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Issue 595593002: Splitting of layers for correct intersections (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fixes from issues introduced by the rebase, added tests for video_quads. Created 5 years, 11 months ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 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 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 "cc/quads/draw_polygon.h" 5 #include "cc/quads/draw_polygon.h"
6 6
7 #include <vector> 7 #include <vector>
8 8
9 #include "cc/output/bsp_compare_result.h" 9 #include "cc/output/bsp_compare_result.h"
10 #include "cc/quads/draw_quad.h" 10 #include "cc/quads/draw_quad.h"
11 11
12 namespace { 12 namespace {
13 // This allows for some imperfection in the normal comparison when checking if 13 // This allows for some imperfection in the normal comparison when checking if
14 // two pieces of geometry are coplanar. 14 // two pieces of geometry are coplanar.
15 static const float coplanar_dot_epsilon = 0.01f; 15 static const float coplanar_dot_epsilon = 0.01f;
16 // This threshold controls how "thick" a plane is. If a point's distance is 16 // This threshold controls how "thick" a plane is. If a point's distance is
17 // <= |compare_threshold|, then it is considered on the plane. Only when this 17 // <= |compare_threshold|, then it is considered on the plane. Only when this
18 // boundary is crossed do we consider doing splitting. 18 // boundary is crossed do we consider doing splitting.
19 static const float compare_threshold = 1.0f; 19 static const float compare_threshold = 1.0f;
20 // |split_threshold| is lower in this case because we want the points created 20 // |split_threshold| is lower in this case because we want the points created
21 // during splitting to be well within the range of |compare_threshold| for 21 // during splitting to be well within the range of |compare_threshold| for
22 // comparison purposes. The splitting operation will produce intersection points 22 // comparison purposes. The splitting operation will produce intersection points
23 // that fit within a tighter distance to the splitting plane as a result of this 23 // that fit within a tighter distance to the splitting plane as a result of this
24 // value. By using a value >= |compare_threshold| we run the risk of creating 24 // value. By using a value >= |compare_threshold| we run the risk of creating
25 // points that SHOULD be intersecting the "thick plane", but actually fail to 25 // points that SHOULD be intersecting the "thick plane", but actually fail to
26 // test positively for it because |split_threshold| allowed them to be outside 26 // test positively for it because |split_threshold| allowed them to be outside
27 // this range. 27 // this range.
28 static const float split_threshold = 0.5f; 28 static const float split_threshold = compare_threshold / 2.0f;
29 } // namespace 29 } // namespace
30 30
31 namespace cc { 31 namespace cc {
32 32
33 gfx::Vector3dF DrawPolygon::default_normal = gfx::Vector3dF(0.0f, 0.0f, -1.0f); 33 gfx::Vector3dF DrawPolygon::default_normal = gfx::Vector3dF(0.0f, 0.0f, 1.0f);
34 34
35 DrawPolygon::DrawPolygon() { 35 DrawPolygon::DrawPolygon() {
36 } 36 }
37 37
38 DrawPolygon::DrawPolygon(DrawQuad* original, 38 DrawPolygon::DrawPolygon(const DrawQuad* original,
39 const std::vector<gfx::Point3F>& in_points, 39 const std::vector<gfx::Point3F>& in_points,
40 const gfx::Vector3dF& normal, 40 const gfx::Vector3dF& normal,
41 int draw_order_index) 41 int draw_order_index)
42 : order_index_(draw_order_index), original_ref_(original) { 42 : order_index_(draw_order_index), original_ref_(original), is_split_(true) {
43 for (size_t i = 0; i < in_points.size(); i++) { 43 for (size_t i = 0; i < in_points.size(); i++) {
44 points_.push_back(in_points[i]); 44 points_.push_back(in_points[i]);
45 } 45 }
46 normal_ = normal; 46 normal_ = normal;
47 } 47 }
48 48
49 // This takes the original DrawQuad that this polygon should be based on, 49 // This takes the original DrawQuad that this polygon should be based on,
50 // a visible content rect to make the 4 corner points from, and a transformation 50 // a visible content rect to make the 4 corner points from, and a transformation
51 // to move it and its normal into screen space. 51 // to move it and its normal into screen space.
52 DrawPolygon::DrawPolygon(DrawQuad* original_ref, 52 DrawPolygon::DrawPolygon(const DrawQuad* original_ref,
53 const gfx::RectF& visible_content_rect, 53 const gfx::RectF& visible_content_rect,
54 const gfx::Transform& transform, 54 const gfx::Transform& transform,
55 int draw_order_index) 55 int draw_order_index)
56 : order_index_(draw_order_index), original_ref_(original_ref) { 56 : normal_(default_normal),
57 normal_ = default_normal; 57 order_index_(draw_order_index),
58 original_ref_(original_ref),
59 is_split_(false) {
58 gfx::Point3F points[8]; 60 gfx::Point3F points[8];
59 int num_vertices_in_clipped_quad; 61 int num_vertices_in_clipped_quad;
60 gfx::QuadF send_quad(visible_content_rect); 62 gfx::QuadF send_quad(visible_content_rect);
61 63
62 // Doing this mapping here is very important, since we can't just transform 64 // Doing this mapping here is very important, since we can't just transform
63 // the points without clipping and not run into strange geometry issues when 65 // the points without clipping and not run into strange geometry issues when
64 // crossing w = 0. At this point, in the constructor, we know that we're 66 // crossing w = 0. At this point, in the constructor, we know that we're
65 // working with a quad, so we can reuse the MathUtil::MapClippedQuad3d 67 // working with a quad, so we can reuse the MathUtil::MapClippedQuad3d
66 // function instead of writing a generic polygon version of it. 68 // function instead of writing a generic polygon version of it.
