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Issue 960893004: Revert of Splitting of layers for correct intersections (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 5 years, 9 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 = 0.001f; 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 = compare_threshold / 2.0f; 28 static const float split_threshold = 0.5f;
29
30 static const float normalized_threshold = 0.001f;
31 } // namespace 29 } // namespace
32 30
33 namespace cc { 31 namespace cc {
34 32
35 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);
36 34
37 DrawPolygon::DrawPolygon() { 35 DrawPolygon::DrawPolygon() {
38 } 36 }
39 37
40 DrawPolygon::DrawPolygon(const DrawQuad* original, 38 DrawPolygon::DrawPolygon(DrawQuad* original,
41 const std::vector<gfx::Point3F>& in_points, 39 const std::vector<gfx::Point3F>& in_points,
42 const gfx::Vector3dF& normal, 40 const gfx::Vector3dF& normal,
43 int draw_order_index) 41 int draw_order_index)
44 : order_index_(draw_order_index), original_ref_(original), is_split_(true) { 42 : order_index_(draw_order_index), original_ref_(original) {
45 for (size_t i = 0; i < in_points.size(); i++) { 43 for (size_t i = 0; i < in_points.size(); i++) {
46 points_.push_back(in_points[i]); 44 points_.push_back(in_points[i]);
47 } 45 }
48 normal_ = normal; 46 normal_ = normal;
49 } 47 }
50 48
51 // 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,
52 // 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
53 // to move it and its normal into screen space. 51 // to move it and its normal into screen space.
54 DrawPolygon::DrawPolygon(const DrawQuad* original_ref, 52 DrawPolygon::DrawPolygon(DrawQuad* original_ref,
55 const gfx::RectF& visible_content_rect, 53 const gfx::RectF& visible_content_rect,
56 const gfx::Transform& transform, 54 const gfx::Transform& transform,
57 int draw_order_index) 55 int draw_order_index)
58 : normal_(default_normal), 56 : order_index_(draw_order_index), original_ref_(original_ref) {
59 order_index_(draw_order_index), 57 normal_ = default_normal;
60 original_ref_(original_ref),
61 is_split_(false) {
62 gfx::Point3F points[8]; 58 gfx::Point3F points[8];
63 int num_vertices_in_clipped_quad; 59 int num_vertices_in_clipped_quad;
64 gfx::QuadF send_quad(visible_content_rect); 60 gfx::QuadF send_quad(visible_content_rect);
65 61
66 // Doing this mapping here is very important, since we can't just transform 62 // Doing this mapping here is very important, since we can't just transform
67 // the points without clipping and not run into strange geometry issues when 63 // the points without clipping and not run into strange geometry issues when
68 // crossing w = 0. At this point, in the constructor, we know that we're 64 // crossing w = 0. At this point, in the constructor, we know that we're
69 // working with a quad, so we can reuse the MathUtil::MapClippedQuad3d 65 // working with a quad, so we can reuse the MathUtil::MapClippedQuad3d
70 // function instead of writing a generic polygon version of it. 66 // function instead of writing a generic polygon version of it.
71 MathUtil::MapClippedQuad3d( 67 MathUtil::MapClippedQuad3d(
(...skipping 22 matching lines...) Expand all
94 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const { 90 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const {
95 return gfx::DotProduct(point - points_[0], normal_); 91 return gfx::DotProduct(point - points_[0], normal_);
96 } 92 }
97 93
98 // Checks whether or not shape a lies on the front or back side of b, or 94 // Checks whether or not shape a lies on the front or back side of b, or
99 // whether they should be considered coplanar. If on the back side, we 95 // whether they should be considered coplanar. If on the back side, we
100 // say A_BEFORE_B because it should be drawn in that order. 96 // say A_BEFORE_B because it should be drawn in that order.
101 // Assumes that layers are split and there are no intersecting planes. 97 // Assumes that layers are split and there are no intersecting planes.
