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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "cc/quads/draw_polygon.h" | |
| 6 | |
| 7 #include <vector> | |
| 8 | |
| 9 #include "cc/output/bsp_compare_result.h" | |
| 10 | |
| 11 namespace { | |
| 12 // This allows for some imperfection in the normal comparison when checking if | |
| 13 // two pieces of geometry are coplanar. | |
| 14 static const float coplanar_dot_epsilon = 0.01f; | |
| 15 // This threshold controls how "thick" a plane is. If a point's distance is | |
| 16 // <= compare_threshold, then it is considered on the plane. Only when this | |
| 17 // boundary is crossed do we consider doing splitting. | |
| 18 static const float compare_threshold = 1.0f; | |
| 19 static const float split_threshold = 0.5f; | |
|
enne (OOO)
2014/07/28 21:01:13
Can you leave a comment about this number too?
troyhildebrandt
2014/07/28 21:24:56
Done.
| |
| 20 } // namespace | |
| 21 | |
| 22 namespace cc { | |
| 23 | |
| 24 DrawPolygon::DrawPolygon() { | |
| 25 } | |
| 26 | |
| 27 DrawPolygon::DrawPolygon(DrawQuad* original, | |
| 28 const std::vector<gfx::Point3F>& in_points, | |
| 29 int draw_order_index) | |
| 30 : order_index_(draw_order_index), original_ref_(original) { | |
| 31 for (unsigned int i = 0; i < in_points.size(); i++) { | |
|
enne (OOO)
2014/07/28 20:46:40
unsigned int => size_t
troyhildebrandt
2014/07/28 21:24:55
Done.
| |
| 32 points_.push_back(in_points[i]); | |
| 33 } | |
| 34 normal_ = gfx::Vector3dF(0.0f, 0.0f, -1.0f); | |
| 35 } | |
| 36 | |
| 37 DrawPolygon::~DrawPolygon() { | |
| 38 } | |
| 39 | |
| 40 void DrawPolygon::SetNormal(const gfx::Vector3dF& normal) { | |
| 41 normal_ = normal; | |
| 42 } | |
| 43 | |
| 44 scoped_ptr<DrawPolygon> DrawPolygon::CreateCopy() { | |
| 45 DrawPolygon* new_polygon = new DrawPolygon(); | |
| 46 new_polygon->order_index_ = order_index_; | |
| 47 new_polygon->original_ref_ = original_ref_; | |
| 48 new_polygon->points_.reserve(points_.size()); | |
| 49 new_polygon->points_ = points_; | |
| 50 new_polygon->normal_.set_x(normal_.x()); | |
| 51 new_polygon->normal_.set_y(normal_.y()); | |
| 52 new_polygon->normal_.set_z(normal_.z()); | |
| 53 return scoped_ptr<DrawPolygon>(new_polygon); | |
| 54 } | |
| 55 | |
| 56 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const { | |
| 57 return gfx::DotProduct(point - points_[0], normal_); | |
| 58 } | |
| 59 | |
| 60 // Checks whether or not shape a lies on the front or back side of b, or | |
| 61 // whether they should be considered coplanar. If on the back side, we | |
| 62 // say ABeforeB because it should be drawn in that order. | |
| 63 // Assumes that layers are split and there are no intersecting planes. | |
| 64 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a, | |
| 65 const DrawPolygon& b) { | |
| 66 // Right away let's check if they're coplanar | |
| 67 double dot = gfx::DotProduct(a.normal_, b.normal_); | |
| 68 float sign; | |
| 69 bool normal_match = false; | |
| 70 // This check assumes that the normals are normalized. | |
| 71 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) { | |
| 72 normal_match = true; | |
| 73 // The normals are matching enough that we only have to test one point. | |
| 74 sign = gfx::DotProduct(a.points_[0] - b.points_[0], b.normal_); | |
| 75 // Is it on either side of the splitter? | |
| 76 if (sign < -compare_threshold) { | |
| 77 return BSP_BACK; | |
