Chromium Code Reviews| Index: cc/output/bsp_tree.cc |
| diff --git a/cc/output/bsp_tree.cc b/cc/output/bsp_tree.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..b574969054d469f526715a5a4c603da273a1d508 |
| --- /dev/null |
| +++ b/cc/output/bsp_tree.cc |
| @@ -0,0 +1,120 @@ |
| +// Copyright 2014 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/bsp_tree.h" |
| + |
| +#include <list> |
| +#include <vector> |
| + |
| +#include "base/memory/scoped_ptr.h" |
| +#include "cc/base/scoped_ptr_deque.h" |
| +#include "cc/base/scoped_ptr_vector.h" |
| +#include "cc/output/bsp_compare_result.h" |
| +#include "cc/quads/draw_polygon.h" |
| + |
| +namespace cc { |
| + |
| +BspNode::BspNode(scoped_ptr<DrawPolygon> data) { |
| + node_data = data.Pass(); |
|
enne (OOO)
2014/07/29 00:28:08
nit: use an initializer for this, i.e.
BspNode::B
troyhildebrandt
2014/07/29 19:05:19
Done.
|
| +} |
| + |
| +BspNode::~BspNode() { |
| +} |
| + |
| +BspTree::BspTree(ScopedPtrDeque<DrawPolygon>* list) { |
| + if (list->size() == 0) |
| + return; |
| + |
| + root_ = scoped_ptr<BspNode>(new BspNode(list->take_front())); |
| + BuildTree(root_.get(), list); |
| +} |
| + |
| +// The idea behind using a deque for BuildTree's input is that we want to be |
| +// able to place polygons that we've decided aren't splitting plane candidates |
| +// at the back of the queue while moving the candidate splitting planes to the |
| +// front when the heuristic decides that they're a better choice. This way we |
| +// can always simply just take from the front of the deque for our node's |
| +// data. |
| +void BspTree::BuildTree(BspNode* node, |
| + ScopedPtrDeque<DrawPolygon>* polygon_list) { |
| + ScopedPtrDeque<DrawPolygon> front_list; |
| + ScopedPtrDeque<DrawPolygon> back_list; |
| + |
| + // We take in a list of polygons at this level of the tree, and have to |
| + // find a splitting plane, then classify polygons as either in front of |
| + // or behind that splitting plane. |
| + while (polygon_list->size() > 0) { |
| + // Is this particular polygon in front of or behind our splitting polygon. |
| + BspCompareResult comparer_result = |
| + GetNodePositionRelative(*polygon_list->front(), *(node->node_data)); |
| + |
| + // If it's clearly behind or in front of the splitting plane, we use the |
| + // heuristic to decide whether or not we should put it at the back |
| + // or front of the list. |
| + scoped_ptr<DrawPolygon> new_front; |
| + scoped_ptr<DrawPolygon> new_back; |
| + scoped_ptr<DrawPolygon> polygon; |
| + bool split_result = false; |
|
enne (OOO)
2014/07/29 00:28:08
Can you scope this closer to where it's used? I kn
troyhildebrandt
2014/07/29 19:05:19
Done.
|
| + switch (comparer_result) { |
| + case BSP_FRONT: |
| + front_list.push_back(polygon_list->take_front().Pass()); |
| + break; |
| + case BSP_BACK: |
| + back_list.push_back(polygon_list->take_front().Pass()); |
| + break; |
| + case BSP_SPLIT: |
| + // Time to split this geometry, *it needs to be split by node_data. |
| + polygon = polygon_list->take_front(); |
| + split_result = |
| + polygon->Split(*(node->node_data), &new_front, &new_back); |
| + DCHECK(split_result); |
| + if (!split_result) { |
| + break; |
| + } |
| + front_list.push_back(new_front.Pass()); |
| + back_list.push_back(new_back.Pass()); |
| + break; |
| + case BSP_COPLANAR_FRONT: |
| + node->coplanars_front.push_back(polygon_list->take_front()); |
| + break; |
| + case BSP_COPLANAR_BACK: |
| + node->coplanars_back.push_back(polygon_list->take_front()); |
| + break; |
| + default: |
| + NOTREACHED(); |
| + break; |
| + } |
| + } |
| + |
| + // Build the back subtree using the front of the back_list as our splitter. |
| + if (back_list.size() > 0) { |
| + node->back_child = scoped_ptr<BspNode>(new BspNode(back_list.take_front())); |
| + BuildTree(node->back_child.get(), &back_list); |
| + } |
| + |
| + // Build the front subtree using the front of the front_list as our splitter. |
| + if (front_list.size() > 0) { |
| + node->front_child = |
| + scoped_ptr<BspNode>(new BspNode(front_list.take_front())); |
| + BuildTree(node->front_child.get(), &front_list); |
| + } |
| +} |
| + |
| +BspCompareResult BspTree::GetNodePositionRelative(const DrawPolygon& node_a, |
| + const DrawPolygon& node_b) { |
| + return DrawPolygon::SideCompare(node_a, node_b); |
| +} |
| + |
| +// The base comparer with 0,0,0 as camera position facing forward |
| +BspCompareResult BspTree::GetCameraPositionRelative(const DrawPolygon& node) { |
| + if (node.normal().z() > 0.0f) { |
| + return BSP_FRONT; |
| + } |
| + return BSP_BACK; |
| +} |
| + |
| +BspTree::~BspTree() { |
| +} |
| + |
| +} // namespace cc |