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Issue 998023002: 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 // This is really supposd to be compare_threshold / 2.0f, but that would
29 // create another static initializer.
30 static const float split_threshold = 0.5f; 28 static const float split_threshold = 0.5f;
31
32 static const float normalized_threshold = 0.001f;
33 } // namespace 29 } // namespace
34 30
35 namespace cc { 31 namespace cc {
36 32
37 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);
38 34
39 DrawPolygon::DrawPolygon() { 35 DrawPolygon::DrawPolygon() {
40 } 36 }
41 37
42 DrawPolygon::DrawPolygon(const DrawQuad* original, 38 DrawPolygon::DrawPolygon(DrawQuad* original,
43 const std::vector<gfx::Point3F>& in_points, 39 const std::vector<gfx::Point3F>& in_points,
44 const gfx::Vector3dF& normal, 40 const gfx::Vector3dF& normal,
45 int draw_order_index) 41 int draw_order_index)
46 : order_index_(draw_order_index), original_ref_(original), is_split_(true) { 42 : order_index_(draw_order_index), original_ref_(original) {
47 for (size_t i = 0; i < in_points.size(); i++) { 43 for (size_t i = 0; i < in_points.size(); i++) {
48 points_.push_back(in_points[i]); 44 points_.push_back(in_points[i]);
49 } 45 }
50 normal_ = normal; 46 normal_ = normal;
51 } 47 }
52 48
53 // 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,
54 // 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
55 // to move it and its normal into screen space. 51 // to move it and its normal into screen space.
56 DrawPolygon::DrawPolygon(const DrawQuad* original_ref, 52 DrawPolygon::DrawPolygon(DrawQuad* original_ref,
57 const gfx::RectF& visible_content_rect, 53 const gfx::RectF& visible_content_rect,
58 const gfx::Transform& transform, 54 const gfx::Transform& transform,
59 int draw_order_index) 55 int draw_order_index)
60 : normal_(default_normal), 56 : order_index_(draw_order_index), original_ref_(original_ref) {
61 order_index_(draw_order_index), 57 normal_ = default_normal;
62 original_ref_(original_ref),
63 is_split_(false) {
64 gfx::Point3F points[8]; 58 gfx::Point3F points[8];
65 int num_vertices_in_clipped_quad; 59 int num_vertices_in_clipped_quad;
66 gfx::QuadF send_quad(visible_content_rect); 60 gfx::QuadF send_quad(visible_content_rect);
67 61
68 // 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
69 // 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
70 // 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
71 // working with a quad, so we can reuse the MathUtil::MapClippedQuad3d 65 // working with a quad, so we can reuse the MathUtil::MapClippedQuad3d
72 // function instead of writing a generic polygon version of it. 66 // function instead of writing a generic polygon version of it.
73 MathUtil::MapClippedQuad3d( 67 MathUtil::MapClippedQuad3d(
(...skipping 22 matching lines...) Expand all
96 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const { 90 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const {
97 return gfx::DotProduct(point - points_[0], normal_); 91 return gfx::DotProduct(point - points_[0], normal_);
98 } 92 }
99 93
100 // 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
101 // 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
102 // 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.
103 // Assumes that layers are split and there are no intersecting planes. 97 // Assumes that layers are split and there are no intersecting planes.
104 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a, 98 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a,
105 const DrawPolygon& b) { 99 const DrawPolygon& b) {
106 // Let's make sure that both of these are normalized.
107 DCHECK_GE(normalized_threshold, std::abs(a.normal_.LengthSquared() - 1.0f));
108 DCHECK_GE(normalized_threshold, std::abs(b.normal_.LengthSquared() - 1.0f));
109 // Right away let's check if they're coplanar 100 // Right away let's check if they're coplanar
110 double dot = gfx::DotProduct(a.normal_, b.normal_); 101 double dot = gfx::DotProduct(a.normal_, b.normal_);
111 float sign = 0.0f; 102 float sign = 0.0f;
112 bool normal_match = false; 103 bool normal_match = false;
113 // This check assumes that the normals are normalized. 104 // This check assumes that the normals are normalized.
114 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) { 105 if (std::abs(dot) >= 1.0f - coplanar_dot_epsilon) {
115 normal_match = true; 106 normal_match = true;
116 // 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.
117 sign = b.SignedPointDistance(a.points_[0]); 108 sign = gfx::DotProduct(a.points_[0] - b.points_[0], b.normal_);
118 // Is it on either side of the splitter? 109 // Is it on either side of the splitter?
119 if (sign < -compare_threshold) { 110 if (sign < -compare_threshold) {
120 return BSP_BACK; 111 return BSP_BACK;
121 } 112 }
122 113
123 if (sign > compare_threshold) { 114 if (sign > compare_threshold) {
124 return BSP_FRONT; 115 return BSP_FRONT;
125 } 116 }
126 117
127 // 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
170 gfx::Point3F* intersection, 161 gfx::Point3F* intersection,
171 float distance_threshold) { 162 float distance_threshold) {
172 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start; 163 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start;
173 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end; 164 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end;
174 165
175 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal); 166 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal);
176 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal); 167 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal);
177 168
178 // 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
179 // is outside of it. 170 // is outside of it.
