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1 // Copyright 2011 The Chromium Authors. All rights reserved. | 1 // Copyright 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "config.h" | 5 #include "config.h" |
6 | 6 |
7 #include "cc/layer_sorter.h" | 7 #include "cc/layer_sorter.h" |
8 | 8 |
9 #include <deque> | 9 #include <deque> |
10 #include <limits> | 10 #include <limits> |
11 #include <vector> | 11 #include <vector> |
12 | 12 |
13 #include "base/logging.h" | 13 #include "base/logging.h" |
14 #include "cc/math_util.h" | 14 #include "cc/math_util.h" |
15 #include "cc/render_surface_impl.h" | 15 #include "cc/render_surface_impl.h" |
16 #include <public/WebTransformationMatrix.h> | 16 #include <public/WebTransformationMatrix.h> |
17 | 17 |
18 using namespace std; | 18 using namespace std; |
19 using WebKit::WebTransformationMatrix; | 19 using WebKit::WebTransformationMatrix; |
20 | 20 |
21 namespace cc { | 21 namespace cc { |
22 | 22 |
| 23 // This epsilon is used to determine if two layers are too close to each other |
| 24 // to be able to tell which is in front of the other. It's a relative epsilon |
| 25 // so it is robust to changes in scene scale. This value was chosen by picking |
| 26 // a value near machine epsilon and then increasing it until the flickering on |
| 27 // the test scene went away. |
| 28 const float LAYER_EPSILON = 1e-4f; |
| 29 |
23 inline static float perpProduct(const FloatSize& u, const FloatSize& v) | 30 inline static float perpProduct(const FloatSize& u, const FloatSize& v) |
24 { | 31 { |
25 return u.width() * v.height() - u.height() * v.width(); | 32 return u.width() * v.height() - u.height() * v.width(); |
26 } | 33 } |
27 | 34 |
28 // Tests if two edges defined by their endpoints (a,b) and (c,d) intersect. Retu
rns true and the | 35 // Tests if two edges defined by their endpoints (a,b) and (c,d) intersect. Retu
rns true and the |
29 // point of intersection if they do and false otherwise. | 36 // point of intersection if they do and false otherwise. |
30 static bool edgeEdgeTest(const FloatPoint& a, const FloatPoint& b, const FloatPo
int& c, const FloatPoint& d, FloatPoint& r) | 37 static bool edgeEdgeTest(const FloatPoint& a, const FloatPoint& b, const FloatPo
int& c, const FloatPoint& d, FloatPoint& r) |
31 { | 38 { |
32 FloatSize u = b - a; | 39 FloatSize u = b - a; |
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107 r)) | 114 r)) |
108 overlapPoints.push_back(r); | 115 overlapPoints.push_back(r); |
109 | 116 |
110 if (overlapPoints.empty()) | 117 if (overlapPoints.empty()) |
111 return None; | 118 return None; |
112 | 119 |
113 // Check the corresponding layer depth value for all overlap points to deter
mine | 120 // Check the corresponding layer depth value for all overlap points to deter
mine |
114 // which layer is in front. | 121 // which layer is in front. |
115 float maxPositive = 0; | 122 float maxPositive = 0; |
116 float maxNegative = 0; | 123 float maxNegative = 0; |
| 124 |
| 125 // This flag tracks the existance of a numerically accurate seperation |
| 126 // between two layers. If there is no accurate seperation, the layers |
| 127 // cannot be effectively sorted. |
| 128 bool accurate = false; |
| 129 |
117 for (unsigned o = 0; o < overlapPoints.size(); o++) { | 130 for (unsigned o = 0; o < overlapPoints.size(); o++) { |
118 float za = a->layerZFromProjectedPoint(overlapPoints[o]); | 131 float za = a->layerZFromProjectedPoint(overlapPoints[o]); |
119 float zb = b->layerZFromProjectedPoint(overlapPoints[o]); | 132 float zb = b->layerZFromProjectedPoint(overlapPoints[o]); |
120 | 133 |
| 134 // Here we attempt to avoid numeric issues with layers that are too |
| 135 // close together. If we have 2-sided quads that are very close |
| 136 // together then we will draw them in document order to avoid |
| 137 // flickering. The correct solution is for the content maker to turn |
| 138 // on back-face culling or move the quads apart (if they're not two |
| 139 // sides of one object). |
| 140 float absDif = fabsf(zb - za); |
| 141 float absMax = fmax(fabs(zb), fabs(za)); |
| 142 // Check to see if we've got a result with a reasonable amount of error. |
| 143 if (absDif > LAYER_EPSILON * absMax) |
| 144 accurate = true; |
| 145 |
121 float diff = za - zb; | 146 float diff = za - zb; |
122 if (diff > maxPositive) | 147 if (diff > maxPositive) |
123 maxPositive = diff; | 148 maxPositive = diff; |
124 if (diff < maxNegative) | 149 if (diff < maxNegative) |
125 maxNegative = diff; | 150 maxNegative = diff; |
126 } | 151 } |
127 | 152 |
| 153 // If we can't tell which should come first, we use document order. |
| 154 if (!accurate) |
| 155 return ABeforeB; |
| 156 |
128 float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : max
Negative); | 157 float maxDiff = (fabsf(maxPositive) > fabsf(maxNegative) ? maxPositive : max
Negative); |
129 | 158 |
130 // If the results are inconsistent (and the z difference substantial to rule
out | 159 // If the results are inconsistent (and the z difference substantial to rule
out |
131 // numerical errors) then the layers are intersecting. We will still return
an | 160 // numerical errors) then the layers are intersecting. We will still return
an |
132 // order based on the maximum depth difference but with an edge weight of ze
ro | 161 // order based on the maximum depth difference but with an edge weight of ze
ro |
133 // these layers will get priority if a graph cycle is present and needs to b
e broken. | 162 // these layers will get priority if a graph cycle is present and needs to b
e broken. |
134 if (maxPositive > zThreshold && maxNegative < -zThreshold) | 163 if (maxPositive > zThreshold && maxNegative < -zThreshold) |
135 weight = 0; | 164 weight = 0; |
136 else | 165 else |
137 weight = fabsf(maxDiff); | 166 weight = fabsf(maxDiff); |
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403 *it = sortedList[count++]->layer; | 432 *it = sortedList[count++]->layer; |
404 | 433 |
405 DVLOG(2) << "Sorting end ----"; | 434 DVLOG(2) << "Sorting end ----"; |
406 | 435 |
407 m_nodes.clear(); | 436 m_nodes.clear(); |
408 m_edges.clear(); | 437 m_edges.clear(); |
409 m_activeEdges.clear(); | 438 m_activeEdges.clear(); |
410 } | 439 } |
411 | 440 |
412 } | 441 } |
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