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Aquaria/BBGE/RenderObjectLayer.cpp
fgenesis 0a3f57486b Simplify RenderObject::followCamera math, remove branches, cleanup followCamera related code.
It also appears that a RenderObject is always on a layer when rendered.
Assert this in the code. This saves some extra branches.
2023-03-05 21:25:59 +01:00

272 lines
6.3 KiB
C++

/*
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"
#include "RenderBase.h"
#define BASE_ARRAY_SIZE 100 // Size of an object array in a new layer
RenderObjectLayer::RenderObjectLayer()
: renderObjects(BASE_ARRAY_SIZE)
{
followCamera = 0;
visible = true;
startPass = endPass = 0;
followCameraLock = FCL_NONE;
update = true;
const int size = renderObjects.size();
for (int i = 0; i < size; i++)
renderObjects[i] = 0;
objectCount = 0;
firstFreeIdx = 0;
}
RenderObjectLayer::~RenderObjectLayer()
{
}
void RenderObjectLayer::add(RenderObject* r)
{
size_t 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;
}
}
void RenderObjectLayer::remove(RenderObject* r)
{
const size_t idx = r->getIdx();
if (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);
}
void RenderObjectLayer::moveToFront(RenderObject *r)
{
const size_t size = renderObjects.size();
const size_t curIdx = r->getIdx();
size_t 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 size_t 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 size_t newSize = size + 10;
renderObjects.resize(newSize);
renderObjects[curIdx] = 0;
renderObjects[size] = r;
r->setIdx(size);
for (size_t 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;
size_t lastFree;
for (lastFree = lastUsed-1; lastFree > curIdx; lastFree--)
{
if (!renderObjects[lastFree])
break;
}
for (size_t 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++;
}
}
void RenderObjectLayer::moveToBack(RenderObject *r)
{
const size_t size = renderObjects.size();
const size_t curIdx = r->getIdx();
size_t 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 size_t newSize = size + 10;
const size_t sizeDiff = newSize - size;
const size_t newIdx = sizeDiff - 1;
renderObjects.resize(newSize);
renderObjects[curIdx] = 0;
for (size_t i = newSize - 1; i >= sizeDiff; i--)
{
renderObjects[i] = renderObjects[i - sizeDiff];
if(renderObjects[i])
renderObjects[i]->setIdx(i);
}
for (size_t 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;
}
}
}
void RenderObjectLayer::reloadDevice()
{
}
void RenderObjectLayer::prepareRender()
{
toRender.clear();
size_t n = 0;
for (const RenderObject *robj = getFirst(); robj; robj = getNext())
{
++n;
if(robj->shouldTryToRender())
toRender.push_back(robj);
}
core->renderObjectCount += toRender.size();
toRender.push_back(NULL); // terminate
core->totalRenderObjectCount += n;
switch(followCameraLock)
{
default:
case FCL_NONE: followCameraMult = Vector(1, 1); break; // both H and V affected
case FCL_HORZ: followCameraMult = Vector(1, 0); break; // only H affected
case FCL_VERT: followCameraMult = Vector(0, 1); break; // only V affected
}
}
void RenderObjectLayer::render() const
{
if(toRender.size() <= 1)
return;
size_t proc = 0;
CombinedRenderAndGPUState rs;
if (startPass == endPass)
{
rs.pass = RenderObject::RENDER_ALL;
const RenderObject * const * rlist = &toRender[0]; // known to have at least one element
while(const RenderObject *ro = *rlist++)
ro->render(rs);
proc += toRender.size() - 1;
}
else
{
for (int pass = startPass; pass <= endPass; pass++)
{
rs.pass = pass;
const RenderObject * const * rlist = &toRender[0]; // known to have at least one element
while(const RenderObject *ro = *rlist++)
if(ro->isVisibleInPass(pass))
{
ro->render(rs);
++proc;
}
}
}
core->processedRenderObjectCount += proc;
}