gecko/gfx/layers/LayerSorter.cpp

298 lines
9.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Matt Woodrow <mwoodrow@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "LayerSorter.h"
#include "DirectedGraph.h"
#include "limits.h"
#include "gfxLineSegment.h"
namespace mozilla {
namespace layers {
enum LayerSortOrder {
Undefined,
ABeforeB,
BBeforeA,
};
/**
* Recover the z component from a 2d transformed point by finding the intersection
* of a line through the point in the z direction and the transformed plane.
*
* We want to solve:
*
* point = normal . (p0 - l0) / normal . l
*/
static gfxFloat RecoverZDepth(const gfx3DMatrix& aTransform, const gfxPoint& aPoint)
{
const gfxPoint3D l(0, 0, 1);
gfxPoint3D l0 = gfxPoint3D(aPoint.x, aPoint.y, 0);
gfxPoint3D p0 = aTransform.Transform3D(gfxPoint3D(0, 0, 0));
gfxPoint3D normal = aTransform.GetNormalVector();
gfxFloat n = normal.DotProduct(p0 - l0);
gfxFloat d = normal.DotProduct(l);
if (!d) {
return 0;
}
return n/d;
}
/**
* Determine if this transform layer should be drawn before another when they
* are both preserve-3d children.
*
* We want to find the relative z depths of the 2 layers at points where they
* intersect when projected onto the 2d screen plane. Intersections are defined
* as corners that are positioned within the other quad, as well as intersections
* of the lines.
*
* We then choose the intersection point with the greatest difference in Z
* depths and use this point to determine an ordering for the two layers.
* For layers that are intersecting in 3d space, this essentially guesses an
* order. In a lot of cases we only intersect right at the edge point (3d cubes
* in particular) and this generates the 'correct' looking ordering. For planes
* that truely intersect, then there is no correct ordering and this remains
* unsolved without changing our rendering code.
*/
static LayerSortOrder CompareDepth(Layer* aOne, Layer* aTwo) {
gfxRect ourRect = aOne->GetEffectiveVisibleRegion().GetBounds();
gfxRect otherRect = aTwo->GetEffectiveVisibleRegion().GetBounds();
gfx3DMatrix ourTransform = aOne->GetTransform();
gfx3DMatrix otherTransform = aTwo->GetTransform();
// Transform both rectangles and project into 2d space.
gfxQuad ourTransformedRect = ourTransform.TransformRect(ourRect);
gfxQuad otherTransformedRect = otherTransform.TransformRect(otherRect);
gfxRect ourBounds = ourTransformedRect.GetBounds();
gfxRect otherBounds = otherTransformedRect.GetBounds();
if (!ourBounds.Intersects(otherBounds)) {
return Undefined;
}
// Make a list of all points that are within the other rect.
// Could we just check Contains() on the bounds rects. ie, is it possible
// for layers to overlap without intersections (in 2d space) and yet still
// have their bounds rects not completely enclose each other?
nsTArray<gfxPoint> points;
for (PRUint32 i = 0; i < 4; i++) {
if (ourTransformedRect.Contains(otherTransformedRect.mPoints[i])) {
points.AppendElement(otherTransformedRect.mPoints[i]);
}
if (otherTransformedRect.Contains(ourTransformedRect.mPoints[i])) {
points.AppendElement(ourTransformedRect.mPoints[i]);
}
}
// Look for intersections between lines (in 2d space) and use these as
// depth testing points.
for (PRUint32 i = 0; i < 4; i++) {
for (PRUint32 j = 0; j < 4; j++) {
gfxPoint intersection;
gfxLineSegment one(ourTransformedRect.mPoints[i],
ourTransformedRect.mPoints[(i + 1) % 4]);
gfxLineSegment two(otherTransformedRect.mPoints[j],
otherTransformedRect.mPoints[(j + 1) % 4]);
if (one.Intersects(two, intersection)) {
points.AppendElement(intersection);
}
}
}
// No intersections, no defined order between these layers.
if (points.IsEmpty()) {
return Undefined;
}
// Find the relative Z depths of each intersection point and check that the layers are in the same order.
