1) / dy + 1, maxx);
}
public void clear() {
Arrays.fill(mData, 0);
}
}