102 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a, 98 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a,
103 const DrawPolygon& b) { 99 const DrawPolygon& b) {
104 // Let's make sure that both of these are normalized.
105 DCHECK_GE(normalized_threshold, std::abs(a.normal_.LengthSquared() - 1.0f));
106 DCHECK_GE(normalized_threshold, std::abs(b.normal_.LengthSquared() - 1.0f));
107 // Right away let's check if they're coplanar 100 // Right away let's check if they're coplanar
108 double dot = gfx::DotProduct(a.normal_, b.normal_); 101 double dot = gfx::DotProduct(a.normal_, b.normal_);
109 float sign = 0.0f; 102 float sign = 0.0f;
110 bool normal_match = false; 103 bool normal_match = false;
111 // This check assumes that the normals are normalized. 104 // This check assumes that the normals are normalized.
112 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) { 105 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) {
113 normal_match = true; 106 normal_match = true;
114 // The normals are matching enough that we only have to test one point. 107 // The normals are matching enough that we only have to test one point.
115 sign = b.SignedPointDistance(a.points_[0]); 108 sign = gfx::DotProduct(a.points_[0] - b.points_[0], b.normal_);
116 // Is it on either side of the splitter? 109 // Is it on either side of the splitter?
117 if (sign < -compare_threshold) { 110 if (sign < -compare_threshold) {
118 return BSP_BACK; 111 return BSP_BACK;
119 } 112 }
120 113
121 if (sign > compare_threshold) { 114 if (sign > compare_threshold) {
122 return BSP_FRONT; 115 return BSP_FRONT;
123 } 116 }
124 117
125 // No it wasn't, so the sign of the dot product of the normals 118 // 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
168 gfx::Point3F* intersection, 161 gfx::Point3F* intersection,
169 float distance_threshold) { 162 float distance_threshold) {
170 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start; 163 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start;
171 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end; 164 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end;
172 165
173 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal); 166 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal);
174 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal); 167 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal);
175 168
176 // The case where one vertex lies on the thick-plane and the other 169 // The case where one vertex lies on the thick-plane and the other
177 // is outside of it. 170 // is outside of it.
178 if (std::abs(start_distance) <= distance_threshold && 171 if (std::abs(start_distance) < distance_threshold &&
179 std::abs(end_distance) > distance_threshold) { 172 std::abs(end_distance) > distance_threshold) {
180 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z()); 173 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z());
181 return true; 174 return true;
182 } 175 }
183 176
184 // This is the case where we clearly cross the thick-plane. 177 // This is the case where we clearly cross the thick-plane.
185 if ((start_distance > distance_threshold && 178 if ((start_distance > distance_threshold &&
186 end_distance < -distance_threshold) || 179 end_distance < -distance_threshold) ||
187 (start_distance < -distance_threshold && 180 (start_distance < -distance_threshold &&
188 end_distance > distance_threshold)) { 181 end_distance > distance_threshold)) {
(...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after
270 splitter.normal_, 263 splitter.normal_,
271 &intersections[current_intersection], 264 &intersections[current_intersection],
272 split_threshold)) { 265 split_threshold)) {
273 vertex_before[current_intersection] = current_vertex % points_size; 266 vertex_before[current_intersection] = current_vertex % points_size;
274 current_intersection++; 267 current_intersection++;
275 // We found both intersection points so we're done already. 268 // We found both intersection points so we're done already.
276 if (current_intersection == 2) { 269 if (current_intersection == 2) {
277 break; 270 break;
278 } 271 }
279 } 272 }
280 if (current_vertex++ > (points_size)) { 273 if (current_vertex++ > points_size) {
281 break; 274 break;
282 } 275 }
283 } 276 }
284 DCHECK_EQ(current_intersection, static_cast<size_t>(2)); 277 DCHECK_EQ(current_intersection, static_cast<size_t>(2));
285 278
286 // Since we found both the intersection points, we can begin building the 279 // Since we found both the intersection points, we can begin building the
287 // vertex set for both our new polygons. 280 // vertex set for both our new polygons.
