/* 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 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); if (firstFreeIdx > curIdx) firstFreeIdx = curIdx; } 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; if (firstFreeIdx > curIdx) firstFreeIdx = curIdx; } 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]; renderObjects[i-1]->setIdx(i-1); // Known to be non-NULL. } renderObjects[lastUsed] = r; r->setIdx(lastUsed); firstFreeIdx = 0; // Known to have at least one NULL-element while (renderObjects[firstFreeIdx]) firstFreeIdx++; } #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); // firstFreeIdx must be 0 here; if we filled slot 0, then // scan forward for the next empty element. while (renderObjects[firstFreeIdx]) 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]; if(renderObjects[i]) renderObjects[i]->setIdx(i); } 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]; renderObjects[i]->setIdx(i); // Known to be non-NULL. } 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++; }