| 78 } | |
| 79 | |
| 80 if (sign > compare_threshold) { | |
| 81 return BSP_FRONT; | |
| 82 } | |
| 83 | |
| 84 // No it wasn't, so the sign of the dot product of the normals | |
| 85 // along with document order determines which side it goes on. | |
| 86 if (dot >= 0.0f) { | |
| 87 if (a.order_index_ < b.order_index_) { | |
| 88 return BSP_COPLANAR_FRONT; | |
| 89 } | |
| 90 return BSP_COPLANAR_BACK; | |
| 91 } | |
| 92 | |
| 93 if (a.order_index_ < b.order_index_) { | |
| 94 return BSP_COPLANAR_BACK; | |
| 95 } | |
| 96 return BSP_COPLANAR_FRONT; | |
| 97 } | |
| 98 | |
| 99 unsigned int pos_count = 0; | |
| 100 unsigned int neg_count = 0; | |
| 101 for (unsigned int i = 0; i < a.points_.size(); i++) { | |
| 102 if (!normal_match || (normal_match && i > 0)) { | |
| 103 sign = gfx::DotProduct(a.points_[i] - b.points_[0], b.normal_); | |
| 104 } | |
| 105 | |
| 106 if (sign < -compare_threshold) { | |
| 107 ++neg_count; | |
| 108 } else if (sign > compare_threshold) { | |
| 109 ++pos_count; | |
| 110 } | |
| 111 | |
| 112 if (pos_count && neg_count) { | |
| 113 return BSP_SPLIT; | |
| 114 } | |
| 115 } | |
| 116 | |
| 117 if (pos_count) { | |
| 118 return BSP_FRONT; | |
| 119 } | |
| 120 return BSP_BACK; | |
| 121 } | |
| 122 | |
| 123 static bool LineIntersectPlane(const gfx::Point3F& line_start, | |
| 124 const gfx::Point3F& line_end, | |
| 125 const gfx::Point3F& plane_origin, | |
| 126 const gfx::Vector3dF& plane_normal, | |
| 127 gfx::Point3F* intersection, | |
| 128 float distance_threshold) { | |
| 129 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start; | |
| 130 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end; | |
| 131 | |
| 132 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal); | |
| 133 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal); | |
| 134 | |
| 135 // The case where one vertex lies on the thick-plane and the other | |
| 136 // is outside of it. | |
| 137 if (std::abs(start_distance) < distance_threshold && | |
| 138 std::abs(end_distance) > distance_threshold) { | |
| 139 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z()); | |
| 140 return true; | |
| 141 } | |
| 142 | |
| 143 // This is the case where we clearly cross the thick-plane. | |
| 144 if ((start_distance > distance_threshold && | |
| 145 end_distance < -distance_threshold) || | |
| 146 (start_distance < -distance_threshold && | |
| 147 end_distance > distance_threshold)) { | |
| 148 gfx::Vector3dF v = line_end - line_start; | |
| 149 float total_distance = std::abs(start_distance) + std::abs(end_distance); | |
| 150 float lerp_factor = std::abs(start_distance) / total_distance; | |
| 151 | |
| 152 intersection->SetPoint(line_start.x() + (v.x() * lerp_factor), | |
| 153 line_start.y() + (v.y() * lerp_factor), | |
| 154 line_start.z() + (v.z() * lerp_factor)); | |
| 155 | |
| 156 return true; | |
| 157 } | |
| 158 return false; | |
| 159 } | |
| 160 | |
| 161 // This function is separate from ApplyTransform because it is often unnecessary | |
| 162 // to transform the normal with the rest of the polygon. | |
| 163 // When drawing these polygons, it is necessary to move them back into layer | |
| 164 // space before sending them to OpenGL, which requires using ApplyTransform, | |
| 165 // but normal information is no longer needed after sorting. | |
| 166 void DrawPolygon::ApplyTransformToNormal(const gfx::Transform& transform) { | |
|
enne (OOO)
