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..cb49c4eb90992faa64fbc8cb4b4835e744f0d9d8 |
--- /dev/null |
+++ b/cc/output/bsp_tree.cc |
@@ -0,0 +1,178 @@ |
+// 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/output/bsp_controller.h" |
+#include "cc/quads/draw_polygon.h" |
+ |
+namespace cc { |
+ |
+BspNode::BspNode(scoped_ptr<DrawPolygon> data) { |
+ node_data = data.Pass(); |
+} |
+ |
+BspNode::~BspNode() { |
+} |
+ |
+BspTree::BspTree(BspController* bsp_controller, |
+ ScopedPtrVector<DrawPolygon>* list) |
+ : controller_(bsp_controller) { |
+ FromList(list); |
+} |
+ |
+// FromList takes an input list and moves the better splitting polygons to the |
+// front of the queue so when it comes time to build the tree, we already have |
+// our splitting plane decided in the first element of the queue. BuildTree is |
+// then called to perform the actual building of the tree using this list. |
+void BspTree::FromList(ScopedPtrVector<DrawPolygon>* list) { |
+ if (list->size() == 0) |
+ return; |
+ |
+ float max_weight = 0.0f; |
+ ScopedPtrDeque<DrawPolygon> list_data; |
+ for (ScopedPtrVector<DrawPolygon>::iterator it = list->begin(); |
+ it != list->end(); |
+ ++it) { |
+ float poly_weight = controller_->SplitWeight(*list->back()); |
+ if (poly_weight > max_weight) { |
+ list_data.push_front(list->take(it)); |
+ max_weight = poly_weight; |
+ } else { |
+ list_data.push_back(list->take(it)); |
+ } |
+ } |
+ |
+ root_ = scoped_ptr<BspNode>(new BspNode(list_data.take_front())); |
+ BuildTree(root_, &list_data); |
+} |
+ |
+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.
|
+ float* current_max_weight, |
+ ScopedPtrDeque<DrawPolygon>* list, |
+ scoped_ptr<DrawPolygon> node_data) { |
+ if (new_weight > *current_max_weight) { |
+ list->push_front(node_data.Pass()); |
+ *current_max_weight = new_weight; |
+ } else { |
+ list->push_back(node_data.Pass()); |
+ } |
+} |
+ |
+// 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(const scoped_ptr<BspNode>& node, |
+ ScopedPtrDeque<DrawPolygon>* data) { |
+ ScopedPtrDeque<DrawPolygon> front_list; |
+ ScopedPtrDeque<DrawPolygon> back_list; |
+ // We keep track of the splitting weights (the "score" of a polygon that |
+ // chooses whether or not it's the splitting plane of a new node) for both |
+ // the front and back list independently so the better splitting plane is |
+ // chosen for both sides. |
+ float max_front_weight = 0.0f; |
+ float max_back_weight = 0.0f; |
+ |
+ // 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 (data->size() > 0) { |
+ // Is this particular polygon in front of or behind our splitting polygon. |
+ BspCompareResult comparer_result = controller_->GetNodePositionRelative( |
+ *data->front(), *(node->node_data)); |
+ float poly_weight = controller_->SplitWeight(*data->front()); |
+ |
+ // 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; |
+ float front_poly_weight = 0.0f; |
+ float back_poly_weight = 0.0f; |
+ switch (comparer_result) { |
+ // 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.
|
+ case BSP_FRONT: |
+ BuildHelper(poly_weight, |
+ &max_front_weight, |
+ &front_list, |
+ data->take_front().Pass()); |
+ break; |
+ // Back. |
+ case BSP_BACK: |
+ BuildHelper(poly_weight, |
+ &max_back_weight, |
+ &back_list, |
+ data->take_front().Pass()); |
+ break; |
+ // Split. |
+ case BSP_SPLIT: |
+ // Time to split this geometry, *it needs to be split by node_data. |
+ if (controller_->SplitPolygon(data->take_front(), |
+ *(node->node_data), |
+ &new_front, |
+ &new_back)) { |
+ // Now add new_front and new_back to their respective lists, again |
+ // using the heuristic in an attempt to choose the best splitting |
+ // plane, and keep track of the highest weighted polygon known so far |
+ // so if we find something better we can use that instead. |
+ front_poly_weight = controller_->SplitWeight(*new_front); |
+ back_poly_weight = controller_->SplitWeight(*new_back); |
+ |
+ BuildHelper(front_poly_weight, |
+ &max_front_weight, |
+ &front_list, |
+ new_front.Pass()); |
+ BuildHelper( |
+ back_poly_weight, &max_back_weight, &back_list, new_back.Pass()); |
+ } |
+ break; |
+ // Coplanar front. |
+ case BSP_COPLANAR_FRONT: |
+ node->coplanars_front.push_back(data->take_front()); |
+ break; |
+ // Coplanar back. |
+ case BSP_COPLANAR_BACK: |
+ node->coplanars_back.push_back(data->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, &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, &front_list); |
+ } |
+} |
+ |
+void BspTree::Clear() { |
+ if (root_) { |
+ root_.reset(); |
+ } |
+} |
+ |
+BspTree::~BspTree() { |
+ Clear(); |
+} |
+ |
+} // namespace cc |