pathfinder/renderer/src/z_buffer.rs

83 lines
2.9 KiB
Rust

// pathfinder/renderer/src/z_buffer.rs
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Software occlusion culling.
use crate::gpu_data::{BuiltObject, SolidTileScenePrimitive};
use crate::scene;
use crate::tiles;
use euclid::Rect;
use std::sync::atomic::{AtomicUsize, Ordering as AtomicOrdering};
pub struct ZBuffer {
buffer: Vec<AtomicUsize>,
tile_rect: Rect<i16>,
}
impl ZBuffer {
pub fn new(view_box: &Rect<f32>) -> ZBuffer {
let tile_rect = tiles::round_rect_out_to_tile_bounds(view_box);
let tile_area = tile_rect.size.width as usize * tile_rect.size.height as usize;
ZBuffer {
buffer: (0..tile_area).map(|_| AtomicUsize::new(0)).collect(),
tile_rect,
}
}
pub fn test(&self, scene_tile_index: u32, object_index: u32) -> bool {
let existing_depth = self.buffer[scene_tile_index as usize].load(AtomicOrdering::SeqCst);
existing_depth < object_index as usize + 1
}
pub fn update(&self, tile_x: i16, tile_y: i16, object_index: u16) {
let scene_tile_index = scene::scene_tile_index(tile_x, tile_y, self.tile_rect) as usize;
let mut old_depth = self.buffer[scene_tile_index].load(AtomicOrdering::SeqCst);
let new_depth = (object_index + 1) as usize;
while old_depth < new_depth {
let prev_depth = self.buffer[scene_tile_index].compare_and_swap(
old_depth,
new_depth,
AtomicOrdering::SeqCst,
);
if prev_depth == old_depth {
// Successfully written.
return;
}
old_depth = prev_depth;
}
}
pub fn build_solid_tiles(
&self,
objects: &[BuiltObject],
tile_rect: &Rect<i16>,
) -> Vec<SolidTileScenePrimitive> {
let mut solid_tiles = vec![];
for scene_tile_y in 0..tile_rect.size.height {
for scene_tile_x in 0..tile_rect.size.width {
let scene_tile_index =
scene_tile_y as usize * tile_rect.size.width as usize + scene_tile_x as usize;
let depth = self.buffer[scene_tile_index].load(AtomicOrdering::Relaxed);
if depth == 0 {
continue;
}
let object_index = (depth - 1) as usize;
solid_tiles.push(SolidTileScenePrimitive {
tile_x: scene_tile_x + tile_rect.origin.x,
tile_y: scene_tile_y + tile_rect.origin.y,
shader: objects[object_index].shader,
});
}
}
solid_tiles
}
}