2014/07/28 20:46:40
I'm not sure I understand ApplyTransform vs ApplyT
troyhildebrandt
2014/07/28 21:24:55
When we transform the geometry for BSP splitting/s
enne (OOO)
2014/07/28 23:11:33
Recapping in person discussion: change this to Tra
| |
| 167 // Now we use the inverse transpose of |transform| to transform the normal. | |
| 168 gfx::Transform inverse_transform; | |
| 169 bool inverted = transform.GetInverse(&inverse_transform); | |
| 170 DCHECK(inverted); | |
| 171 if (!inverted) | |
| 172 return; | |
| 173 inverse_transform.Transpose(); | |
| 174 | |
| 175 gfx::Point3F new_normal(normal_.x(), normal_.y(), normal_.z()); | |
| 176 inverse_transform.TransformPoint(&new_normal); | |
| 177 // Make sure our normal is still normalized. | |
| 178 normal_ = gfx::Vector3dF(new_normal.x(), new_normal.y(), new_normal.z()); | |
| 179 float normal_magnitude = normal_.Length(); | |
| 180 if (normal_magnitude != 0 && normal_magnitude != 1) { | |
| 181 normal_.Scale(1.0f / normal_magnitude); | |
| 182 } | |
| 183 } | |
| 184 | |
| 185 void DrawPolygon::ApplyTransform(const gfx::Transform& transform) { | |
| 186 for (unsigned int i = 0; i < points_.size(); i++) { | |
| 187 transform.TransformPoint(&points_[i]); | |
| 188 } | |
| 189 } | |
| 190 | |
| 191 bool DrawPolygon::Split(const DrawPolygon& splitter, | |
| 192 scoped_ptr<DrawPolygon>* front, | |
| 193 scoped_ptr<DrawPolygon>* back) { | |
| 194 gfx::Point3F intersections[2]; | |
| 195 std::vector<gfx::Point3F> out_points[2]; | |
| 196 // vertex_before stores the index of the vertex before its matching | |
| 197 // intersection. | |
| 198 // i.e. vertex_before[0] stores the vertex we saw before we crossed the plane | |
| 199 // which resulted in the line/plane intersection giving us intersections[0]. | |
| 200 unsigned int vertex_before[2]; | |
|
enne (OOO)
2014/07/28 20:46:40
unsigned int => size_t here and elsewhere in this
troyhildebrandt
2014/07/28 21:24:55
Done.
| |
| 201 unsigned int points_size = points_.size(); | |
| 202 unsigned int current_intersection = 0; | |
| 203 | |
| 204 unsigned int current_vertex = 0; | |
| 205 // We will only have two intersection points because we assume all polygons | |
| 206 // are convex. | |
| 207 while (current_intersection < 2) { | |
| 208 if (LineIntersectPlane(points_[(current_vertex % points_size)], | |
| 209 points_[(current_vertex + 1) % points_size], | |
| 210 splitter.points_[0], | |
| 211 splitter.normal_, | |
| 212 &intersections[current_intersection], | |
| 213 split_threshold)) { | |
| 214 vertex_before[current_intersection] = current_vertex % points_size; | |
| 215 current_intersection++; | |
| 216 // We found both intersection points so we're done already. | |
| 217 if (current_intersection == 2) { | |
| 218 break; | |
| 219 } | |
| 220 } | |
| 221 if (current_vertex++ > points_size) { | |
| 222 break; | |
| 223 } | |
| 224 } | |
| 225 if (current_intersection < 2) { | |
|
enne (OOO)
2014/07/28 20:46:40
Can you DCHECK here for boundary cases that should
troyhildebrandt
2014/07/28 21:24:55
Done.
| |
| 226 return false; | |
| 227 } | |
| 228 | |
| 229 // Since we found both the intersection points, we can begin building the | |
| 230 // vertex set for both our new polygons. | |
| 231 unsigned int start1 = (vertex_before[0] + 1) % points_size; | |
|
enne (OOO)
2014/07/28 20:46:40
If you mean "the size of a vector" or "an index in
troyhildebrandt
2014/07/28 21:24:55
Done.
