// Copyright 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/output/layer_quad.h" #include #include "base/logging.h" #include "ui/gfx/geometry/quad_f.h" namespace cc { LayerQuad::Edge::Edge(const gfx::PointF& p, const gfx::PointF& q) { if (p == q) { degenerate_ = true; return; } degenerate_ = false; gfx::Vector2dF tangent(p.y() - q.y(), q.x() - p.x()); float cross2 = p.x() * q.y() - q.x() * p.y(); set(tangent.x(), tangent.y(), cross2); scale(1.0f / tangent.Length()); } gfx::PointF LayerQuad::Edge::Intersect(const LayerQuad::Edge& e) const { DCHECK(!degenerate()); DCHECK(!e.degenerate()); return gfx::PointF((y() * e.z() - e.y() * z()) / (x() * e.y() - e.x() * y()), (x() * e.z() - e.x() * z()) / (e.x() * y() - x() * e.y())); } LayerQuad::LayerQuad(const gfx::QuadF& quad) { // Create edges. left_ = Edge(quad.p4(), quad.p1()); right_ = Edge(quad.p2(), quad.p3()); top_ = Edge(quad.p1(), quad.p2()); bottom_ = Edge(quad.p3(), quad.p4()); float sign = quad.IsCounterClockwise() ? -1 : 1; left_.scale(sign); right_.scale(sign); top_.scale(sign); bottom_.scale(sign); } LayerQuad::LayerQuad(const Edge& left, const Edge& top, const Edge& right, const Edge& bottom) : left_(left), top_(top), right_(right), bottom_(bottom) {} gfx::QuadF LayerQuad::ToQuadF() const { size_t num_degenerate_edges = left_.degenerate() + right_.degenerate() + top_.degenerate() + bottom_.degenerate(); if (num_degenerate_edges > 1) { return gfx::QuadF(); } if (left_.degenerate()) { return gfx::QuadF(top_.Intersect(bottom_), top_.Intersect(right_), right_.Intersect(bottom_), bottom_.Intersect(top_)); } if (right_.degenerate()) { return gfx::QuadF(left_.Intersect(top_), top_.Intersect(bottom_), bottom_.Intersect(top_), bottom_.Intersect(left_)); } if (top_.degenerate()) { return gfx::QuadF(left_.Intersect(right_), right_.Intersect(left_), right_.Intersect(bottom_), bottom_.Intersect(left_)); } if (bottom_.degenerate()) { return gfx::QuadF(left_.Intersect(top_), top_.Intersect(right_), right_.Intersect(left_), left_.Intersect(right_)); } return gfx::QuadF(left_.Intersect(top_), top_.Intersect(right_), right_.Intersect(bottom_), bottom_.Intersect(left_)); } void LayerQuad::ToFloatArray(float flattened[12]) const { if (left_.degenerate()) { flattened[0] = bottom_.x(); flattened[1] = bottom_.y(); flattened[2] = bottom_.z(); } else { flattened[0] = left_.x(); flattened[1] = left_.y(); flattened[2] = left_.z(); } if (top_.degenerate()) { flattened[3] = left_.x(); flattened[4] = left_.y(); flattened[5] = left_.z(); } else { flattened[3] = top_.x(); flattened[4] = top_.y(); flattened[5] = top_.z(); } if (right_.degenerate()) { flattened[6] = top_.x(); flattened[7] = top_.y(); flattened[8] = top_.z(); } else { flattened[6] = right_.x(); flattened[7] = right_.y(); flattened[8] = right_.z(); } if (bottom_.degenerate()) { flattened[9] = right_.x(); flattened[10] = right_.y(); flattened[11] = right_.z(); } else { flattened[9] = bottom_.x(); flattened[10] = bottom_.y(); flattened[11] = bottom_.z(); } } } // namespace cc