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1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- |
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2 * This Source Code Form is subject to the terms of the Mozilla Public |
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3 * License, v. 2.0. If a copy of the MPL was not distributed with this |
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4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
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5 |
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6 #include "LayerSorter.h" |
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7 #include <math.h> // for fabs |
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8 #include <stdint.h> // for uint32_t |
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9 #include <stdio.h> // for fprintf, stderr, FILE |
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10 #include <stdlib.h> // for getenv |
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11 #include "DirectedGraph.h" // for DirectedGraph |
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12 #include "Layers.h" // for Layer |
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13 #include "gfx3DMatrix.h" // for gfx3DMatrix |
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14 #include "gfxLineSegment.h" // for gfxLineSegment |
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15 #include "gfxPoint.h" // for gfxPoint |
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16 #include "gfxPoint3D.h" // for gfxPoint3D |
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17 #include "gfxQuad.h" // for gfxQuad |
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18 #include "gfxRect.h" // for gfxRect |
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19 #include "gfxTypes.h" // for gfxFloat |
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20 #include "mozilla/gfx/BasePoint3D.h" // for BasePoint3D |
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21 #include "nsRegion.h" // for nsIntRegion |
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22 #include "nsTArray.h" // for nsTArray, etc |
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23 #include "limits.h" |
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24 #include "mozilla/Assertions.h" |
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25 |
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26 using namespace mozilla::gfx; |
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27 |
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28 namespace mozilla { |
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29 namespace layers { |
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30 |
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31 enum LayerSortOrder { |
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32 Undefined, |
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33 ABeforeB, |
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34 BBeforeA, |
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35 }; |
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36 |
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37 /** |
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38 * Recover the z component from a 2d transformed point by finding the intersection |
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39 * of a line through the point in the z direction and the transformed plane. |
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40 * |
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41 * We want to solve: |
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42 * |
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43 * point = normal . (p0 - l0) / normal . l |
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44 */ |
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45 static gfxFloat RecoverZDepth(const gfx3DMatrix& aTransform, const gfxPoint& aPoint) |
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46 { |
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47 const gfxPoint3D l(0, 0, 1); |
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48 gfxPoint3D l0 = gfxPoint3D(aPoint.x, aPoint.y, 0); |
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49 gfxPoint3D p0 = aTransform.Transform3D(gfxPoint3D(0, 0, 0)); |
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50 gfxPoint3D normal = aTransform.GetNormalVector(); |
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51 |
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52 gfxFloat n = normal.DotProduct(p0 - l0); |
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53 gfxFloat d = normal.DotProduct(l); |
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54 |
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55 if (!d) { |
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56 return 0; |
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57 } |
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58 |
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59 return n/d; |
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60 } |
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61 |
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62 /** |
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63 * Determine if this transform layer should be drawn before another when they |
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64 * are both preserve-3d children. |
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65 * |
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66 * We want to find the relative z depths of the 2 layers at points where they |
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67 * intersect when projected onto the 2d screen plane. Intersections are defined |
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68 * as corners that are positioned within the other quad, as well as intersections |
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69 * of the lines. |
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70 * |
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71 * We then choose the intersection point with the greatest difference in Z |
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72 * depths and use this point to determine an ordering for the two layers. |
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73 * For layers that are intersecting in 3d space, this essentially guesses an |
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74 * order. In a lot of cases we only intersect right at the edge point (3d cubes |
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75 * in particular) and this generates the 'correct' looking ordering. For planes |
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76 * that truely intersect, then there is no correct ordering and this remains |
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77 * unsolved without changing our rendering code. |
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78 */ |
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79 static LayerSortOrder CompareDepth(Layer* aOne, Layer* aTwo) { |
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80 gfxRect ourRect = aOne->GetEffectiveVisibleRegion().GetBounds(); |
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81 gfxRect otherRect = aTwo->GetEffectiveVisibleRegion().GetBounds(); |
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82 |
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83 gfx3DMatrix ourTransform; |
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84 To3DMatrix(aOne->GetTransform(), ourTransform); |
