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1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "cc/output/bsp_tree.h" | 5 #include "cc/output/bsp_tree.h" |
6 | 6 |
7 #include <memory> | 7 #include <memory> |
8 #include <vector> | 8 #include <vector> |
9 | 9 |
10 #include "base/memory/ptr_util.h" | 10 #include "base/memory/ptr_util.h" |
11 #include "cc/base/container_util.h" | 11 #include "cc/base/container_util.h" |
12 #include "cc/output/bsp_compare_result.h" | 12 #include "cc/output/bsp_compare_result.h" |
13 #include "cc/quads/draw_polygon.h" | 13 #include "cc/quads/draw_polygon.h" |
14 | 14 |
15 namespace cc { | 15 namespace cc { |
16 | 16 |
17 BspNode::BspNode(std::unique_ptr<DrawPolygon> data) | 17 BspNode::BspNode(std::unique_ptr<DrawPolygon> data) |
18 : node_data(std::move(data)) {} | 18 : node_data(std::move(data)) {} |
19 | 19 |
20 BspNode::~BspNode() { | 20 BspNode::~BspNode() { |
21 } | 21 } |
22 | 22 |
23 BspTree::BspTree(std::deque<std::unique_ptr<DrawPolygon>>* list) { | 23 BspTree::BspTree(std::deque<std::unique_ptr<DrawPolygon>>* list) { |
24 if (list->size() == 0) | 24 if (list->size() == 0) |
25 return; | 25 return; |
26 | 26 |
27 root_ = base::WrapUnique(new BspNode(PopFront(list))); | 27 root_ = base::MakeUnique<BspNode>(PopFront(list)); |
28 BuildTree(root_.get(), list); | 28 BuildTree(root_.get(), list); |
29 } | 29 } |
30 | 30 |
31 // The idea behind using a deque for BuildTree's input is that we want to be | 31 // The idea behind using a deque for BuildTree's input is that we want to be |
32 // able to place polygons that we've decided aren't splitting plane candidates | 32 // able to place polygons that we've decided aren't splitting plane candidates |
33 // at the back of the queue while moving the candidate splitting planes to the | 33 // at the back of the queue while moving the candidate splitting planes to the |
34 // front when the heuristic decides that they're a better choice. This way we | 34 // front when the heuristic decides that they're a better choice. This way we |
35 // can always simply just take from the front of the deque for our node's | 35 // can always simply just take from the front of the deque for our node's |
36 // data. | 36 // data. |
37 void BspTree::BuildTree( | 37 void BspTree::BuildTree( |
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60 } else { | 60 } else { |
61 if (new_front) | 61 if (new_front) |
62 front_list.push_back(std::move(new_front)); | 62 front_list.push_back(std::move(new_front)); |
63 if (new_back) | 63 if (new_back) |
64 back_list.push_back(std::move(new_back)); | 64 back_list.push_back(std::move(new_back)); |
65 } | 65 } |
66 } | 66 } |
67 | 67 |
68 // Build the back subtree using the front of the back_list as our splitter. | 68 // Build the back subtree using the front of the back_list as our splitter. |
69 if (back_list.size() > 0) { | 69 if (back_list.size() > 0) { |
70 node->back_child = base::WrapUnique(new BspNode(PopFront(&back_list))); | 70 node->back_child = base::MakeUnique<BspNode>(PopFront(&back_list)); |
71 BuildTree(node->back_child.get(), &back_list); | 71 BuildTree(node->back_child.get(), &back_list); |
72 } | 72 } |
73 | 73 |
74 // Build the front subtree using the front of the front_list as our splitter. | 74 // Build the front subtree using the front of the front_list as our splitter. |
75 if (front_list.size() > 0) { | 75 if (front_list.size() > 0) { |
76 node->front_child = base::WrapUnique(new BspNode(PopFront(&front_list))); | 76 node->front_child = base::MakeUnique<BspNode>(PopFront(&front_list)); |
77 BuildTree(node->front_child.get(), &front_list); | 77 BuildTree(node->front_child.get(), &front_list); |
78 } | 78 } |
79 } | 79 } |
80 | 80 |
81 // The base comparer with 0,0,0 as camera position facing forward | 81 // The base comparer with 0,0,0 as camera position facing forward |
82 BspCompareResult BspTree::GetCameraPositionRelative(const DrawPolygon& node) { | 82 BspCompareResult BspTree::GetCameraPositionRelative(const DrawPolygon& node) { |
83 if (node.normal().z() > 0.0f) { | 83 if (node.normal().z() > 0.0f) { |
84 return BSP_FRONT; | 84 return BSP_FRONT; |
85 } | 85 } |
86 return BSP_BACK; | 86 return BSP_BACK; |
87 } | 87 } |
88 | 88 |
89 BspTree::~BspTree() { | 89 BspTree::~BspTree() { |
90 } | 90 } |
91 | 91 |
92 } // namespace cc | 92 } // namespace cc |
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