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| 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 | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "cc/output/bsp_tree.h" | |
| 6 | |
| 7 #include <list> | |
| 8 #include <vector> | |
| 9 | |
| 10 #include "base/memory/scoped_ptr.h" | |
| 11 #include "cc/base/scoped_ptr_deque.h" | |
| 12 #include "cc/base/scoped_ptr_vector.h" | |
| 13 #include "cc/output/bsp_compare_result.h" | |
| 14 #include "cc/output/bsp_controller.h" | |
| 15 #include "cc/quads/draw_polygon.h" | |
| 16 | |
| 17 namespace cc { | |
| 18 | |
| 19 BspNode::BspNode(scoped_ptr<DrawPolygon> data) { | |
| 20 node_data = data.Pass(); | |
| 21 } | |
| 22 | |
| 23 BspNode::~BspNode() { | |
| 24 } | |
| 25 | |
| 26 BspTree::BspTree(BspController* bsp_controller, | |
| 27 ScopedPtrVector<DrawPolygon>* list) | |
| 28 : controller_(bsp_controller) { | |
| 29 FromList(list); | |
| 30 } | |
| 31 | |
| 32 // FromList takes an input list and moves the better splitting polygons to the | |
| 33 // front of the queue so when it comes time to build the tree, we already have | |
| 34 // our splitting plane decided in the first element of the queue. BuildTree is | |
| 35 // then called to perform the actual building of the tree using this list. | |
| 36 void BspTree::FromList(ScopedPtrVector<DrawPolygon>* list) { | |
| 37 if (list->size() == 0) | |
| 38 return; | |
| 39 | |
| 40 float max_weight = 0.0f; | |
| 41 ScopedPtrDeque<DrawPolygon> list_data; | |
| 42 for (ScopedPtrVector<DrawPolygon>::iterator it = list->begin(); | |
| 43 it != list->end(); | |
| 44 ++it) { | |
| 45 float poly_weight = controller_->SplitWeight(*list->back()); | |
| 46 if (poly_weight > max_weight) { | |
| 47 list_data.push_front(list->take(it)); | |
| 48 max_weight = poly_weight; | |
| 49 } else { | |
| 50 list_data.push_back(list->take(it)); | |
| 51 } | |
| 52 } | |
| 53 | |
| 54 root_ = scoped_ptr<BspNode>(new BspNode(list_data.take_front())); | |
| 55 BuildTree(root_, &list_data); | |
| 56 } | |
| 57 | |
| 58 static void BuildHelper(float new_weight, | |
|
Ian Vollick
2014/07/19 00:45:01
nit: how about UpdateNodeListAndMaxWeight? I know
troyhildebrandt
2014/07/21 19:16:50
Done.
| |
| 59 float* current_max_weight, | |
| 60 ScopedPtrDeque<DrawPolygon>* list, | |
| 61 scoped_ptr<DrawPolygon> node_data) { | |
| 62 if (new_weight > *current_max_weight) { | |
| 63 list->push_front(node_data.Pass()); | |
| 64 *current_max_weight = new_weight; | |
| 65 } else { | |
| 66 list->push_back(node_data.Pass()); | |
| 67 } | |
| 68 } | |
| 69 | |
| 70 // The idea behind using a deque for BuildTree's input is that we want to be | |
| 71 // able to place polygons that we've decided aren't splitting plane candidates | |
| 72 // at the back of the queue while moving the candidate splitting planes to the | |
| 73 // front when the heuristic decides that they're a better choice. This way we | |
| 74 // can always simply just take from the front of the deque for our node's | |
| 75 // data. | |
| 76 void BspTree::BuildTree(const scoped_ptr<BspNode>& node, | |
| 77 ScopedPtrDeque<DrawPolygon>* data) { | |
| 78 ScopedPtrDeque<DrawPolygon> front_list; | |
| 79 ScopedPtrDeque<DrawPolygon> back_list; | |
| 80 // We keep track of the splitting weights (the "score" of a polygon that | |
| 81 // chooses whether or not it's the splitting plane of a new node) for both | |
| 82 // the front and back list independently so the better splitting plane is | |
| 83 // chosen for both sides. | |
| 84 float max_front_weight = 0.0f; | |
| 85 float max_back_weight = 0.0f; | |
| 86 | |
| 87 // We take in a list of polygons at this level of the tree, and have to | |
| 88 // find a splitting plane, then classify polygons as either in front of | |
| 89 // or behind that splitting plane. | |
| 90 while (data->size() > 0) { | |
| 91 // Is this particular polygon in front of or behind our splitting polygon. | |
| 92 BspCompareResult comparer_result = controller_->GetNodePositionRelative( | |
| 93 *data->front(), *(node->node_data)); | |
| 94 float poly_weight = controller_->SplitWeight(*data->front()); | |
| 95 | |
| 96 // If it's clearly behind or in front of the splitting plane, we use the | |
| 97 // heuristic to decide whether or not we should put it at the back | |
| 98 // or front of the list. | |
| 99 scoped_ptr<DrawPolygon> new_front; | |
| 100 scoped_ptr<DrawPolygon> new_back; | |
| 101 float front_poly_weight = 0.0f; | |
| 102 float back_poly_weight = 0.0f; | |
| 103 switch (comparer_result) { | |
| 104 // Front. | |
|
Ian Vollick
2014/07/19 00:45:01
These comments don't add much; I'd ditch them.