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85 gfx3DMatrix otherTransform; |
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86 To3DMatrix(aTwo->GetTransform(), otherTransform); |
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87 |
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88 // Transform both rectangles and project into 2d space. |
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89 gfxQuad ourTransformedRect = ourTransform.TransformRect(ourRect); |
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90 gfxQuad otherTransformedRect = otherTransform.TransformRect(otherRect); |
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91 |
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92 gfxRect ourBounds = ourTransformedRect.GetBounds(); |
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93 gfxRect otherBounds = otherTransformedRect.GetBounds(); |
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94 |
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95 if (!ourBounds.Intersects(otherBounds)) { |
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96 return Undefined; |
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97 } |
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98 |
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99 // Make a list of all points that are within the other rect. |
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100 // Could we just check Contains() on the bounds rects. ie, is it possible |
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101 // for layers to overlap without intersections (in 2d space) and yet still |
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102 // have their bounds rects not completely enclose each other? |
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103 nsTArray<gfxPoint> points; |
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104 for (uint32_t i = 0; i < 4; i++) { |
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105 if (ourTransformedRect.Contains(otherTransformedRect.mPoints[i])) { |
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106 points.AppendElement(otherTransformedRect.mPoints[i]); |
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107 } |
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108 if (otherTransformedRect.Contains(ourTransformedRect.mPoints[i])) { |
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109 points.AppendElement(ourTransformedRect.mPoints[i]); |
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110 } |
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111 } |
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112 |
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113 // Look for intersections between lines (in 2d space) and use these as |
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114 // depth testing points. |
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115 for (uint32_t i = 0; i < 4; i++) { |
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116 for (uint32_t j = 0; j < 4; j++) { |
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117 gfxPoint intersection; |
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118 gfxLineSegment one(ourTransformedRect.mPoints[i], |
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119 ourTransformedRect.mPoints[(i + 1) % 4]); |
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120 gfxLineSegment two(otherTransformedRect.mPoints[j], |
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121 otherTransformedRect.mPoints[(j + 1) % 4]); |
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122 if (one.Intersects(two, intersection)) { |
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123 points.AppendElement(intersection); |
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124 } |
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125 } |
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126 } |
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127 |
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128 // No intersections, no defined order between these layers. |
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129 if (points.IsEmpty()) { |
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130 return Undefined; |
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131 } |
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132 |
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133 // Find the relative Z depths of each intersection point and check that the layers are in the same order. |
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134 gfxFloat highest = 0; |
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135 for (uint32_t i = 0; i < points.Length(); i++) { |
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136 gfxFloat ourDepth = RecoverZDepth(ourTransform, points.ElementAt(i)); |
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137 gfxFloat otherDepth = RecoverZDepth(otherTransform, points.ElementAt(i)); |
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138 |
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139 gfxFloat difference = otherDepth - ourDepth; |
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140 |
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141 if (fabs(difference) > fabs(highest)) { |
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142 highest = difference; |
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143 } |
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144 } |
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145 // If layers have the same depth keep the original order |
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146 if (fabs(highest) < 0.1 || highest >= 0) { |
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147 return ABeforeB; |
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148 } else { |
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149 return BBeforeA; |
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150 } |
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151 } |
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152 |
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153 #ifdef DEBUG |
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154 static bool gDumpLayerSortList = getenv("MOZ_DUMP_LAYER_SORT_LIST") != 0; |
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155 |
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156 static const int BLACK = 0; |
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157 static const int RED = 1; |
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158 static const int GREEN = 2; |
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159 static const int YELLOW = 3; |
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160 static const int BLUE = 4; |
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161 static const int MAGENTA = 5; |
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162 static const int CYAN = 6; |
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163 static const int WHITE = 7; |
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164 |
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165 //#define USE_XTERM_COLORING |
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166 #ifdef USE_XTERM_COLORING |
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167 |
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168 static const int RESET = 0; |
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169 static const int BRIGHT = 1; |
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170 static const int DIM = 2; |
