зеркало из https://github.com/mozilla/gecko-dev.git
135 строки
4.0 KiB
C++
135 строки
4.0 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 "BSPTree.h"
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#include "mozilla/gfx/Polygon.h"
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namespace mozilla {
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class nsDisplayTransform;
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namespace layers {
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class Layer;
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template <typename T>
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void BSPTree<T>::BuildDrawOrder(BSPTreeNode<T>* aNode,
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nsTArray<BSPPolygon<T>>& aLayers) const {
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const gfx::Point4D& normal = aNode->First().GetNormal();
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BSPTreeNode<T>* front = aNode->front;
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BSPTreeNode<T>* back = aNode->back;
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// Since the goal is to return the draw order from back to front, we reverse
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// the traversal order if the current polygon is facing towards the camera.
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const bool reverseOrder = normal.z > 0.0f;
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if (reverseOrder) {
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std::swap(front, back);
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}
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if (front) {
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BuildDrawOrder(front, aLayers);
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}
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for (BSPPolygon<T>& layer : aNode->layers) {
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MOZ_ASSERT(layer.geometry);
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if (layer.geometry->GetPoints().Length() >= 3) {
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aLayers.AppendElement(std::move(layer));
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}
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}
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if (back) {
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BuildDrawOrder(back, aLayers);
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}
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}
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template <typename T>
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void BSPTree<T>::BuildTree(BSPTreeNode<T>* aRoot, PolygonList<T>& aLayers) {
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MOZ_ASSERT(!aLayers.empty());
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aRoot->layers.push_back(std::move(aLayers.front()));
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aLayers.pop_front();
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if (aLayers.empty()) {
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return;
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}
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const gfx::Polygon& plane = aRoot->First();
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MOZ_ASSERT(!plane.IsEmpty());
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const gfx::Point4D& planeNormal = plane.GetNormal();
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const gfx::Point4D& planePoint = plane.GetPoints()[0];
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PolygonList<T> backLayers, frontLayers;
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for (BSPPolygon<T>& layerPolygon : aLayers) {
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const nsTArray<gfx::Point4D>& geometry = layerPolygon.geometry->GetPoints();
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// Calculate the plane-point distances for the polygon classification.
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size_t pos = 0, neg = 0;
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nsTArray<float> distances = CalculatePointPlaneDistances(
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geometry, planeNormal, planePoint, pos, neg);
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// Back polygon
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if (pos == 0 && neg > 0) {
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backLayers.push_back(std::move(layerPolygon));
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}
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// Front polygon
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else if (pos > 0 && neg == 0) {
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frontLayers.push_back(std::move(layerPolygon));
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}
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// Coplanar polygon
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else if (pos == 0 && neg == 0) {
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aRoot->layers.push_back(std::move(layerPolygon));
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}
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// Polygon intersects with the splitting plane.
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else if (pos > 0 && neg > 0) {
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nsTArray<gfx::Point4D> backPoints, frontPoints;
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// Clip the polygon against the plane. We reuse the previously calculated
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// distances to find the plane-edge intersections.
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ClipPointsWithPlane(geometry, planeNormal, distances, backPoints,
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frontPoints);
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const gfx::Point4D& normal = layerPolygon.geometry->GetNormal();
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T* data = layerPolygon.data;
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if (backPoints.Length() >= 3) {
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backLayers.emplace_back(data, std::move(backPoints), normal);
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}
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if (frontPoints.Length() >= 3) {
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frontLayers.emplace_back(data, std::move(frontPoints), normal);
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}
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}
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}
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if (!backLayers.empty()) {
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aRoot->back = new (mPool) BSPTreeNode(mListPointers);
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BuildTree(aRoot->back, backLayers);
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}
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if (!frontLayers.empty()) {
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aRoot->front = new (mPool) BSPTreeNode(mListPointers);
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BuildTree(aRoot->front, frontLayers);
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}
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}
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template void BSPTree<Layer>::BuildTree(BSPTreeNode<Layer>* aRoot,
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PolygonList<Layer>& aLayers);
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template void BSPTree<Layer>::BuildDrawOrder(
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BSPTreeNode<Layer>* aNode, nsTArray<BSPPolygon<Layer>>& aLayers) const;
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template void BSPTree<nsDisplayTransform>::BuildTree(
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BSPTreeNode<nsDisplayTransform>* aRoot,
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PolygonList<nsDisplayTransform>& aLayers);
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template void BSPTree<nsDisplayTransform>::BuildDrawOrder(
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BSPTreeNode<nsDisplayTransform>* aNode,
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nsTArray<BSPPolygon<nsDisplayTransform>>& aLayers) const;
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} // namespace layers
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} // namespace mozilla
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