зеркало из https://github.com/mozilla/gecko-dev.git
354 строки
11 KiB
C++
354 строки
11 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "LayerSorter.h"
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#include <math.h> // for fabs
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#include <stdint.h> // for uint32_t
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#include <stdio.h> // for fprintf, stderr, FILE
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#include <stdlib.h> // for getenv
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#include "DirectedGraph.h" // for DirectedGraph
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#include "Layers.h" // for Layer
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#include "gfx3DMatrix.h" // for gfx3DMatrix
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#include "gfxLineSegment.h" // for gfxLineSegment
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#include "gfxPoint.h" // for gfxPoint
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#include "gfxPoint3D.h" // for gfxPoint3D
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#include "gfxQuad.h" // for gfxQuad
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#include "gfxRect.h" // for gfxRect
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#include "gfxTypes.h" // for gfxFloat
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#include "mozilla/gfx/BasePoint3D.h" // for BasePoint3D
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#include "nsRegion.h" // for nsIntRegion
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#include "nsTArray.h" // for nsTArray, etc
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#include "limits.h"
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#include "mozilla/Assertions.h"
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using namespace mozilla::gfx;
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namespace mozilla {
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namespace layers {
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enum LayerSortOrder {
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Undefined,
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ABeforeB,
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BBeforeA,
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};
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/**
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* Recover the z component from a 2d transformed point by finding the intersection
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* of a line through the point in the z direction and the transformed plane.
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*
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* We want to solve:
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*
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* point = normal . (p0 - l0) / normal . l
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*/
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static gfxFloat RecoverZDepth(const gfx3DMatrix& aTransform, const gfxPoint& aPoint)
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{
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const gfxPoint3D l(0, 0, 1);
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gfxPoint3D l0 = gfxPoint3D(aPoint.x, aPoint.y, 0);
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gfxPoint3D p0 = aTransform.Transform3D(gfxPoint3D(0, 0, 0));
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gfxPoint3D normal = aTransform.GetNormalVector();
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gfxFloat n = normal.DotProduct(p0 - l0);
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gfxFloat d = normal.DotProduct(l);
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if (!d) {
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return 0;
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}
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return n/d;
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}
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/**
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* Determine if this transform layer should be drawn before another when they
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* are both preserve-3d children.
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*
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* We want to find the relative z depths of the 2 layers at points where they
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* intersect when projected onto the 2d screen plane. Intersections are defined
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* as corners that are positioned within the other quad, as well as intersections
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* of the lines.
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*
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* We then choose the intersection point with the greatest difference in Z
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* depths and use this point to determine an ordering for the two layers.
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* For layers that are intersecting in 3d space, this essentially guesses an
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* order. In a lot of cases we only intersect right at the edge point (3d cubes
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* in particular) and this generates the 'correct' looking ordering. For planes
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* that truely intersect, then there is no correct ordering and this remains
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* unsolved without changing our rendering code.
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*/
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static LayerSortOrder CompareDepth(Layer* aOne, Layer* aTwo) {
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gfxRect ourRect = aOne->GetEffectiveVisibleRegion().GetBounds();
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gfxRect otherRect = aTwo->GetEffectiveVisibleRegion().GetBounds();
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gfx3DMatrix ourTransform;
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To3DMatrix(aOne->GetTransform(), ourTransform);
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gfx3DMatrix otherTransform;
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To3DMatrix(aTwo->GetTransform(), otherTransform);
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// Transform both rectangles and project into 2d space.
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gfxQuad ourTransformedRect = ourTransform.TransformRect(ourRect);
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gfxQuad otherTransformedRect = otherTransform.TransformRect(otherRect);
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gfxRect ourBounds = ourTransformedRect.GetBounds();
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gfxRect otherBounds = otherTransformedRect.GetBounds();
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if (!ourBounds.Intersects(otherBounds)) {
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return Undefined;
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}
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// Make a list of all points that are within the other rect.
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// Could we just check Contains() on the bounds rects. ie, is it possible
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// for layers to overlap without intersections (in 2d space) and yet still
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// have their bounds rects not completely enclose each other?