288 size_t start1 = (vertex_before[0] + 1) % points_size; 281 size_t start1 = (vertex_before[0] + 1) % points_size;
289 size_t start2 = (vertex_before[1] + 1) % points_size; 282 size_t start2 = (vertex_before[1] + 1) % points_size;
290 size_t points_remaining = points_size; 283 size_t points_remaining = points_size;
291 284
292 // First polygon. 285 // First polygon.
293 out_points[0].push_back(intersections[0]); 286 out_points[0].push_back(intersections[0]);
294 DCHECK_GE(vertex_before[1], start1);
295 for (size_t i = start1; i <= vertex_before[1]; i++) { 287 for (size_t i = start1; i <= vertex_before[1]; i++) {
296 out_points[0].push_back(points_[i]); 288 out_points[0].push_back(points_[i]);
297 --points_remaining; 289 --points_remaining;
298 } 290 }
299 out_points[0].push_back(intersections[1]); 291 out_points[0].push_back(intersections[1]);
300 292
301 // Second polygon. 293 // Second polygon.
302 out_points[1].push_back(intersections[1]); 294 out_points[1].push_back(intersections[1]);
303 size_t index = start2; 295 size_t index = start2;
304 for (size_t i = 0; i < points_remaining; i++) { 296 for (size_t i = 0; i < points_remaining; i++) {
305 out_points[1].push_back(points_[index % points_size]); 297 out_points[1].push_back(points_[index % points_size]);
306 ++index; 298 ++index;
307 } 299 }
308 out_points[1].push_back(intersections[0]); 300 out_points[1].push_back(intersections[0]);
309 301
310 // Give both polygons the original splitting polygon's ID, so that they'll 302 // Give both polygons the original splitting polygon's ID, so that they'll
311 // still be sorted properly in co-planar instances. 303 // still be sorted properly in co-planar instances.
312 scoped_ptr<DrawPolygon> poly1( 304 scoped_ptr<DrawPolygon> poly1(
313 new DrawPolygon(original_ref_, out_points[0], normal_, order_index_)); 305 new DrawPolygon(original_ref_, out_points[0], normal_, order_index_));
314 scoped_ptr<DrawPolygon> poly2( 306 scoped_ptr<DrawPolygon> poly2(
315 new DrawPolygon(original_ref_, out_points[1], normal_, order_index_)); 307 new DrawPolygon(original_ref_, out_points[1], normal_, order_index_));
316 308
317 DCHECK_GE(poly1->points().size(), 3u);
318 DCHECK_GE(poly2->points().size(), 3u);
319
320 if (SideCompare(*poly1, splitter) == BSP_FRONT) { 309 if (SideCompare(*poly1, splitter) == BSP_FRONT) {
321 *front = poly1.Pass(); 310 *front = poly1.Pass();
322 *back = poly2.Pass(); 311 *back = poly2.Pass();
323 } else { 312 } else {
324 *front = poly2.Pass(); 313 *front = poly2.Pass();
325 *back = poly1.Pass(); 314 *back = poly1.Pass();
326 } 315 }
327 return true; 316 return true;
328 } 317 }
329 318
(...skipping 24 matching lines...) Expand all
354 quads->push_back( 343 quads->push_back(
355 gfx::QuadF(first, 344 gfx::QuadF(first,
356 gfx::PointF(points_[offset].x(), points_[offset].y()), 345 gfx::PointF(points_[offset].x(), points_[offset].y()),
357 gfx::PointF(points_[op1].x(), points_[op1].y()), 346 gfx::PointF(points_[op1].x(), points_[op1].y()),
358 gfx::PointF(points_[op2].x(), points_[op2].y()))); 347 gfx::PointF(points_[op2].x(), points_[op2].y())));
359 offset = op2; 348 offset = op2;
360 } 349 }
361 } 350 }
362 351
363 } // namespace cc 352 } // namespace cc
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