| |
| 232 unsigned int start2 = (vertex_before[1] + 1) % points_size; | |
| 233 unsigned int points_remaining = points_size; | |
| 234 | |
| 235 // First polygon. | |
| 236 out_points[0].push_back(intersections[0]); | |
| 237 for (unsigned int i = start1; i <= vertex_before[1]; i++) { | |
| 238 out_points[0].push_back(points_[i]); | |
| 239 --points_remaining; | |
| 240 } | |
| 241 out_points[0].push_back(intersections[1]); | |
| 242 | |
| 243 // Second polygon. | |
| 244 out_points[1].push_back(intersections[1]); | |
| 245 unsigned int index = start2; | |
| 246 for (unsigned int i = 0; i < points_remaining; i++) { | |
| 247 out_points[1].push_back(points_[index % points_size]); | |
| 248 ++index; | |
| 249 } | |
| 250 out_points[1].push_back(intersections[0]); | |
| 251 | |
| 252 // Give both polygons the original splitting polygon's ID, so that they'll | |
| 253 // still be sorted properly in co-planar instances. | |
| 254 // Send false as last parameter for is_original because they're split. | |
|
enne (OOO)
2014/07/28 20:46:40
Comment doesn't make sense here. Add this in a fu
troyhildebrandt
2014/07/28 21:24:55
Done.
| |
| 255 scoped_ptr<DrawPolygon> poly1( | |
| 256 new DrawPolygon(original_ref_, out_points[0], order_index_)); | |
| 257 scoped_ptr<DrawPolygon> poly2( | |
| 258 new DrawPolygon(original_ref_, out_points[1], order_index_)); | |
| 259 | |
| 260 poly1->SetNormal(normal_); | |
|
enne (OOO)
2014/07/28 20:46:40
Should normal be a constructor parameter?
troyhildebrandt
2014/07/28 21:24:56
It could be. I've changed it so it is.
| |
| 261 poly2->SetNormal(normal_); | |
| 262 | |
| 263 if (SideCompare(*poly1, splitter) == BSP_FRONT) { | |
| 264 *front = poly1.Pass(); | |
| 265 *back = poly2.Pass(); | |
| 266 } else { | |
| 267 *front = poly2.Pass(); | |
| 268 *back = poly1.Pass(); | |
| 269 } | |
| 270 return true; | |
| 271 } | |
| 272 | |
| 273 // This algorithm takes the first vertex in the polygon and uses that as a | |
| 274 // pivot point to fan out and create quads from the rest of the vertices. | |
| 275 // |offset| starts off as the second vertex, and then |op1| and |op2| indicate | |
| 276 // offset+1 and offset+2 respectively. | |
| 277 // After the first quad is created, the first vertex in the next quad is the | |
| 278 // same as all the rest, the pivot point. The second vertex in the next quad is | |
| 279 // the old |op2|, the last vertex added to the previous quad. This continues | |
| 280 // until all points are exhausted. | |
| 281 // The special case here is where there are only 3 points remaining, in which | |
| 282 // case we use the same values for vertex 3 and 4 to make a degenerate quad | |
| 283 // that represents a triangle. | |
| 284 void DrawPolygon::ToQuads2D(std::vector<gfx::QuadF>* quads) const { | |
| 285 if (points_.size() <= 2) | |
| 286 return; | |
| 287 | |
| 288 gfx::PointF first(points_[0].x(), points_[0].y()); | |
| 289 unsigned int offset = 1; | |
|
enne (OOO)
2014/07/28 20:46:40
unsigned int => size_t, here and elsewhere in this
troyhildebrandt
2014/07/28 21:24:55
Done.
| |
| 290 while (offset < points_.size() - 1) { | |
| 291 unsigned int op1 = offset + 1; | |
| 292 unsigned int op2 = offset + 2; | |
| 293 if (op2 >= points_.size()) { | |
| 294 // It's going to be a degenerate triangle. | |
| 295 op2 = op1; | |
| 296 } | |
| 297 quads->push_back( | |
| 298 gfx::QuadF(first, | |
| 299 gfx::PointF(points_[offset].x(), points_[offset].y()), | |
| 300 gfx::PointF(points_[op1].x(), points_[op1].y()), | |
| 301 gfx::PointF(points_[op2].x(), points_[op2].y()))); | |
| 302 offset = op2; | |
| 303 } | |
| 304 } | |
| 305 | |
| 306 } // namespace cc | |
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