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Diffstat (limited to 'gfx/layers/BSPTree.cpp')
-rw-r--r-- | gfx/layers/BSPTree.cpp | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/gfx/layers/BSPTree.cpp b/gfx/layers/BSPTree.cpp new file mode 100644 index 000000000..e1ed8621a --- /dev/null +++ b/gfx/layers/BSPTree.cpp @@ -0,0 +1,107 @@ +/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- + * 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/. */ + +#include "BSPTree.h" +#include "mozilla/gfx/Polygon.h" + +namespace mozilla { +namespace layers { + +LayerPolygon PopFront(std::deque<LayerPolygon>& aLayers) +{ + LayerPolygon layer = Move(aLayers.front()); + aLayers.pop_front(); + return layer; +} + +void +BSPTree::BuildDrawOrder(const UniquePtr<BSPTreeNode>& aNode, + nsTArray<LayerPolygon>& aLayers) const +{ + const gfx::Point3D& normal = aNode->First().GetNormal(); + + UniquePtr<BSPTreeNode> *front = &aNode->front; + UniquePtr<BSPTreeNode> *back = &aNode->back; + + // Since the goal is to return the draw order from back to front, we reverse + // the traversal order if the current polygon is facing towards the camera. + const bool reverseOrder = normal.z > 0.0f; + + if (reverseOrder) { + std::swap(front, back); + } + + if (*front) { + BuildDrawOrder(*front, aLayers); + } + + for (LayerPolygon& layer : aNode->layers) { + MOZ_ASSERT(layer.geometry); + + if (layer.geometry->GetPoints().Length() >= 3) { + aLayers.AppendElement(Move(layer)); + } + } + + if (*back) { + BuildDrawOrder(*back, aLayers); + } +} + +void +BSPTree::BuildTree(UniquePtr<BSPTreeNode>& aRoot, + std::deque<LayerPolygon>& aLayers) +{ + if (aLayers.empty()) { + return; + } + + const gfx::Polygon3D& plane = aRoot->First(); + std::deque<LayerPolygon> backLayers, frontLayers; + + for (LayerPolygon& layerPolygon : aLayers) { + const Maybe<gfx::Polygon3D>& geometry = layerPolygon.geometry; + + size_t pos = 0, neg = 0; + nsTArray<float> dots = geometry->CalculateDotProducts(plane, pos, neg); + + // Back polygon + if (pos == 0 && neg > 0) { + backLayers.push_back(Move(layerPolygon)); + } + // Front polygon + else if (pos > 0 && neg == 0) { + frontLayers.push_back(Move(layerPolygon)); + } + // Coplanar polygon + else if (pos == 0 && neg == 0) { + aRoot->layers.push_back(Move(layerPolygon)); + } + // Polygon intersects with the splitting plane. + else if (pos > 0 && neg > 0) { + nsTArray<gfx::Point3D> backPoints, frontPoints; + geometry->SplitPolygon(plane, dots, backPoints, frontPoints); + + const gfx::Point3D& normal = geometry->GetNormal(); + Layer *layer = layerPolygon.layer; + + backLayers.push_back(LayerPolygon(layer, Move(backPoints), normal)); + frontLayers.push_back(LayerPolygon(layer, Move(frontPoints), normal)); + } + } + + if (!backLayers.empty()) { + aRoot->back.reset(new BSPTreeNode(PopFront(backLayers))); + BuildTree(aRoot->back, backLayers); + } + + if (!frontLayers.empty()) { + aRoot->front.reset(new BSPTreeNode(PopFront(frontLayers))); + BuildTree(aRoot->front, frontLayers); + } +} + +} // namespace layers +} // namespace mozilla |