troyhildebrandt
2014/07/21 19:16:50
Done.
| |
| 105 case BSP_FRONT: | |
| 106 BuildHelper(poly_weight, | |
| 107 &max_front_weight, | |
| 108 &front_list, | |
| 109 data->take_front().Pass()); | |
| 110 break; | |
| 111 // Back. | |
| 112 case BSP_BACK: | |
| 113 BuildHelper(poly_weight, | |
| 114 &max_back_weight, | |
| 115 &back_list, | |
| 116 data->take_front().Pass()); | |
| 117 break; | |
| 118 // Split. | |
| 119 case BSP_SPLIT: | |
| 120 // Time to split this geometry, *it needs to be split by node_data. | |
| 121 if (controller_->SplitPolygon(data->take_front(), | |
| 122 *(node->node_data), | |
| 123 &new_front, | |
| 124 &new_back)) { | |
| 125 // Now add new_front and new_back to their respective lists, again | |
| 126 // using the heuristic in an attempt to choose the best splitting | |
| 127 // plane, and keep track of the highest weighted polygon known so far | |
| 128 // so if we find something better we can use that instead. | |
| 129 front_poly_weight = controller_->SplitWeight(*new_front); | |
| 130 back_poly_weight = controller_->SplitWeight(*new_back); | |
| 131 | |
| 132 BuildHelper(front_poly_weight, | |
| 133 &max_front_weight, | |
| 134 &front_list, | |
| 135 new_front.Pass()); | |
| 136 BuildHelper( | |
| 137 back_poly_weight, &max_back_weight, &back_list, new_back.Pass()); | |
| 138 } | |
| 139 break; | |
| 140 // Coplanar front. | |
| 141 case BSP_COPLANAR_FRONT: | |
| 142 node->coplanars_front.push_back(data->take_front()); | |
| 143 break; | |
| 144 // Coplanar back. | |
| 145 case BSP_COPLANAR_BACK: | |
| 146 node->coplanars_back.push_back(data->take_front()); | |
| 147 break; | |
| 148 default: | |
| 149 NOTREACHED(); | |
| 150 break; | |
| 151 } | |
| 152 } | |
| 153 | |
| 154 // Build the back subtree using the front of the back_list as our splitter. | |
| 155 if (back_list.size() > 0) { | |
| 156 node->back_child = scoped_ptr<BspNode>(new BspNode(back_list.take_front())); | |
| 157 BuildTree(node->back_child, &back_list); | |
| 158 } | |
| 159 | |
| 160 // Build the front subtree using the front of the front_list as our splitter. | |
| 161 if (front_list.size() > 0) { | |
| 162 node->front_child = | |
| 163 scoped_ptr<BspNode>(new BspNode(front_list.take_front())); | |
| 164 BuildTree(node->front_child, &front_list); | |
| 165 } | |
| 166 } | |
| 167 | |
| 168 void BspTree::Clear() { | |
| 169 if (root_) { | |
| 170 root_.reset(); | |
| 171 } | |
| 172 } | |
| 173 | |
| 174 BspTree::~BspTree() { | |
| 175 Clear(); | |
| 176 } | |
| 177 | |
| 178 } // namespace cc | |
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