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nsTArray<gfxPoint> points;
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for (uint32_t i = 0; i < 4; i++) {
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if (ourTransformedRect.Contains(otherTransformedRect.mPoints[i])) {
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points.AppendElement(otherTransformedRect.mPoints[i]);
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}
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if (otherTransformedRect.Contains(ourTransformedRect.mPoints[i])) {
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points.AppendElement(ourTransformedRect.mPoints[i]);
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}
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}
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// Look for intersections between lines (in 2d space) and use these as
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// depth testing points.
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for (uint32_t i = 0; i < 4; i++) {
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for (uint32_t j = 0; j < 4; j++) {
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gfxPoint intersection;
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gfxLineSegment one(ourTransformedRect.mPoints[i],
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ourTransformedRect.mPoints[(i + 1) % 4]);
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gfxLineSegment two(otherTransformedRect.mPoints[j],
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otherTransformedRect.mPoints[(j + 1) % 4]);
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if (one.Intersects(two, intersection)) {
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points.AppendElement(intersection);
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}
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}
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}
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// No intersections, no defined order between these layers.
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if (points.IsEmpty()) {
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return Undefined;
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}
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// Find the relative Z depths of each intersection point and check that the layers are in the same order.
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gfxFloat highest = 0;
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for (uint32_t i = 0; i < points.Length(); i++) {
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gfxFloat ourDepth = RecoverZDepth(ourTransform, points.ElementAt(i));
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gfxFloat otherDepth = RecoverZDepth(otherTransform, points.ElementAt(i));
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gfxFloat difference = otherDepth - ourDepth;
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if (fabs(difference) > fabs(highest)) {
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highest = difference;
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}
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}
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// If layers have the same depth keep the original order
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if (fabs(highest) < 0.1 || highest >= 0) {
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return ABeforeB;
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} else {
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return BBeforeA;
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}
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}
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#ifdef DEBUG
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static bool gDumpLayerSortList = getenv("MOZ_DUMP_LAYER_SORT_LIST") != 0;
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#define BLACK 0
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#define RED 1
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#define GREEN 2
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#define YELLOW 3
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#define BLUE 4
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#define MAGENTA 5
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#define CYAN 6
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#define WHITE 7
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//#define USE_XTERM_COLORING
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#ifdef USE_XTERM_COLORING
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#define RESET 0
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#define BRIGHT 1
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#define DIM 2
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#define UNDERLINE 3
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#define BLINK 4
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#define REVERSE 7
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#define HIDDEN 8
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static void SetTextColor(uint32_t aColor)
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{
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char command[13];
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/* Command is the control command to the terminal */
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sprintf(command, "%c[%d;%d;%dm", 0x1B, RESET, aColor + 30, BLACK + 40);
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printf("%s", command);
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}
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static void print_layer_internal(FILE* aFile, Layer* aLayer, uint32_t aColor)
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{
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SetTextColor(aColor);
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fprintf(aFile, "%p", aLayer);
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SetTextColor(GREEN);
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}
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#else
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const char *colors[] = { "Black", "Red", "Green", "Yellow", "Blue", "Magenta", "Cyan", "White" };
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static void print_layer_internal(FILE* aFile, Layer* aLayer, uint32_t aColor)
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{
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fprintf(aFile, "%p(%s)", aLayer, colors[aColor]);
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}
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#endif
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static void print_layer(FILE* aFile, Layer* aLayer)
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{
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print_layer_internal(aFile, aLayer, aLayer->GetDebugColorIndex());
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}
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static void DumpLayerList(nsTArray<Layer*>& aLayers)
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{
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for (uint32_t i = 0; i < aLayers.Length(); i++) {
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print_layer(stderr, aLayers.ElementAt(i));
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fprintf(stderr, " ");
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}
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fprintf(stderr, "\n");
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}
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static void DumpEdgeList(DirectedGraph<Layer*>& aGraph)
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{
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const nsTArray<DirectedGraph<Layer*>::Edge>& edges = aGraph.GetEdgeList();
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for (uint32_t i = 0; i < edges.Length(); i++) {
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fprintf(stderr, "From: ");
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print_layer(stderr, edges.ElementAt(i).mFrom);
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fprintf(stderr, ", To: ");
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print_layer(stderr, edges.ElementAt(i).mTo);
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fprintf(stderr, "\n");
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}
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}
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#endif
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// The maximum number of layers that we will attempt to sort. Anything
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// greater than this will be left unsorted. We should consider enabling
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// depth buffering for the scene in this case.
