2011-08-03 20:05:33 +00:00
|
|
|
/*
|
|
|
|
Copyright (C) 2007, 2010 - Bit-Blot
|
|
|
|
|
|
|
|
This file is part of Aquaria.
|
|
|
|
|
|
|
|
Aquaria is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
#include "Core.h"
|
|
|
|
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
#define BASE_ARRAY_SIZE 100 // Size of an object array in a new layer
|
|
|
|
#endif
|
|
|
|
|
|
|
|
RenderObjectLayer::RenderObjectLayer()
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
: renderObjects(BASE_ARRAY_SIZE)
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
followCamera = NO_FOLLOW_CAMERA;
|
|
|
|
visible = true;
|
|
|
|
startPass = endPass = 0;
|
|
|
|
followCameraLock = FCL_NONE;
|
|
|
|
cull = true;
|
|
|
|
update = true;
|
|
|
|
optimizeStatic = false;
|
|
|
|
|
|
|
|
mode = Core::MODE_2D;
|
|
|
|
|
|
|
|
color = Vector(1,1,1);
|
|
|
|
|
|
|
|
displayListValid = false;
|
|
|
|
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
const int size = renderObjects.size();
|
|
|
|
for (int i = 0; i < size; i++)
|
|
|
|
renderObjects[i] = 0;
|
|
|
|
objectCount = 0;
|
|
|
|
firstFreeIdx = 0;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
RenderObjectLayer::~RenderObjectLayer()
|
|
|
|
{
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::setCull(bool cull)
|
|
|
|
{
|
|
|
|
this->cull = cull;
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::setOptimizeStatic(bool opt)
|
|
|
|
{
|
|
|
|
this->optimizeStatic = opt;
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef RLT_DYNAMIC
|
|
|
|
bool sortRenderObjectsByDepth(RenderObject *r1, RenderObject *r2)
|
|
|
|
{
|
|
|
|
return r1->getSortDepth() < r2->getSortDepth();
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void RenderObjectLayer::sort()
|
|
|
|
{
|
|
|
|
if (optimizeStatic && displayListValid)
|
|
|
|
return; // Assume the order hasn't changed
|
|
|
|
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
// Compress the list before sorting to boost speed.
|
|
|
|
const int size = renderObjects.size();
|
|
|
|
int from, to;
|
|
|
|
for (to = 0; to < size; to++) {
|
|
|
|
if (!renderObjects[to])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
for (from = to+1; from < size; from++) {
|
|
|
|
if (renderObjects[from])
|
|
|
|
{
|
|
|
|
renderObjects[to] = renderObjects[from];
|
|
|
|
renderObjects[to]->setIdx(to);
|
|
|
|
to++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (to < size)
|
|
|
|
renderObjects[to] = 0;
|
|
|
|
if (to != objectCount)
|
|
|
|
{
|
|
|
|
std::ostringstream os;
|
|
|
|
os << "Objects lost in sort! (" << to << " != " << objectCount << ")";
|
|
|
|
errorLog(os.str());
|
|
|
|
objectCount = to;
|
|
|
|
}
|
|
|
|
const int count = objectCount;
|
|
|
|
|
|
|
|
// Save a copy of all objects' depths so we don't have to call
|
|
|
|
// getSortDepth() in a greater-order loop.
|
|
|
|
std::vector<float> sortDepths(count);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
sortDepths[i] = renderObjects[i]->getSortDepth();
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME: Just a simple selection sort for now. Is this fast enough?
|
|
|
|
// Might need to use quicksort instead.
|
|
|
|
for (int i = 0; i < count-1; i++)
|
|
|
|
{
|
|
|
|
int best = i;
|
|
|
|
float bestDepth = sortDepths[i];
|
|
|
|
for (int j = i+1; j < count; j++)
|
|
|
|
{
|
|
|
|
if (sortDepths[j] < bestDepth)
|
|
|
|
{
|
|
|
|
best = j;
|
|
|
|
bestDepth = sortDepths[j];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (best != i)
|
|
|
|
{
|
|
|
|
RenderObject *r = renderObjects[i];
|
|
|
|
renderObjects[i] = renderObjects[best];
|
|
|
|
renderObjects[i]->setIdx(i);
|
|
|
|
renderObjects[best] = r;
|
|
|
|
renderObjects[best]->setIdx(best);
|
|
|
|
float d = sortDepths[i];
|
|
|
|
sortDepths[i] = sortDepths[best];
|
|
|
|
sortDepths[best] = d;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef RLT_DYNAMIC
|
|
|
|
renderObjectList.sort(sortRenderObjectsByDepth);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::add(RenderObject* r)
|
|
|
|
{
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
int size = renderObjects.size();
|
|
|
|
if (firstFreeIdx >= size)
|
|
|
|
{
|
|
|
|
size += size/2; // Increase size by 50% each time we fill up.
