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 
13 template <typename T>
BuildDrawOrder(BSPTreeNode<T> * aNode,nsTArray<BSPPolygon<T>> & aLayers) const14 void BSPTree<T>::BuildDrawOrder(BSPTreeNode<T>* aNode,
15                                 nsTArray<BSPPolygon<T>>& aLayers) const {
16   const gfx::Point4D& normal = aNode->First().GetNormal();
17 
18   BSPTreeNode<T>* front = aNode->front;
19   BSPTreeNode<T>* back = aNode->back;
20 
21   // Since the goal is to return the draw order from back to front, we reverse
22   // the traversal order if the current polygon is facing towards the camera.
23   const bool reverseOrder = normal.z > 0.0f;
24 
25   if (reverseOrder) {
26     std::swap(front, back);
27   }
28 
29   if (front) {
30     BuildDrawOrder(front, aLayers);
31   }
32 
33   for (BSPPolygon<T>& layer : aNode->layers) {
34     MOZ_ASSERT(layer.geometry);
35 
36     if (layer.geometry->GetPoints().Length() >= 3) {
37       aLayers.AppendElement(std::move(layer));
38     }
39   }
40 
41   if (back) {
42     BuildDrawOrder(back, aLayers);
43   }
44 }
45 
46 template <typename T>
BuildTree(BSPTreeNode<T> * aRoot,PolygonList<T> & aLayers)47 void BSPTree<T>::BuildTree(BSPTreeNode<T>* aRoot, PolygonList<T>& aLayers) {
48   MOZ_ASSERT(!aLayers.empty());
49 
50   aRoot->layers.push_back(std::move(aLayers.front()));
51   aLayers.pop_front();
52 
53   if (aLayers.empty()) {
54     return;
55   }
56 
57   const gfx::Polygon& plane = aRoot->First();
58   MOZ_ASSERT(!plane.IsEmpty());
59 
60   const gfx::Point4D& planeNormal = plane.GetNormal();
61   const gfx::Point4D& planePoint = plane.GetPoints()[0];
62 
63   PolygonList<T> backLayers, frontLayers;
64   for (BSPPolygon<T>& layerPolygon : aLayers) {
65     const nsTArray<gfx::Point4D>& geometry = layerPolygon.geometry->GetPoints();
66 
67     // Calculate the plane-point distances for the polygon classification.
68     size_t pos = 0, neg = 0;
69     nsTArray<float> distances = CalculatePointPlaneDistances(
70         geometry, planeNormal, planePoint, pos, neg);
71 
72     // Back polygon
73     if (pos == 0 && neg > 0) {
74       backLayers.push_back(std::move(layerPolygon));
75     }
76     // Front polygon
77     else if (pos > 0 && neg == 0) {
78       frontLayers.push_back(std::move(layerPolygon));
79     }
80     // Coplanar polygon
81     else if (pos == 0 && neg == 0) {
82       aRoot->layers.push_back(std::move(layerPolygon));
83     }
84     // Polygon intersects with the splitting plane.
85     else if (pos > 0 && neg > 0) {
86       nsTArray<gfx::Point4D> backPoints, frontPoints;
87       // Clip the polygon against the plane. We reuse the previously calculated
88       // distances to find the plane-edge intersections.
89       ClipPointsWithPlane(geometry, planeNormal, distances, backPoints,
90                           frontPoints);
91 
92       const gfx::Point4D& normal = layerPolygon.geometry->GetNormal();
93       T* data = layerPolygon.data;
94 
95       if (backPoints.Length() >= 3) {
96         backLayers.emplace_back(data, std::move(backPoints), normal);
97       }
98 
99       if (frontPoints.Length() >= 3) {
100         frontLayers.emplace_back(data, std::move(frontPoints), normal);
101       }
102     }
103   }
104 
105   if (!backLayers.empty()) {
106     aRoot->back = new (mPool) BSPTreeNode(mListPointers);
107     BuildTree(aRoot->back, backLayers);
108   }
109 
110   if (!frontLayers.empty()) {
111     aRoot->front = new (mPool) BSPTreeNode(mListPointers);
112     BuildTree(aRoot->front, frontLayers);
113   }
114 }
115 
116 template void BSPTree<Layer>::BuildTree(BSPTreeNode<Layer>* aRoot,
117                                         PolygonList<Layer>& aLayers);
118 template void BSPTree<Layer>::BuildDrawOrder(
119     BSPTreeNode<Layer>* aNode, nsTArray<BSPPolygon<Layer>>& aLayers) const;
120 
121 template void BSPTree<nsDisplayTransform>::BuildTree(
122     BSPTreeNode<nsDisplayTransform>* aRoot,
123     PolygonList<nsDisplayTransform>& aLayers);
124 template void BSPTree<nsDisplayTransform>::BuildDrawOrder(
125     BSPTreeNode<nsDisplayTransform>* aNode,
126     nsTArray<BSPPolygon<nsDisplayTransform>>& aLayers) const;
127 
128 }  // namespace layers
129 }  // namespace mozilla
130