67 MathUtil::MapClippedQuad3d( 69 MathUtil::MapClippedQuad3d(
(...skipping 22 matching lines...) Expand all
90 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const { 92 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const {
91 return gfx::DotProduct(point - points_[0], normal_); 93 return gfx::DotProduct(point - points_[0], normal_);
92 } 94 }
93 95
94 // Checks whether or not shape a lies on the front or back side of b, or 96 // Checks whether or not shape a lies on the front or back side of b, or
95 // whether they should be considered coplanar. If on the back side, we 97 // whether they should be considered coplanar. If on the back side, we
96 // say ABeforeB because it should be drawn in that order. 98 // say ABeforeB because it should be drawn in that order.
97 // Assumes that layers are split and there are no intersecting planes. 99 // Assumes that layers are split and there are no intersecting planes.
98 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a, 100 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a,
99 const DrawPolygon& b) { 101 const DrawPolygon& b) {
102 // Let's make sure that both of these are normalized.
103 DCHECK_GE(0.001f, std::abs(a.normal_.LengthSquared() - 1.0f));
enne (OOO) 2015/02/04 21:24:00 Make a constant for this too?
awoloszyn 2015/02/12 16:48:52 Done.
104 DCHECK_GE(0.001f, std::abs(b.normal_.LengthSquared() - 1.0f));
100 // Right away let's check if they're coplanar 105 // Right away let's check if they're coplanar
101 double dot = gfx::DotProduct(a.normal_, b.normal_); 106 double dot = gfx::DotProduct(a.normal_, b.normal_);
102 float sign = 0.0f; 107 float sign = 0.0f;
103 bool normal_match = false; 108 bool normal_match = false;
104 // This check assumes that the normals are normalized. 109 // This check assumes that the normals are normalized.
105 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) { 110 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) {
106 normal_match = true; 111 normal_match = true;
107 // The normals are matching enough that we only have to test one point. 112 // The normals are matching enough that we only have to test one point.
108 sign = gfx::DotProduct(a.points_[0] - b.points_[0], b.normal_); 113 sign = b.SignedPointDistance(a.points_[0]);
109 // Is it on either side of the splitter? 114 // Is it on either side of the splitter?
110 if (sign < -compare_threshold) { 115 if (sign < -compare_threshold) {
111 return BSP_BACK; 116 return BSP_BACK;
112 } 117 }
113 118
114 if (sign > compare_threshold) { 119 if (sign > compare_threshold) {
115 return BSP_FRONT; 120 return BSP_FRONT;
116 } 121 }
117 122
118 // No it wasn't, so the sign of the dot product of the normals 123 // No it wasn't, so the sign of the dot product of the normals
(...skipping 42 matching lines...) Expand 10 before | Expand all | Expand 10 after
161 gfx::Point3F* intersection, 166 gfx::Point3F* intersection,
162 float distance_threshold) { 167 float distance_threshold) {
163 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start; 168 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start;
164 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end; 169 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end;
165 170
166 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal); 171 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal);
167 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal); 172 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal);
168 173
169 // The case where one vertex lies on the thick-plane and the other 174 // The case where one vertex lies on the thick-plane and the other
170 // is outside of it. 175 // is outside of it.
171 if (std::abs(start_distance) < distance_threshold && 176 if (std::abs(start_distance) <= distance_threshold &&
172 std::abs(end_distance) > distance_threshold) { 177 std::abs(end_distance) > distance_threshold) {
173 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z()); 178 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z());
174 return true; 179 return true;
175 } 180 }
176 181
177 // This is the case where we clearly cross the thick-plane. 182 // This is the case where we clearly cross the thick-plane.
178 if ((start_distance > distance_threshold && 183 if ((start_distance > distance_threshold &&
179 end_distance < -distance_threshold) || 184 end_distance < -distance_threshold) ||
180 (start_distance < -distance_threshold && 185 (start_distance < -distance_threshold &&
181 end_distance > distance_threshold)) { 186 end_distance > distance_threshold)) {
(...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after
263 splitter.normal_, 268 splitter.normal_,
264 &intersections[current_intersection], 269 &intersections[current_intersection],
265 split_threshold)) { 270 split_threshold)) {
266 vertex_before[current_intersection] = current_vertex % points_size; 271 vertex_before[current_intersection] = current_vertex % points_size;
267 current_intersection++; 272 current_intersection++;
268 // We found both intersection points so we're done already. 273 // We found both intersection points so we're done already.