|
|
|
|
renderObjects.resize(size);
|
|
|
|
}
|
|
|
|
|
|
|
|
renderObjects[firstFreeIdx] = r;
|
|
|
|
objectCount++;
|
|
|
|
r->setIdx(firstFreeIdx);
|
|
|
|
|
|
|
|
for (; firstFreeIdx < size; firstFreeIdx++)
|
|
|
|
{
|
|
|
|
if (!renderObjects[firstFreeIdx])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef RLT_DYNAMIC
|
|
|
|
renderObjectList.push_back(r);
|
|
|
|
#endif
|
|
|
|
#ifdef RLT_MAP
|
|
|
|
renderObjectMap[intptr_t(r)] = r;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::remove(RenderObject* r)
|
|
|
|
{
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
const int idx = r->getIdx();
|
|
|
|
if (idx < 0 || idx >= renderObjects.size())
|
|
|
|
{
|
|
|
|
errorLog("Trying to remove RenderObject with invalid index");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (renderObjects[idx] != r)
|
|
|
|
{
|
|
|
|
errorLog("RenderObject pointer doesn't match array");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
renderObjects[idx] = 0;
|
|
|
|
objectCount--;
|
|
|
|
if (idx < firstFreeIdx)
|
|
|
|
firstFreeIdx = idx;
|
|
|
|
r->setIdx(-1);
|
|
|
|
#endif
|
|
|
|
#ifdef RLT_DYNAMIC
|
|
|
|
renderObjectList.remove(r);
|
|
|
|
#endif
|
|
|
|
#ifdef RLT_MAP
|
|
|
|
renderObjectMap[intptr_t(r)] = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::moveToFront(RenderObject *r)
|
|
|
|
{
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
const int size = renderObjects.size();
|
|
|
|
const int curIdx = r->getIdx();
|
|
|
|
int lastUsed;
|
|
|
|
for (lastUsed = size-1; lastUsed > curIdx; lastUsed--)
|
|
|
|
{
|
|
|
|
if (renderObjects[lastUsed])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (curIdx == lastUsed)
|
|
|
|
{
|
|
|
|
// Already at the front, so nothing to do.
|
|
|
|
}
|
|
|
|
else if (lastUsed < size-1)
|
|
|
|
{
|
|
|
|
const int newIdx = lastUsed + 1;
|
|
|
|
renderObjects[curIdx] = 0;
|
|
|
|
renderObjects[newIdx] = r;
|
|
|
|
r->setIdx(newIdx);
|
2011-11-20 14:44:17 +00:00
|
|
|
if (firstFreeIdx > curIdx)
|
|
|
|
firstFreeIdx = curIdx;
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
else if (objectCount == size)
|
|
|
|
{
|
|
|
|
// Expand the array so future calls have a bit of breathing room.
|
|
|
|
const int newSize = size + 10;
|
|
|
|
renderObjects.resize(newSize);
|
|
|
|
renderObjects[curIdx] = 0;
|
|
|
|
renderObjects[size] = r;
|
|
|
|
r->setIdx(size);
|
|
|
|
for (int i = size+1; i < newSize; i++)
|
|
|
|
renderObjects[i] = 0;
|
2011-11-20 14:44:17 +00:00
|
|
|
firstFreeIdx = curIdx;
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Need to shift elements downward to make room for the new one.
|
|
|
|
renderObjects[curIdx] = 0;
|
|
|
|
int lastFree;
|
|
|
|
for (lastFree = lastUsed-1; lastFree > curIdx; lastFree--)
|
|
|
|
{
|
|
|
|
if (!renderObjects[lastFree])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
for (int i = lastFree + 1; i <= lastUsed; i++)
|
|
|
|
{
|
|
|
|
renderObjects[i-1] = renderObjects[i];
|
2011-11-20 14:44:17 +00:00
|
|
|
renderObjects[i-1]->setIdx(i-1); // Known to be non-NULL.
