зеркало из https://github.com/mozilla/pjs.git
259 строки
8.3 KiB
C++
259 строки
8.3 KiB
C++
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Matt Woodrow <mwoodrow@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "LayerSorter.h"
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#include "DirectedGraph.h"
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#include "limits.h"
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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.
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*
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* If the ordering is consistent at all intersection points, then we have
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* a definitive order, otherwise the 2 layers must actually intersect in 3d
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* space, and we just order these arbitrarily.
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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 = aOne->GetTransform();
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gfx3DMatrix otherTransform = aTwo->GetTransform();
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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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// Make a list of all points that are within the other rect.
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nsTArray<gfxPoint> points;
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for (PRUint32 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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// 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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bool drawBefore = false;
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for (PRUint32 i = 0; i < points.Length(); i++) {
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bool temp = RecoverZDepth(ourTransform, points.ElementAt(i)) <= RecoverZDepth(otherTransform, points.ElementAt(i));
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if (i == 0) {
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drawBefore = temp;
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} else if (drawBefore != temp) {
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// Mixed ordering means an intersection in 3d space that we can't resolve without plane splitting
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// or depth buffering. Store this as having no defined order for now.
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return Undefined;
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}
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}
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if (drawBefore) {
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return ABeforeB;
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}
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return BBeforeA;
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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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static void DumpLayerList(nsTArray<Layer*>& aLayers)
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{
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for (PRUint32 i = 0; i < aLayers.Length(); i++) {
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fprintf(stderr, "%p, ", aLayers.ElementAt(i));
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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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nsTArray<DirectedGraph<Layer*>::Edge> edges = aGraph.GetEdgeList();
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for (PRUint32 i = 0; i < edges.Length(); i++) {
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fprintf(stderr, "From: %p, To: %p\n", edges.ElementAt(i).mFrom, edges.ElementAt(i).mTo);
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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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void SortLayersBy3DZOrder(nsTArray<Layer*>& aLayers)
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{
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PRUint32 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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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 (PRUint32 i = 0; i < nodeCount; i++) {
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for (PRUint32 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 (PRUint32 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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while (!noIncoming.IsEmpty()) {
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PRUint32 last = noIncoming.Length() - 1;
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Layer* layer = noIncoming.ElementAt(last);
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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 (PRUint32 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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// 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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PRUint32 minEdges = UINT_MAX;
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Layer* minNode = nsnull;
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for (PRUint32 i = 0; i < aLayers.Length(); i++) {
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PRUint32 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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}
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}
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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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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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