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/quads/draw_polygon.h" 15 16 namespace cc { 17 18 BspNode::BspNode(scoped_ptr<DrawPolygon> data) : node_data(data.Pass()) { 19 } 20 21 BspNode::~BspNode() { 22 } 23 24 BspTree::BspTree(ScopedPtrDeque<DrawPolygon>* list) { 25 if (list->size() == 0) 26 return; 27 28 root_ = scoped_ptr<BspNode>(new BspNode(list->take_front())); 29 BuildTree(root_.get(), list); 30 } 31 32 // The idea behind using a deque for BuildTree's input is that we want to be 33 // able to place polygons that we've decided aren't splitting plane candidates 34 // at the back of the queue while moving the candidate splitting planes to the 35 // front when the heuristic decides that they're a better choice. This way we 36 // can always simply just take from the front of the deque for our node's 37 // data. 38 void BspTree::BuildTree(BspNode* node, 39 ScopedPtrDeque<DrawPolygon>* polygon_list) { 40 ScopedPtrDeque<DrawPolygon> front_list; 41 ScopedPtrDeque<DrawPolygon> back_list; 42 43 // We take in a list of polygons at this level of the tree, and have to 44 // find a splitting plane, then classify polygons as either in front of 45 // or behind that splitting plane. 46 while (polygon_list->size() > 0) { 47 // Is this particular polygon in front of or behind our splitting polygon. 48 BspCompareResult comparer_result = 49 GetNodePositionRelative(*polygon_list->front(), *(node->node_data)); 50 51 // If it's clearly behind or in front of the splitting plane, we use the 52 // heuristic to decide whether or not we should put it at the back 53 // or front of the list. 54 switch (comparer_result) { 55 case BSP_FRONT: 56 front_list.push_back(polygon_list->take_front().Pass()); 57 break; 58 case BSP_BACK: 59 back_list.push_back(polygon_list->take_front().Pass()); 60 break; 61 case BSP_SPLIT: 62 { 63 scoped_ptr<DrawPolygon> polygon; 64 scoped_ptr<DrawPolygon> new_front; 65 scoped_ptr<DrawPolygon> new_back; 66 bool split_result = false; 67 // Time to split this geometry, *it needs to be split by node_data. 68 polygon = polygon_list->take_front(); 69 split_result = 70 polygon->Split(*(node->node_data), &new_front, &new_back); 71 DCHECK(split_result); 72 if (!split_result) { 73 break; 74 } 75 front_list.push_back(new_front.Pass()); 76 back_list.push_back(new_back.Pass()); 77 break; 78 } 79 case BSP_COPLANAR_FRONT: 80 node->coplanars_front.push_back(polygon_list->take_front()); 81 break; 82 case BSP_COPLANAR_BACK: 83 node->coplanars_back.push_back(polygon_list->take_front()); 84 break; 85 default: 86 NOTREACHED(); 87 break; 88 } 89 } 90 91 // Build the back subtree using the front of the back_list as our splitter. 92 if (back_list.size() > 0) { 93 node->back_child = scoped_ptr<BspNode>(new BspNode(back_list.take_front())); 94 BuildTree(node->back_child.get(), &back_list); 95 } 96 97 // Build the front subtree using the front of the front_list as our splitter. 98 if (front_list.size() > 0) { 99 node->front_child = 100 scoped_ptr<BspNode>(new BspNode(front_list.take_front())); 101 BuildTree(node->front_child.get(), &front_list); 102 } 103 } 104 105 BspCompareResult BspTree::GetNodePositionRelative(const DrawPolygon& node_a, 106 const DrawPolygon& node_b) { 107 return DrawPolygon::SideCompare(node_a, node_b); 108 } 109 110 // The base comparer with 0,0,0 as camera position facing forward 111 BspCompareResult BspTree::GetCameraPositionRelative(const DrawPolygon& node) { 112 if (node.normal().z() > 0.0f) { 113 return BSP_FRONT; 114 } 115 return BSP_BACK; 116 } 117 118 BspTree::~BspTree() { 119 } 120 121 } // namespace cc 122