gecko-dev/gfx/layers/BSPTree.h

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