269 if (current_intersection == 2) { 274 if (current_intersection == 2) {
270 break; 275 break;
271 } 276 }
272 } 277 }
273 if (current_vertex++ > points_size) { 278 if (current_vertex++ > (points_size + 1)) {
enne (OOO) 2015/02/04 21:24:00 Can you explain this? Maybe also put the increment
awoloszyn 2015/02/12 16:48:52 I think this is actually un-needed. I had some rea
274 break; 279 break;
275 } 280 }
276 } 281 }
277 DCHECK_EQ(current_intersection, static_cast<size_t>(2)); 282 DCHECK_EQ(current_intersection, static_cast<size_t>(2));
278 283
279 // Since we found both the intersection points, we can begin building the 284 // Since we found both the intersection points, we can begin building the
280 // vertex set for both our new polygons. 285 // vertex set for both our new polygons.
281 size_t start1 = (vertex_before[0] + 1) % points_size; 286 size_t start1 = (vertex_before[0] + 1) % points_size;
282 size_t start2 = (vertex_before[1] + 1) % points_size; 287 size_t start2 = (vertex_before[1] + 1) % points_size;
283 size_t points_remaining = points_size; 288 size_t points_remaining = points_size;
284 289
285 // First polygon. 290 // First polygon.
286 out_points[0].push_back(intersections[0]); 291 out_points[0].push_back(intersections[0]);
292 DCHECK_GE(vertex_before[1], start1);
287 for (size_t i = start1; i <= vertex_before[1]; i++) { 293 for (size_t i = start1; i <= vertex_before[1]; i++) {
288 out_points[0].push_back(points_[i]); 294 out_points[0].push_back(points_[i]);
289 --points_remaining; 295 --points_remaining;
290 } 296 }
291 out_points[0].push_back(intersections[1]); 297 out_points[0].push_back(intersections[1]);
292 298
293 // Second polygon. 299 // Second polygon.
294 out_points[1].push_back(intersections[1]); 300 out_points[1].push_back(intersections[1]);
295 size_t index = start2; 301 size_t index = start2;
296 for (size_t i = 0; i < points_remaining; i++) { 302 for (size_t i = 0; i < points_remaining; i++) {
297 out_points[1].push_back(points_[index % points_size]); 303 out_points[1].push_back(points_[index % points_size]);
298 ++index; 304 ++index;
299 } 305 }
300 out_points[1].push_back(intersections[0]); 306 out_points[1].push_back(intersections[0]);
301 307
302 // Give both polygons the original splitting polygon's ID, so that they'll 308 // Give both polygons the original splitting polygon's ID, so that they'll
303 // still be sorted properly in co-planar instances. 309 // still be sorted properly in co-planar instances.
304 scoped_ptr<DrawPolygon> poly1( 310 scoped_ptr<DrawPolygon> poly1(
305 new DrawPolygon(original_ref_, out_points[0], normal_, order_index_)); 311 new DrawPolygon(original_ref_, out_points[0], normal_, order_index_));
306 scoped_ptr<DrawPolygon> poly2( 312 scoped_ptr<DrawPolygon> poly2(
307 new DrawPolygon(original_ref_, out_points[1], normal_, order_index_)); 313 new DrawPolygon(original_ref_, out_points[1], normal_, order_index_));
308 314
315 DCHECK_GE(poly1->points().size(), 3u);
316 DCHECK_GE(poly2->points().size(), 3u);
317
309 if (SideCompare(*poly1, splitter) == BSP_FRONT) { 318 if (SideCompare(*poly1, splitter) == BSP_FRONT) {
310 *front = poly1.Pass(); 319 *front = poly1.Pass();
311 *back = poly2.Pass(); 320 *back = poly2.Pass();
312 } else { 321 } else {
313 *front = poly2.Pass(); 322 *front = poly2.Pass();
314 *back = poly1.Pass(); 323 *back = poly1.Pass();
315 } 324 }
316 return true; 325 return true;
317 } 326 }
318 327
(...skipping 24 matching lines...) Expand all
343 quads->push_back( 352 quads->push_back(
344 gfx::QuadF(first, 353 gfx::QuadF(first,
345 gfx::PointF(points_[offset].x(), points_[offset].y()), 354 gfx::PointF(points_[offset].x(), points_[offset].y()),
346 gfx::PointF(points_[op1].x(), points_[op1].y()), 355 gfx::PointF(points_[op1].x(), points_[op1].y()),
347 gfx::PointF(points_[op2].x(), points_[op2].y()))); 356 gfx::PointF(points_[op2].x(), points_[op2].y())));
348 offset = op2; 357 offset = op2;
349 } 358 }
350 } 359 }
351 360
352 } // namespace cc 361 } // namespace cc
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