/* -*- 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 #include #include "mozilla/ArenaAllocator.h" #include "mozilla/UniquePtr.h" #include "mozilla/gfx/Polygon.h" #include "nsTArray.h" namespace mozilla { namespace layers { /** * Represents a layer that might have a non-rectangular geometry. */ template struct BSPPolygon { explicit BSPPolygon(T* aData) : data(aData) {} BSPPolygon(T* aData, gfx::Polygon&& aGeometry) : data(aData), geometry(Some(std::move(aGeometry))) {} BSPPolygon(T* aData, nsTArray&& aPoints, const gfx::Point4D& aNormal) : data(aData) { geometry.emplace(std::move(aPoints), aNormal); } T* data; Maybe 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. */ template using PolygonList = std::list>; // For tests. Needs to be defined here rather than in TestBSPTree.cpp because we // need to explicitly instantiate the out-of-line BSPTree methods for it in // BSPTree.cpp. class BSPTestData {}; using TestPolygon = BSPPolygon; /** * 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. */ template struct BSPTreeNode { explicit BSPTreeNode(nsTArray*>& 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; PolygonList 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 */ template class BSPTree final { public: /** * The constructor modifies layers in the given list. */ explicit BSPTree(std::list>& aLayers) { MOZ_ASSERT(!aLayers.empty()); mRoot = new (mPool) BSPTreeNode(mListPointers); BuildTree(mRoot, aLayers); } ~BSPTree() { for (PolygonList* listPtr : mListPointers) { listPtr->~list(); } } /** * Builds and returns the back-to-front draw order for the created BSP tree. */ nsTArray> GetDrawOrder() const { nsTArray> layers; BuildDrawOrder(mRoot, layers); return layers; } private: BSPTreeArena mPool; BSPTreeNode* mRoot; nsTArray*> 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>& aLayers) const; void BuildTree(BSPTreeNode* aRoot, PolygonList& aLayers); }; } // namespace layers } // namespace mozilla #endif /* MOZILLA_LAYERS_BSPTREE_H */