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#define MAX_SORTABLE_LAYERS 100
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uint32_t gColorIndex = 1;
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void SortLayersBy3DZOrder(nsTArray<Layer*>& aLayers)
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{
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uint32_t nodeCount = aLayers.Length();
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if (nodeCount > MAX_SORTABLE_LAYERS) {
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return;
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}
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DirectedGraph<Layer*> graph;
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#ifdef DEBUG
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if (gDumpLayerSortList) {
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for (uint32_t i = 0; i < nodeCount; i++) {
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if (aLayers.ElementAt(i)->GetDebugColorIndex() == 0) {
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aLayers.ElementAt(i)->SetDebugColorIndex(gColorIndex++);
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if (gColorIndex > 7) {
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gColorIndex = 1;
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}
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}
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}
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fprintf(stderr, " --- Layers before sorting: --- \n");
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DumpLayerList(aLayers);
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}
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#endif
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// Iterate layers and determine edges.
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for (uint32_t i = 0; i < nodeCount; i++) {
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for (uint32_t j = i + 1; j < nodeCount; j++) {
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Layer* a = aLayers.ElementAt(i);
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Layer* b = aLayers.ElementAt(j);
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LayerSortOrder order = CompareDepth(a, b);
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if (order == ABeforeB) {
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graph.AddEdge(a, b);
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} else if (order == BBeforeA) {
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graph.AddEdge(b, a);
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}
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}
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}
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#ifdef DEBUG
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if (gDumpLayerSortList) {
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fprintf(stderr, " --- Edge List: --- \n");
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DumpEdgeList(graph);
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}
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#endif
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// Build a new array using the graph.
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nsTArray<Layer*> noIncoming;
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nsTArray<Layer*> sortedList;
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// Make a list of all layers with no incoming edges.
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noIncoming.AppendElements(aLayers);
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const nsTArray<DirectedGraph<Layer*>::Edge>& edges = graph.GetEdgeList();
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for (uint32_t i = 0; i < edges.Length(); i++) {
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noIncoming.RemoveElement(edges.ElementAt(i).mTo);
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}
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// Move each item without incoming edges into the sorted list,
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// and remove edges from it.
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do {
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if (!noIncoming.IsEmpty()) {
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uint32_t last = noIncoming.Length() - 1;
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Layer* layer = noIncoming.ElementAt(last);
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MOZ_ASSERT(layer); // don't let null layer pointers sneak into sortedList
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noIncoming.RemoveElementAt(last);
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sortedList.AppendElement(layer);
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nsTArray<DirectedGraph<Layer*>::Edge> outgoing;
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graph.GetEdgesFrom(layer, outgoing);
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for (uint32_t i = 0; i < outgoing.Length(); i++) {
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DirectedGraph<Layer*>::Edge edge = outgoing.ElementAt(i);
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graph.RemoveEdge(edge);
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if (!graph.NumEdgesTo(edge.mTo)) {
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// If this node also has no edges now, add it to the list
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noIncoming.AppendElement(edge.mTo);
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}
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}
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}
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// If there are no nodes without incoming edges, but there
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// are still edges, then we have a cycle.
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if (noIncoming.IsEmpty() && graph.GetEdgeCount()) {
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// Find the node with the least incoming edges.
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uint32_t minEdges = UINT_MAX;
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Layer* minNode = nullptr;
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for (uint32_t i = 0; i < aLayers.Length(); i++) {
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uint32_t edgeCount = graph.NumEdgesTo(aLayers.ElementAt(i));
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if (edgeCount && edgeCount < minEdges) {
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minEdges = edgeCount;
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minNode = aLayers.ElementAt(i);
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if (minEdges == 1) {
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break;
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}
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}
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}
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if (minNode) {
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// Remove all of them!
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graph.RemoveEdgesTo(minNode);
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noIncoming.AppendElement(minNode);
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}
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}
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} while (!noIncoming.IsEmpty());
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NS_ASSERTION(!graph.GetEdgeCount(), "Cycles detected!");
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#ifdef DEBUG
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if (gDumpLayerSortList) {
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fprintf(stderr, " --- Layers after sorting: --- \n");
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DumpLayerList(sortedList);
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}
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#endif
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aLayers.Clear();
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aLayers.AppendElements(sortedList);
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}
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}
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}
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