| // Copyright 2014 The Chromium Authors |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #ifndef COMPONENTS_VIZ_SERVICE_DISPLAY_BSP_TREE_H_ |
| #define COMPONENTS_VIZ_SERVICE_DISPLAY_BSP_TREE_H_ |
| |
| #include <stddef.h> |
| |
| #include <algorithm> |
| #include <memory> |
| #include <vector> |
| |
| #include "base/containers/circular_deque.h" |
| #include "components/viz/service/display/bsp_compare_result.h" |
| #include "components/viz/service/display/draw_polygon.h" |
| #include "components/viz/service/viz_service_export.h" |
| |
| namespace viz { |
| |
| struct BspNode { |
| // This represents the splitting plane. |
| std::unique_ptr<DrawPolygon> node_data; |
| // This represents any coplanar geometry we found while building the BSP. |
| std::vector<std::unique_ptr<DrawPolygon>> coplanars_front; |
| std::vector<std::unique_ptr<DrawPolygon>> coplanars_back; |
| |
| std::unique_ptr<BspNode> back_child; |
| std::unique_ptr<BspNode> front_child; |
| |
| explicit BspNode(std::unique_ptr<DrawPolygon> data); |
| ~BspNode(); |
| }; |
| |
| class VIZ_SERVICE_EXPORT BspTree { |
| public: |
| explicit BspTree(base::circular_deque<std::unique_ptr<DrawPolygon>>* list); |
| std::unique_ptr<BspNode>& root() { return root_; } |
| |
| template <typename ActionHandlerType> |
| void TraverseWithActionHandler(ActionHandlerType* action_handler) const { |
| if (root_) { |
| WalkInOrderRecursion<ActionHandlerType>(action_handler, root_.get()); |
| } |
| } |
| |
| ~BspTree(); |
| |
| private: |
| std::unique_ptr<BspNode> root_; |
| |
| void FromList(std::vector<std::unique_ptr<DrawPolygon>>* list); |
| void BuildTree(BspNode* node, |
| base::circular_deque<std::unique_ptr<DrawPolygon>>* data); |
| |
| template <typename ActionHandlerType> |
| void WalkInOrderAction(ActionHandlerType* action_handler, |
| DrawPolygon* item) const { |
| (*action_handler)(item); |
| } |
| |
| static bool OrderIndexLess(const std::unique_ptr<DrawPolygon>& x, |
| const std::unique_ptr<DrawPolygon>& y) { |
| return x->order_index() < y->order_index(); |
| } |
| |
| template <typename ActionHandlerType> |
| void WalkInOrderVisitNodes( |
| ActionHandlerType* action_handler, |
| const BspNode* node, |
| const BspNode* first_child, |
| const BspNode* second_child, |
| const std::vector<std::unique_ptr<DrawPolygon>>& first_coplanars, |
| const std::vector<std::unique_ptr<DrawPolygon>>& second_coplanars) const { |
| if (first_child) { |
| WalkInOrderRecursion(action_handler, first_child); |
| } |
| DCHECK(std::is_sorted(first_coplanars.begin(), first_coplanars.end(), |
| OrderIndexLess)); |
| for (size_t i = 0; i < first_coplanars.size(); i++) { |
| WalkInOrderAction(action_handler, first_coplanars[i].get()); |
| } |
| WalkInOrderAction(action_handler, node->node_data.get()); |
| DCHECK(std::is_sorted(second_coplanars.begin(), second_coplanars.end(), |
| OrderIndexLess)); |
| for (size_t i = 0; i < second_coplanars.size(); i++) { |
| WalkInOrderAction(action_handler, second_coplanars[i].get()); |
| } |
| if (second_child) { |
| WalkInOrderRecursion(action_handler, second_child); |
| } |
| } |
| |
| template <typename ActionHandlerType> |
| void WalkInOrderRecursion(ActionHandlerType* action_handler, |
| const BspNode* node) const { |
| // If our view is in front of the the polygon in this node then walk |
| // back then front; otherwise the reverse. However, for coplanars, |
| // the painting order rules in css-transforms consider only paint |
| // order (and not what is back/front facing) when determining how to |
| // paint coplanar planes. |
| if (GetCameraPositionRelative(*(node->node_data)) == BSP_FRONT) { |
| WalkInOrderVisitNodes<ActionHandlerType>( |
| action_handler, node, node->back_child.get(), node->front_child.get(), |
| node->coplanars_back, node->coplanars_front); |
| } else { |
| WalkInOrderVisitNodes<ActionHandlerType>( |
| action_handler, node, node->front_child.get(), node->back_child.get(), |
| node->coplanars_back, node->coplanars_front); |
| } |
| } |
| |
| // Returns whether or not our viewer is in front of or behind the plane |
| // defined by this polygon/node |
| static BspCompareResult GetCameraPositionRelative(const DrawPolygon& node); |
| }; |
| |
| } // namespace viz |
| |
| #endif // COMPONENTS_VIZ_SERVICE_DISPLAY_BSP_TREE_H_ |