mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-15 22:19:07 +00:00
ac822ec91d
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.
502 lines
10 KiB
C++
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++;
|
|
}
|