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
renderObjects[lastUsed] = r;
|
|
|
|
r->setIdx(lastUsed);
|
2011-11-20 14:44:17 +00:00
|
|
|
firstFreeIdx = curIdx;
|
|
|
|
while (renderObjects[firstFreeIdx])
|
|
|
|
{
|
|
|
|
firstFreeIdx++;
|
|
|
|
if(firstFreeIdx >= size)
|
|
|
|
firstFreeIdx = 0;
|
|
|
|
}
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
#endif // RLT_FIXED
|
|
|
|
#ifdef RLT_DYNAMIC
|
|
|
|
renderObjectList.remove(r);
|
|
|
|
renderObjectList.push_back(r);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::moveToBack(RenderObject *r)
|
|
|
|
{
|
|
|
|
#ifdef RLT_FIXED
|
|
|
|
const int size = renderObjects.size();
|
|
|
|
const int curIdx = r->getIdx();
|
|
|
|
int firstUsed;
|
|
|
|
for (firstUsed = 0; firstUsed < curIdx; firstUsed++)
|
|
|
|
{
|
|
|
|
if (renderObjects[firstUsed])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (curIdx == firstUsed)
|
|
|
|
{
|
|
|
|
// Already at the back, so nothing to do.
|
|
|
|
}
|
|
|
|
else if (firstUsed > 0)
|
|
|
|
{
|
|
|
|
const int newIdx = firstUsed - 1;
|
|
|
|
renderObjects[curIdx] = 0;
|
|
|
|
renderObjects[newIdx] = r;
|
|
|
|
r->setIdx(newIdx);
|
2011-11-20 14:44:17 +00:00
|
|
|
// firstFreeIdx must be 0 here; if we filled slot 0, then
|
|
|
|
// scan forward for the next empty element.
|
|
|
|
while (renderObjects[firstFreeIdx])
|
2011-08-03 20:05:33 +00:00
|
|
|
firstFreeIdx++;
|
|
|
|
}
|
|
|
|
else if (objectCount == size)
|
|
|
|
{
|
|
|
|
const int newSize = size + 10;
|
|
|
|
const int sizeDiff = newSize - size;
|
|
|
|
const int newIdx = sizeDiff - 1;
|
|
|
|
|
|
|
|
renderObjects.resize(newSize);
|
|
|
|
renderObjects[curIdx] = 0;
|
|
|
|
for (int i = newSize - 1; i >= sizeDiff; i--)
|
|
|
|
{
|
|
|
|
renderObjects[i] = renderObjects[i - sizeDiff];
|
2011-11-20 14:44:17 +00:00
|
|
|
renderObjects[i]->setIdx(i); // Known to be non-NULL.
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
for (int i = 0; i < newIdx; i++)
|
|
|
|
renderObjects[i] = 0;
|
|
|
|
renderObjects[newIdx] = r;
|
|
|
|
r->setIdx(newIdx);
|
|
|
|
firstFreeIdx = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
renderObjects[curIdx] = 0;
|
|
|
|
if (curIdx < firstFreeIdx)
|
|
|
|
firstFreeIdx = curIdx;
|
|
|
|
for (int i = firstFreeIdx; i > 0; i--)
|
|
|
|
{
|
|
|
|
renderObjects[i] = renderObjects[i-1];
|
2011-11-20 14:44:17 +00:00
|
|
|
renderObjects[i]->setIdx(i); // Known to be non-NULL.