gfxFloat highest = 0;
for (PRUint32 i = 0; i < points.Length(); i++) {
gfxFloat ourDepth = RecoverZDepth(ourTransform, points.ElementAt(i));
gfxFloat otherDepth = RecoverZDepth(otherTransform, points.ElementAt(i));
gfxFloat difference = otherDepth - ourDepth;
if (fabs(difference) > fabs(highest)) {
highest = difference;
}
}
// If layers have the same depth keep the original order
if (highest >= 0) {
return ABeforeB;
} else {
return BBeforeA;
}
}
#ifdef DEBUG
static bool gDumpLayerSortList = getenv("MOZ_DUMP_LAYER_SORT_LIST") != 0;
static void DumpLayerList(nsTArray<Layer*>& aLayers)
{
for (PRUint32 i = 0; i < aLayers.Length(); i++) {
fprintf(stderr, "%p, ", aLayers.ElementAt(i));
}
fprintf(stderr, "\n");
}
static void DumpEdgeList(DirectedGraph<Layer*>& aGraph)
{
nsTArray<DirectedGraph<Layer*>::Edge> edges = aGraph.GetEdgeList();
for (PRUint32 i = 0; i < edges.Length(); i++) {
fprintf(stderr, "From: %p, To: %p\n", edges.ElementAt(i).mFrom, edges.ElementAt(i).mTo);
}
}
#endif
// The maximum number of layers that we will attempt to sort. Anything
// greater than this will be left unsorted. We should consider enabling
// depth buffering for the scene in this case.
#define MAX_SORTABLE_LAYERS 100
void SortLayersBy3DZOrder(nsTArray<Layer*>& aLayers)
{
PRUint32 nodeCount = aLayers.Length();
if (nodeCount > MAX_SORTABLE_LAYERS) {
return;
}
DirectedGraph<Layer*> graph;
#ifdef DEBUG
if (gDumpLayerSortList) {
fprintf(stderr, " --- Layers before sorting: --- \n");
DumpLayerList(aLayers);
}
#endif
// Iterate layers and determine edges.
for (PRUint32 i = 0; i < nodeCount; i++) {
for (PRUint32 j = i + 1; j < nodeCount; j++) {
Layer* a = aLayers.ElementAt(i);
Layer* b = aLayers.ElementAt(j);
LayerSortOrder order = CompareDepth(a, b);
if (order == ABeforeB) {
graph.AddEdge(a, b);
} else if (order == BBeforeA) {
graph.AddEdge(b, a);
}
}
}
#ifdef DEBUG
if (gDumpLayerSortList) {
fprintf(stderr, " --- Edge List: --- \n");
DumpEdgeList(graph);
}
#endif
// Build a new array using the graph.
nsTArray<Layer*> noIncoming;
nsTArray<Layer*> sortedList;
// Make a list of all layers with no incoming edges.
noIncoming.AppendElements(aLayers);
const nsTArray<DirectedGraph<Layer*>::Edge>& edges = graph.GetEdgeList();
for (PRUint32 i = 0; i < edges.Length(); i++) {
noIncoming.RemoveElement(edges.ElementAt(i).mTo);
}
// Move each item without incoming edges into the sorted list,
// and remove edges from it.
do {
if (!noIncoming.IsEmpty()) {
PRUint32 last = noIncoming.Length() - 1;
Layer* layer = noIncoming.ElementAt(last);
noIncoming.RemoveElementAt(last);
sortedList.AppendElement(layer);
nsTArray<DirectedGraph<Layer*>::Edge> outgoing;
graph.GetEdgesFrom(layer, outgoing);
for (PRUint32 i = 0; i < outgoing.Length(); i++) {
DirectedGraph<Layer*>::Edge edge = outgoing.ElementAt(i);
graph.RemoveEdge(edge);
if (!graph.NumEdgesTo(edge.mTo)) {
// If this node also has no edges now, add it to the list
noIncoming.AppendElement(edge.mTo);
}
}
}
// If there are no nodes without incoming edges, but there
// are still edges, then we have a cycle.
if (noIncoming.IsEmpty() && graph.GetEdgeCount()) {
// Find the node with the least incoming edges.
PRUint32 minEdges = UINT_MAX;
Layer* minNode = nsnull;
for (PRUint32 i = 0; i < aLayers.Length(); i++) {
PRUint32 edgeCount = graph.NumEdgesTo(aLayers.ElementAt(i));
if (edgeCount && edgeCount < minEdges) {
minEdges = edgeCount;
minNode = aLayers.ElementAt(i);
if (minEdges == 1) {
break;
}
}
}
// Remove all of them!
graph.RemoveEdgesTo(minNode);
noIncoming.AppendElement(minNode);
}
} while (!noIncoming.IsEmpty());
NS_ASSERTION(!graph.GetEdgeCount(), "Cycles detected!");
#ifdef DEBUG
if (gDumpLayerSortList) {
fprintf(stderr, " --- Layers after sorting: --- \n");
DumpLayerList(sortedList);
}
#endif
aLayers.Clear();
aLayers.AppendElements(sortedList);
}
}
}