зеркало из https://github.com/mozilla/gecko-dev.git
149 строки
3.8 KiB
C++
149 строки
3.8 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef MOZILLA_LAYERS_BSPTREE_H
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#define MOZILLA_LAYERS_BSPTREE_H
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#include "mozilla/ArenaAllocator.h"
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#include "mozilla/gfx/Polygon.h"
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#include "mozilla/Move.h"
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#include "mozilla/UniquePtr.h"
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#include "nsTArray.h"
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#include <list>
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namespace mozilla {
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namespace layers {
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class Layer;
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/**
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* Represents a layer that might have a non-rectangular geometry.
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*/
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struct LayerPolygon {
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explicit LayerPolygon(Layer* aLayer)
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: layer(aLayer) {}
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LayerPolygon(Layer* aLayer,
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gfx::Polygon&& aGeometry)
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: layer(aLayer), geometry(Some(Move(aGeometry))) {}
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LayerPolygon(Layer* aLayer,
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nsTArray<gfx::Point4D>&& aPoints,
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const gfx::Point4D& aNormal)
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: layer(aLayer)
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{
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geometry.emplace(Move(aPoints), aNormal);
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}
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Layer* layer;
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Maybe<gfx::Polygon> geometry;
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};
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/**
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* Allocate BSPTreeNodes from a memory arena to improve performance with
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* complex scenes.
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* The arena size of 4096 bytes was selected as an arbitrary power of two.
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* Depending on the platform, this size accommodates roughly 100 BSPTreeNodes.
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*/
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typedef mozilla::ArenaAllocator<4096, 8> BSPTreeArena;
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/**
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* Aliases the container type used to store layers within BSPTreeNodes.
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*/
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typedef std::list<LayerPolygon> LayerList;
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/**
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* Represents a node in a BSP tree. The node contains at least one layer with
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* associated geometry that is used as a splitting plane, and at most two child
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* nodes that represent the splitting planes that further subdivide the space.
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*/
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struct BSPTreeNode {
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explicit BSPTreeNode(nsTArray<LayerList*>& aListPointers)
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: front(nullptr), back(nullptr)
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{
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// Store the layer list pointer to free memory when BSPTree is destroyed.
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aListPointers.AppendElement(&layers);
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}
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const gfx::Polygon& First() const
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{
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MOZ_ASSERT(!layers.empty());
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MOZ_ASSERT(layers.front().geometry);
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return *layers.front().geometry;
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}
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static void* operator new(size_t aSize, BSPTreeArena& mPool)
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{
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return mPool.Allocate(aSize);
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}
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BSPTreeNode* front;
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BSPTreeNode* back;
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LayerList layers;
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};
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/**
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* BSPTree class takes a list of layers as an input and uses binary space
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* partitioning algorithm to create a tree structure that can be used for
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* depth sorting.
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* Sources for more information:
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* https://en.wikipedia.org/wiki/Binary_space_partitioning
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* ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
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*/
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class BSPTree {
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public:
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/**
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* The constructor modifies layers in the given list.
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*/
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explicit BSPTree(std::list<LayerPolygon>& aLayers)
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{
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MOZ_ASSERT(!aLayers.empty());
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mRoot = new (mPool) BSPTreeNode(mListPointers);
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BuildTree(mRoot, aLayers);
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}
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~BSPTree()
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{
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for (LayerList* listPtr : mListPointers) {
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listPtr->~LayerList();
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}
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}
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/**
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* Builds and returns the back-to-front draw order for the created BSP tree.
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*/
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nsTArray<LayerPolygon> GetDrawOrder() const
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{
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nsTArray<LayerPolygon> layers;
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BuildDrawOrder(mRoot, layers);
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return layers;
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}
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private:
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BSPTreeArena mPool;
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BSPTreeNode* mRoot;
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nsTArray<LayerList*> mListPointers;
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/**
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* BuildDrawOrder and BuildTree are called recursively. The depth of the
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* recursion depends on the amount of polygons and their intersections.
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*/
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void BuildDrawOrder(BSPTreeNode* aNode,
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nsTArray<LayerPolygon>& aLayers) const;
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void BuildTree(BSPTreeNode* aRoot,
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std::list<LayerPolygon>& aLayers);
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};
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} // namespace layers
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} // namespace mozilla
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#endif /* MOZILLA_LAYERS_BSPTREE_H */
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