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Aquaria/BBGE/RenderObjectLayer.cpp
fgenesis bcffbac2b5 remove RenderObjectLayer::update. now all layers are updated, always.
The original use case of the update flag was to prevent those layers that
only had map Element tiles on them to update each tile, which would be
very slow and most tiles never had any reason to be updated.
(Those that needed to were tracked in a separate list.)

Since the map Element class does no longer exist and tiles are handled
much more efficiently now, it makes sense to not arbitarily disable
object updates for layers that used to have only map tiles on them.

Note to self: This fixes the skeleton entities properly reacting to
shots now when placed on tile layers.
2024-05-12 18:01:43 +02:00

277 lines
6.5 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;
const int size = renderObjects.size();
for (int i = 0; i < size; i++)
renderObjects[i] = 0;
objectCount = 0;
firstFreeIdx = 0;
preRender = NULL;
postRender = NULL;
}
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;
// TODO: set followCameraMult = (0,0) when followCamera == 0 ?
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 RenderState& rs) const
{
if(toRender.size() <= 1)
return;
size_t proc = 0;
if (startPass == endPass)
{
assert(rs.pass == RenderObject::RENDER_ALL);
const RenderObject * const * rlist = &toRender[0]; // known to have at least one element
const RenderObject *ro = *rlist++;
do
ro->render(rs);
while( (ro = *rlist++) );
proc += toRender.size() - 1;
}
else
{
RenderState rx(rs);
for (int pass = startPass; pass <= endPass; pass++)
{
rx.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(rx);
++proc;
}
}
}
core->processedRenderObjectCount += proc;
}