| Index: cc/output/bsp_tree.cc
|
| diff --git a/cc/output/bsp_tree.cc b/cc/output/bsp_tree.cc
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..754efd986543592dab8e8c319fd6be5016484cb8
|
| --- /dev/null
|
| +++ b/cc/output/bsp_tree.cc
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| @@ -0,0 +1,173 @@
|
| +// 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>
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| +
|
| +#include "base/memory/scoped_ptr.h"
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| +#include "cc/base/scoped_ptr_deque.h"
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| +#include "cc/base/scoped_ptr_vector.h"
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| +#include "cc/output/bsp_compare_result.h"
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| +#include "cc/output/bsp_controller.h"
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| +#include "cc/quads/draw_polygon.h"
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| +
|
| +namespace cc {
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| +
|
| +BspNode::BspNode(scoped_ptr<DrawPolygon> data) {
|
| + node_data = data.Pass();
|
| +}
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| +
|
| +BspNode::~BspNode() {
|
| +}
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| +
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| +BspTree::BspTree(BspController* bsp_controller,
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| + ScopedPtrVector<DrawPolygon>* list)
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| + : controller_(bsp_controller) {
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| + FromList(list);
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| +}
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| +
|
| +// FromList takes an input list and moves the better splitting polygons to the
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| +// front of the queue so when it comes time to build the tree, we already have
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| +// our splitting plane decided in the first element of the queue. BuildTree is
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| +// then called to perform the actual building of the tree using this list.
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| +void BspTree::FromList(ScopedPtrVector<DrawPolygon>* list) {
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| + if (list->size() == 0)
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| + return;
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| +
|
| + float max_weight = 0.0f;
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| + ScopedPtrDeque<DrawPolygon> list_data;
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| + for (ScopedPtrVector<DrawPolygon>::iterator it = list->begin();
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| + it != list->end();
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| + ++it) {
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| + float poly_weight = controller_->SplitWeight(*list->back());
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| + if (poly_weight > max_weight) {
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| + list_data.push_front(list->take(it));
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| + max_weight = poly_weight;
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| + } else {
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| + list_data.push_back(list->take(it));
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| + }
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| + }
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| +
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| + root_ = scoped_ptr<BspNode>(new BspNode(list_data.take_front()));
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| + BuildTree(root_, &list_data);
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| +}
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| +
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| +static void UpdateNodeListAndMaxWeight(float new_weight,
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| + float* current_max_weight,
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| + ScopedPtrDeque<DrawPolygon>* list,
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| + scoped_ptr<DrawPolygon> node_data) {
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| + if (new_weight > *current_max_weight) {
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| + list->push_front(node_data.Pass());
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| + *current_max_weight = new_weight;
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| + } else {
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| + list->push_back(node_data.Pass());
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| + }
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| +}
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| +
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| +// The idea behind using a deque for BuildTree's input is that we want to be
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| +// able to place polygons that we've decided aren't splitting plane candidates
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| +// at the back of the queue while moving the candidate splitting planes to the
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| +// front when the heuristic decides that they're a better choice. This way we
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| +// can always simply just take from the front of the deque for our node's
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| +// data.
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| +void BspTree::BuildTree(const scoped_ptr<BspNode>& node,
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| + ScopedPtrDeque<DrawPolygon>* data) {
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| + ScopedPtrDeque<DrawPolygon> front_list;
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| + ScopedPtrDeque<DrawPolygon> back_list;
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| + // We keep track of the splitting weights (the "score" of a polygon that
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| + // chooses whether or not it's the splitting plane of a new node) for both
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| + // the front and back list independently so the better splitting plane is
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| + // chosen for both sides.
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| + float max_front_weight = 0.0f;
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| + float max_back_weight = 0.0f;
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| +
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| + // We take in a list of polygons at this level of the tree, and have to
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| + // find a splitting plane, then classify polygons as either in front of
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| + // or behind that splitting plane.
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| + while (data->size() > 0) {
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| + // Is this particular polygon in front of or behind our splitting polygon.
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| + BspCompareResult comparer_result = controller_->GetNodePositionRelative(
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| + *data->front(), *(node->node_data));
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| + float poly_weight = controller_->SplitWeight(*data->front());
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| +
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| + // If it's clearly behind or in front of the splitting plane, we use the
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| + // heuristic to decide whether or not we should put it at the back
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| + // or front of the list.
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| + scoped_ptr<DrawPolygon> new_front;
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| + scoped_ptr<DrawPolygon> new_back;
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| + float front_poly_weight = 0.0f;
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| + float back_poly_weight = 0.0f;
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| + switch (comparer_result) {
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| + case BSP_FRONT:
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| + UpdateNodeListAndMaxWeight(poly_weight,
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| + &max_front_weight,
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| + &front_list,
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| + data->take_front().Pass());
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| + break;
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| + case BSP_BACK:
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| + UpdateNodeListAndMaxWeight(poly_weight,
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| + &max_back_weight,
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| + &back_list,
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| + data->take_front().Pass());
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| + break;
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| + case BSP_SPLIT:
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| + // Time to split this geometry, *it needs to be split by node_data.
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| + if (controller_->SplitPolygon(data->take_front(),
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| + *(node->node_data),
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| + &new_front,
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| + &new_back)) {
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| + // Now add new_front and new_back to their respective lists, again
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| + // using the heuristic in an attempt to choose the best splitting
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| + // plane, and keep track of the highest weighted polygon known so far
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| + // so if we find something better we can use that instead.
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| + front_poly_weight = controller_->SplitWeight(*new_front);
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| + back_poly_weight = controller_->SplitWeight(*new_back);
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| +
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| + UpdateNodeListAndMaxWeight(front_poly_weight,
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| + &max_front_weight,
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| + &front_list,
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| + new_front.Pass());
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| + UpdateNodeListAndMaxWeight(
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| + back_poly_weight, &max_back_weight, &back_list, new_back.Pass());
|
| + }
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| + break;
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| + case BSP_COPLANAR_FRONT:
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| + node->coplanars_front.push_back(data->take_front());
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| + break;
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| + case BSP_COPLANAR_BACK:
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| + node->coplanars_back.push_back(data->take_front());
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| + break;
|
| + default:
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| + NOTREACHED();
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| + break;
|
| + }
|
| + }
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| +
|
| + // Build the back subtree using the front of the back_list as our splitter.
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| + if (back_list.size() > 0) {
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| + node->back_child = scoped_ptr<BspNode>(new BspNode(back_list.take_front()));
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| + BuildTree(node->back_child, &back_list);
|
| + }
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| +
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| + // Build the front subtree using the front of the front_list as our splitter.
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| + if (front_list.size() > 0) {
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| + node->front_child =
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| + scoped_ptr<BspNode>(new BspNode(front_list.take_front()));
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| + BuildTree(node->front_child, &front_list);
|
| + }
|
| +}
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| +
|
| +void BspTree::Clear() {
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| + if (root_) {
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| + root_.reset();
|
| + }
|
| +}
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| +
|
| +BspTree::~BspTree() {
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| + Clear();
|
| +}
|
| +
|
| +} // namespace cc
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|
|