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
renderObjects[0] = r;
|
|
|
|
r->setIdx(0);
|
|
|
|
for (firstFreeIdx++; firstFreeIdx < size; firstFreeIdx++)
|
|
|
|
{
|
|
|
|
if (!renderObjects[firstFreeIdx])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif // RLT_FIXED
|
|
|
|
#ifdef RLT_DYNAMIC
|
|
|
|
renderObjectList.remove(r);
|
|
|
|
renderObjectList.push_front(r);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::renderPass(int pass)
|
|
|
|
{
|
|
|
|
core->currentLayerPass = pass;
|
|
|
|
|
|
|
|
if (optimizeStatic && (followCamera == 0 || followCamera == NO_FOLLOW_CAMERA))
|
|
|
|
{
|
|
|
|
if (!displayListValid)
|
|
|
|
generateDisplayList();
|
|
|
|
|
|
|
|
const int size = displayList.size();
|
|
|
|
for (int i = 0; i < size; i++)
|
|
|
|
{
|
|
|
|
if (displayList[i].isList)
|
|
|
|
{
|
|
|
|
#ifdef BBGE_BUILD_OPENGL
|
|
|
|
glCallList(displayList[i].u.listID);
|
|
|
|
#endif
|
|
|
|
RenderObject::lastTextureApplied = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
renderOneObject(displayList[i].u.robj);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (RenderObject *robj = getFirst(); robj; robj = getNext())
|
|
|
|
{
|
|
|
|
renderOneObject(robj);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::reloadDevice()
|
|
|
|
{
|
|
|
|
if (displayListValid)
|
|
|
|
clearDisplayList();
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::clearDisplayList()
|
|
|
|
{
|
|
|
|
if (!displayListValid)
|
|
|
|
return;
|
|
|
|
|
|
|
|
const int size = displayList.size();
|
|
|
|
for (int i = 0; i < size; i++)
|
|
|
|
{
|
|
|
|
if (displayList[i].isList)
|
|
|
|
glDeleteLists(displayList[i].u.listID, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
displayList.resize(0);
|
|
|
|
displayListValid = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void RenderObjectLayer::generateDisplayList()
|
|
|
|
{
|
|
|
|
// Temporarily disable culling so all static objects are entered into
|
|
|
|
// the display list.
|
|
|
|
bool savedCull = this->cull;
|
|
|
|
this->cull = false;
|
|
|
|
|
|
|
|
int listSize = 0, listLength = 0;
|
|
|
|
bool lastWasStatic = false;
|
|
|
|
|
|
|
|
for (RenderObject *robj = getFirst(); robj; robj = getNext())
|
|
|
|
{
|
|
|
|
if (listLength >= listSize)
|
|
|
|
{
|
|
|
|
listSize += 100;
|
|
|
|
displayList.resize(listSize);
|
|
|
|
}
|
|
|
|
bool addEntry = true; // Add an entry for this robj?
|
|
|
|
if (robj->isStatic() && robj->followCamera == 0)
|
|
|
|
{
|
|
|
|
if (lastWasStatic)
|
|
|
|
{
|
|
|
|
addEntry = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
#ifdef BBGE_BUILD_OPENGL
|
|
|
|
int listID = glGenLists(1);
|
|
|
|
if (listID != 0)
|
|
|
|
{
|
|
|
|
(void) glGetError(); // Clear error state
|
|
|
|
glNewList(listID, GL_COMPILE);
|
|
|
|
if (glGetError() == GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
displayList[listLength].isList = true;
|
|
|
|
displayList[listLength].u.listID = listID;
|
|
|
|
listLength++;
|
|
|
|
lastWasStatic = true;
|
|
|
|
addEntry = false;
|
|
|
|
RenderObject::lastTextureApplied = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
debugLog("glNewList failed");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
debugLog("glGenLists failed");
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (lastWasStatic)
|
|
|
|
{
|
|
|
|
#ifdef BBGE_BUILD_OPENGL
|
|
|
|
glEndList();
|
|
|
|
#endif
|
|
|
|
lastWasStatic = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (addEntry)
|
|
|
|
{
|
|
|
|
displayList[listLength].isList = false;
|
|
|
|
displayList[listLength].u.robj = robj;
|
|
|
|
listLength++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
renderOneObject(robj);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lastWasStatic)
|
|
|
|
{
|
|
|
|
#ifdef BBGE_BUILD_OPENGL
|
|
|
|
glEndList();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
displayList.resize(listLength);
|
|
|
|
displayListValid = true;
|
|
|
|
|
|
|
|
this->cull = savedCull;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void RenderObjectLayer::renderOneObject(RenderObject *robj)
|
|
|
|
{
|
|
|
|
core->totalRenderObjectCount++;
|
|
|
|
if (robj->getParent() || robj->alpha.x == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!this->cull || !robj->cull || robj->isOnScreen())
|
|
|
|
{
|
|
|
|
robj->render();
|
|
|
|
core->renderObjectCount++;
|
|
|
|
}
|
|
|
|
core->processedRenderObjectCount++;
|
|
|
|
}
|