|  | // 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 <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()) { | 
|  | } | 
|  |  | 
|  | BspNode::~BspNode() { | 
|  | } | 
|  |  | 
|  | BspTree::BspTree(ScopedPtrDeque<DrawPolygon>* list) { | 
|  | if (list->size() == 0) | 
|  | return; | 
|  |  | 
|  | root_ = make_scoped_ptr(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. | 
|  | 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: | 
|  | { | 
|  | scoped_ptr<DrawPolygon> polygon; | 
|  | scoped_ptr<DrawPolygon> new_front; | 
|  | scoped_ptr<DrawPolygon> new_back; | 
|  | bool split_result = false; | 
|  | // 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 = make_scoped_ptr(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 |