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171 static const int UNDERLINE = 3; |
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172 static const int BLINK = 4; |
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173 static const int REVERSE = 7; |
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174 static const int HIDDEN = 8; |
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175 |
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176 static void SetTextColor(uint32_t aColor) |
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177 { |
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178 char command[13]; |
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179 |
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180 /* Command is the control command to the terminal */ |
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181 sprintf(command, "%c[%d;%d;%dm", 0x1B, RESET, aColor + 30, BLACK + 40); |
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182 printf("%s", command); |
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183 } |
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184 |
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185 static void print_layer_internal(FILE* aFile, Layer* aLayer, uint32_t aColor) |
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186 { |
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187 SetTextColor(aColor); |
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188 fprintf(aFile, "%p", aLayer); |
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189 SetTextColor(GREEN); |
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190 } |
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191 #else |
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192 |
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193 const char *colors[] = { "Black", "Red", "Green", "Yellow", "Blue", "Magenta", "Cyan", "White" }; |
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194 |
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195 static void print_layer_internal(FILE* aFile, Layer* aLayer, uint32_t aColor) |
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196 { |
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197 fprintf(aFile, "%p(%s)", aLayer, colors[aColor]); |
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198 } |
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199 #endif |
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200 |
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201 static void print_layer(FILE* aFile, Layer* aLayer) |
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202 { |
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203 print_layer_internal(aFile, aLayer, aLayer->GetDebugColorIndex()); |
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204 } |
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205 |
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206 static void DumpLayerList(nsTArray<Layer*>& aLayers) |
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207 { |
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208 for (uint32_t i = 0; i < aLayers.Length(); i++) { |
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209 print_layer(stderr, aLayers.ElementAt(i)); |
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210 fprintf(stderr, " "); |
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211 } |
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212 fprintf(stderr, "\n"); |
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213 } |
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214 |
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215 static void DumpEdgeList(DirectedGraph<Layer*>& aGraph) |
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216 { |
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217 const nsTArray<DirectedGraph<Layer*>::Edge>& edges = aGraph.GetEdgeList(); |
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218 |
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219 for (uint32_t i = 0; i < edges.Length(); i++) { |
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220 fprintf(stderr, "From: "); |
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221 print_layer(stderr, edges.ElementAt(i).mFrom); |
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222 fprintf(stderr, ", To: "); |
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223 print_layer(stderr, edges.ElementAt(i).mTo); |
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224 fprintf(stderr, "\n"); |
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225 } |
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226 } |
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227 #endif |
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228 |
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229 // The maximum number of layers that we will attempt to sort. Anything |
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230 // greater than this will be left unsorted. We should consider enabling |
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231 // depth buffering for the scene in this case. |
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232 #define MAX_SORTABLE_LAYERS 100 |
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233 |
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234 |
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235 uint32_t gColorIndex = 1; |
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236 |
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237 void SortLayersBy3DZOrder(nsTArray<Layer*>& aLayers) |
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238 { |
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239 uint32_t nodeCount = aLayers.Length(); |
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240 if (nodeCount > MAX_SORTABLE_LAYERS) { |
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241 return; |
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242 } |
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243 DirectedGraph<Layer*> graph; |
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244 |
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245 #ifdef DEBUG |
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246 if (gDumpLayerSortList) { |
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247 for (uint32_t i = 0; i < nodeCount; i++) { |
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248 if (aLayers.ElementAt(i)->GetDebugColorIndex() == 0) { |
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249 aLayers.ElementAt(i)->SetDebugColorIndex(gColorIndex++); |
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250 if (gColorIndex > 7) { |
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251 gColorIndex = 1; |
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252 } |
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253 } |
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254 } |
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255 fprintf(stderr, " --- Layers before sorting: --- \n"); |
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256 DumpLayerList(aLayers); |
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257 } |
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258 #endif |
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259 |
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260 // Iterate layers and determine edges. |
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261 for (uint32_t i = 0; i < nodeCount; i++) { |
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262 for (uint32_t j = i + 1; j < nodeCount; j++) { |
