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Aquaria/BBGE/RenderObjectLayer.cpp
fgenesis ac822ec91d Fix missed logic bugs in reordering of RenderObjects within a layer.
Because of wrongly set firstFreeIdx some pointers were NULL, where they
shouldn't be, which caused hard to track down crashes.
This is an addition to af04d0c37698.
2012-02-05 20:31:17 +01:00

502 lines
10 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"
#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);
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];
renderObjects[i]->setIdx(i); // Known to be non-NULL.
}
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++;
}