180 if (std::abs(start_distance) <= distance_threshold && 171 if (std::abs(start_distance) < distance_threshold &&
181 std::abs(end_distance) > distance_threshold) { 172 std::abs(end_distance) > distance_threshold) {
182 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z()); 173 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z());
183 return true; 174 return true;
184 } 175 }
185 176
186 // This is the case where we clearly cross the thick-plane. 177 // This is the case where we clearly cross the thick-plane.
187 if ((start_distance > distance_threshold && 178 if ((start_distance > distance_threshold &&
188 end_distance < -distance_threshold) || 179 end_distance < -distance_threshold) ||
189 (start_distance < -distance_threshold && 180 (start_distance < -distance_threshold &&
190 end_distance > distance_threshold)) { 181 end_distance > distance_threshold)) {
(...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after
272 splitter.normal_, 263 splitter.normal_,
273 &intersections[current_intersection], 264 &intersections[current_intersection],
274 split_threshold)) { 265 split_threshold)) {
275 vertex_before[current_intersection] = current_vertex % points_size; 266 vertex_before[current_intersection] = current_vertex % points_size;
276 current_intersection++; 267 current_intersection++;
277 // We found both intersection points so we're done already. 268 // We found both intersection points so we're done already.
278 if (current_intersection == 2) { 269 if (current_intersection == 2) {
279 break; 270 break;
280 } 271 }
281 } 272 }
282 if (current_vertex++ > (points_size)) { 273 if (current_vertex++ > points_size) {
283 break; 274 break;
284 } 275 }
285 } 276 }
286 DCHECK_EQ(current_intersection, static_cast<size_t>(2)); 277 DCHECK_EQ(current_intersection, static_cast<size_t>(2));
287 278
288 // 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
289 // vertex set for both our new polygons. 280 // vertex set for both our new polygons.
290 size_t start1 = (vertex_before[0] + 1) % points_size; 281 size_t start1 = (vertex_before[0] + 1) % points_size;
291 size_t start2 = (vertex_before[1] + 1) % points_size; 282 size_t start2 = (vertex_before[1] + 1) % points_size;
292 size_t points_remaining = points_size; 283 size_t points_remaining = points_size;
293 284
294 // First polygon. 285 // First polygon.
295 out_points[0].push_back(intersections[0]); 286 out_points[0].push_back(intersections[0]);
296 DCHECK_GE(vertex_before[1], start1);
297 for (size_t i = start1; i <= vertex_before[1]; i++) { 287 for (size_t i = start1; i <= vertex_before[1]; i++) {
298 out_points[0].push_back(points_[i]); 288 out_points[0].push_back(points_[i]);
299 --points_remaining; 289 --points_remaining;
300 } 290 }
301 out_points[0].push_back(intersections[1]); 291 out_points[0].push_back(intersections[1]);
302 292
303 // Second polygon. 293 // Second polygon.
304 out_points[1].push_back(intersections[1]); 294 out_points[1].push_back(intersections[1]);
305 size_t index = start2; 295 size_t index = start2;
306 for (size_t i = 0; i < points_remaining; i++) { 296 for (size_t i = 0; i < points_remaining; i++) {
307 out_points[1].push_back(points_[index % points_size]); 297 out_points[1].push_back(points_[index % points_size]);
308 ++index; 298 ++index;
309 } 299 }
310 out_points[1].push_back(intersections[0]); 300 out_points[1].push_back(intersections[0]);
311 301
312 // 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
313 // still be sorted properly in co-planar instances. 303 // still be sorted properly in co-planar instances.
314 scoped_ptr<DrawPolygon> poly1( 304 scoped_ptr<DrawPolygon> poly1(
315 new DrawPolygon(original_ref_, out_points[0], normal_, order_index_)); 305 new DrawPolygon(original_ref_, out_points[0], normal_, order_index_));
316 scoped_ptr<DrawPolygon> poly2( 306 scoped_ptr<DrawPolygon> poly2(
317 new DrawPolygon(original_ref_, out_points[1], normal_, order_index_)); 307 new DrawPolygon(original_ref_, out_points[1], normal_, order_index_));
318 308
319 DCHECK_GE(poly1->points().size(), 3u);
320 DCHECK_GE(poly2->points().size(), 3u);
321
322 if (SideCompare(*poly1, splitter) == BSP_FRONT) { 309 if (SideCompare(*poly1, splitter) == BSP_FRONT) {
323 *front = poly1.Pass(); 310 *front = poly1.Pass();
324 *back = poly2.Pass(); 311 *back = poly2.Pass();
325 } else { 312 } else {
326 *front = poly2.Pass(); 313 *front = poly2.Pass();
327 *back = poly1.Pass(); 314 *back = poly1.Pass();
328 } 315 }
329 return true; 316 return true;
330 } 317 }
331 318
(...skipping 24 matching lines...) Expand all
356 quads->push_back( 343 quads->push_back(
357 gfx::QuadF(first, 344 gfx::QuadF(first,
358 gfx::PointF(points_[offset].x(), points_[offset].y()), 345 gfx::PointF(points_[offset].x(), points_[offset].y()),
359 gfx::PointF(points_[op1].x(), points_[op1].y()), 346 gfx::PointF(points_[op1].x(), points_[op1].y()),
360 gfx::PointF(points_[op2].x(), points_[op2].y()))); 347 gfx::PointF(points_[op2].x(), points_[op2].y())));
361 offset = op2; 348 offset = op2;
362 } 349 }
363 } 350 }
364 351
365 } // namespace cc 352 } // namespace cc
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