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263 Layer* a = aLayers.ElementAt(i); |
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264 Layer* b = aLayers.ElementAt(j); |
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265 LayerSortOrder order = CompareDepth(a, b); |
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266 if (order == ABeforeB) { |
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267 graph.AddEdge(a, b); |
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268 } else if (order == BBeforeA) { |
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269 graph.AddEdge(b, a); |
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270 } |
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271 } |
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272 } |
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273 |
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274 #ifdef DEBUG |
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275 if (gDumpLayerSortList) { |
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276 fprintf(stderr, " --- Edge List: --- \n"); |
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277 DumpEdgeList(graph); |
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278 } |
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279 #endif |
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280 |
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281 // Build a new array using the graph. |
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282 nsTArray<Layer*> noIncoming; |
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283 nsTArray<Layer*> sortedList; |
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284 |
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285 // Make a list of all layers with no incoming edges. |
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286 noIncoming.AppendElements(aLayers); |
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287 const nsTArray<DirectedGraph<Layer*>::Edge>& edges = graph.GetEdgeList(); |
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288 for (uint32_t i = 0; i < edges.Length(); i++) { |
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289 noIncoming.RemoveElement(edges.ElementAt(i).mTo); |
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290 } |
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291 |
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292 // Move each item without incoming edges into the sorted list, |
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293 // and remove edges from it. |
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294 do { |
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295 if (!noIncoming.IsEmpty()) { |
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296 uint32_t last = noIncoming.Length() - 1; |
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297 |
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298 Layer* layer = noIncoming.ElementAt(last); |
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299 MOZ_ASSERT(layer); // don't let null layer pointers sneak into sortedList |
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300 |
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301 noIncoming.RemoveElementAt(last); |
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302 sortedList.AppendElement(layer); |
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303 |
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304 nsTArray<DirectedGraph<Layer*>::Edge> outgoing; |
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305 graph.GetEdgesFrom(layer, outgoing); |
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306 for (uint32_t i = 0; i < outgoing.Length(); i++) { |
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307 DirectedGraph<Layer*>::Edge edge = outgoing.ElementAt(i); |
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308 graph.RemoveEdge(edge); |
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309 if (!graph.NumEdgesTo(edge.mTo)) { |
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310 // If this node also has no edges now, add it to the list |
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311 noIncoming.AppendElement(edge.mTo); |
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312 } |
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313 } |
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314 } |
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315 |
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316 // If there are no nodes without incoming edges, but there |
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317 // are still edges, then we have a cycle. |
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318 if (noIncoming.IsEmpty() && graph.GetEdgeCount()) { |
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319 // Find the node with the least incoming edges. |
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320 uint32_t minEdges = UINT_MAX; |
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321 Layer* minNode = nullptr; |
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322 for (uint32_t i = 0; i < aLayers.Length(); i++) { |
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323 uint32_t edgeCount = graph.NumEdgesTo(aLayers.ElementAt(i)); |
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324 if (edgeCount && edgeCount < minEdges) { |
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325 minEdges = edgeCount; |
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326 minNode = aLayers.ElementAt(i); |
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327 if (minEdges == 1) { |
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328 break; |
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329 } |
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330 } |
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331 } |
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332 |
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333 if (minNode) { |
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334 // Remove all of them! |
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335 graph.RemoveEdgesTo(minNode); |
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336 noIncoming.AppendElement(minNode); |
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337 } |
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338 } |
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339 } while (!noIncoming.IsEmpty()); |
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340 NS_ASSERTION(!graph.GetEdgeCount(), "Cycles detected!"); |
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341 #ifdef DEBUG |
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342 if (gDumpLayerSortList) { |
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343 fprintf(stderr, " --- Layers after sorting: --- \n"); |
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344 DumpLayerList(sortedList); |
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345 } |
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346 #endif |
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347 |
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348 aLayers.Clear(); |
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349 aLayers.AppendElements(sortedList); |
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350 } |
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351 |
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352 } |
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353 } |