1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
2 /* vim: set ts=8 sts=2 et sw=2 tw=80: */
3 /* This Source Code Form is subject to the terms of the Mozilla Public
4  * License, v. 2.0. If a copy of the MPL was not distributed with this
5  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 
7 #include "BSPTree.h"
8 #include "mozilla/gfx/Polygon.h"
9 
10 namespace mozilla {
11 namespace layers {
12 
BuildDrawOrder(BSPTreeNode * aNode,nsTArray<LayerPolygon> & aLayers) const13 void BSPTree::BuildDrawOrder(BSPTreeNode* aNode,
14                              nsTArray<LayerPolygon>& aLayers) const {
15   const gfx::Point4D& normal = aNode->First().GetNormal();
16 
17   BSPTreeNode* front = aNode->front;
18   BSPTreeNode* back = aNode->back;
19 
20   // Since the goal is to return the draw order from back to front, we reverse
21   // the traversal order if the current polygon is facing towards the camera.
22   const bool reverseOrder = normal.z > 0.0f;
23 
24   if (reverseOrder) {
25     std::swap(front, back);
26   }
27 
28   if (front) {
29     BuildDrawOrder(front, aLayers);
30   }
31 
32   for (LayerPolygon& layer : aNode->layers) {
33     MOZ_ASSERT(layer.geometry);
34 
35     if (layer.geometry->GetPoints().Length() >= 3) {
36       aLayers.AppendElement(std::move(layer));
37     }
38   }
39 
40   if (back) {
41     BuildDrawOrder(back, aLayers);
42   }
43 }
44 
BuildTree(BSPTreeNode * aRoot,std::list<LayerPolygon> & aLayers)45 void BSPTree::BuildTree(BSPTreeNode* aRoot, std::list<LayerPolygon>& aLayers) {
46   MOZ_ASSERT(!aLayers.empty());
47 
48   aRoot->layers.push_back(std::move(aLayers.front()));
49   aLayers.pop_front();
50 
51   if (aLayers.empty()) {
52     return;
53   }
54 
55   const gfx::Polygon& plane = aRoot->First();
56   MOZ_ASSERT(!plane.IsEmpty());
57 
58   const gfx::Point4D& planeNormal = plane.GetNormal();
59   const gfx::Point4D& planePoint = plane.GetPoints()[0];
60 
61   std::list<LayerPolygon> backLayers, frontLayers;
62   for (LayerPolygon& layerPolygon : aLayers) {
63     const nsTArray<gfx::Point4D>& geometry = layerPolygon.geometry->GetPoints();
64 
65     // Calculate the plane-point distances for the polygon classification.
66     size_t pos = 0, neg = 0;
67     nsTArray<float> distances = CalculatePointPlaneDistances(
68         geometry, planeNormal, planePoint, pos, neg);
69 
70     // Back polygon
71     if (pos == 0 && neg > 0) {
72       backLayers.push_back(std::move(layerPolygon));
73     }
74     // Front polygon
75     else if (pos > 0 && neg == 0) {
76       frontLayers.push_back(std::move(layerPolygon));
77     }
78     // Coplanar polygon
79     else if (pos == 0 && neg == 0) {
80       aRoot->layers.push_back(std::move(layerPolygon));
81     }
82     // Polygon intersects with the splitting plane.
83     else if (pos > 0 && neg > 0) {
84       nsTArray<gfx::Point4D> backPoints, frontPoints;
85       // Clip the polygon against the plane. We reuse the previously calculated
86       // distances to find the plane-edge intersections.
87       ClipPointsWithPlane(geometry, planeNormal, distances, backPoints,
88                           frontPoints);
89 
90       const gfx::Point4D& normal = layerPolygon.geometry->GetNormal();
91       Layer* layer = layerPolygon.layer;
92 
93       if (backPoints.Length() >= 3) {
94         backLayers.emplace_back(layer, std::move(backPoints), normal);
95       }
96 
97       if (frontPoints.Length() >= 3) {
98         frontLayers.emplace_back(layer, std::move(frontPoints), normal);
99       }
100     }
101   }
102 
103   if (!backLayers.empty()) {
104     aRoot->back = new (mPool) BSPTreeNode(mListPointers);
105     BuildTree(aRoot->back, backLayers);
106   }
107 
108   if (!frontLayers.empty()) {
109     aRoot->front = new (mPool) BSPTreeNode(mListPointers);
110     BuildTree(aRoot->front, frontLayers);
111   }
112 }
113 
114 }  // namespace layers
115 }  // namespace mozilla
116