mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-15 14:09:06 +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++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Core.h"
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#ifdef RLT_FIXED
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#define BASE_ARRAY_SIZE 100 // Size of an object array in a new layer
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#endif
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RenderObjectLayer::RenderObjectLayer()
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#ifdef RLT_FIXED
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: renderObjects(BASE_ARRAY_SIZE)
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#endif
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{
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followCamera = NO_FOLLOW_CAMERA;
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visible = true;
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startPass = endPass = 0;
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followCameraLock = FCL_NONE;
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cull = true;
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update = true;
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optimizeStatic = false;
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mode = Core::MODE_2D;
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color = Vector(1,1,1);
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displayListValid = false;
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#ifdef RLT_FIXED
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const int size = renderObjects.size();
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for (int i = 0; i < size; i++)
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renderObjects[i] = 0;
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objectCount = 0;
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firstFreeIdx = 0;
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#endif
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}
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RenderObjectLayer::~RenderObjectLayer()
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{
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clearDisplayList();
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}
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void RenderObjectLayer::setCull(bool cull)
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{
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this->cull = cull;
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}
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void RenderObjectLayer::setOptimizeStatic(bool opt)
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{
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this->optimizeStatic = opt;
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clearDisplayList();
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}
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#ifdef RLT_DYNAMIC
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bool sortRenderObjectsByDepth(RenderObject *r1, RenderObject *r2)
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{
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return r1->getSortDepth() < r2->getSortDepth();
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}
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#endif
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void RenderObjectLayer::sort()
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{
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if (optimizeStatic && displayListValid)
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return; // Assume the order hasn't changed
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#ifdef RLT_FIXED
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// Compress the list before sorting to boost speed.
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const int size = renderObjects.size();
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int from, to;
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for (to = 0; to < size; to++) {
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if (!renderObjects[to])
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break;
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}
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for (from = to+1; from < size; from++) {
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if (renderObjects[from])
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{
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renderObjects[to] = renderObjects[from];
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renderObjects[to]->setIdx(to);
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to++;
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}
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}
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if (to < size)
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renderObjects[to] = 0;
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if (to != objectCount)
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{
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std::ostringstream os;
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os << "Objects lost in sort! (" << to << " != " << objectCount << ")";
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errorLog(os.str());
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objectCount = to;
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}
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const int count = objectCount;
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// Save a copy of all objects' depths so we don't have to call
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// getSortDepth() in a greater-order loop.
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std::vector<float> sortDepths(count);
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for (int i = 0; i < count; i++)
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{
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sortDepths[i] = renderObjects[i]->getSortDepth();
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}
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// FIXME: Just a simple selection sort for now. Is this fast enough?
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// Might need to use quicksort instead.
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for (int i = 0; i < count-1; i++)
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{
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int best = i;
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float bestDepth = sortDepths[i];
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for (int j = i+1; j < count; j++)
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{
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if (sortDepths[j] < bestDepth)
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{
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best = j;
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bestDepth = sortDepths[j];
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}
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}
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if (best != i)
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{
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RenderObject *r = renderObjects[i];
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renderObjects[i] = renderObjects[best];
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renderObjects[i]->setIdx(i);
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renderObjects[best] = r;
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renderObjects[best]->setIdx(best);
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float d = sortDepths[i];
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sortDepths[i] = sortDepths[best];
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sortDepths[best] = d;
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}
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}
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#endif
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#ifdef RLT_DYNAMIC
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renderObjectList.sort(sortRenderObjectsByDepth);
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#endif
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}
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void RenderObjectLayer::add(RenderObject* r)
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{
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#ifdef RLT_FIXED
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int size = renderObjects.size();
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if (firstFreeIdx >= size)
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{
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size += size/2; // Increase size by 50% each time we fill up.
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renderObjects.resize(size);
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}
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renderObjects[firstFreeIdx] = r;
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objectCount++;
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r->setIdx(firstFreeIdx);
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for (; firstFreeIdx < size; firstFreeIdx++)
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{
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if (!renderObjects[firstFreeIdx])
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break;
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}
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#endif
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#ifdef RLT_DYNAMIC
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renderObjectList.push_back(r);
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#endif
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#ifdef RLT_MAP
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renderObjectMap[intptr_t(r)] = r;
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#endif
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clearDisplayList();
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}
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void RenderObjectLayer::remove(RenderObject* r)
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{
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#ifdef RLT_FIXED
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const int idx = r->getIdx();
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if (idx < 0 || idx >= renderObjects.size())
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{
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errorLog("Trying to remove RenderObject with invalid index");
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return;
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}
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if (renderObjects[idx] != r)
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{
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errorLog("RenderObject pointer doesn't match array");
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return;
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}
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renderObjects[idx] = 0;
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objectCount--;
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if (idx < firstFreeIdx)
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firstFreeIdx = idx;
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r->setIdx(-1);
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#endif
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#ifdef RLT_DYNAMIC
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renderObjectList.remove(r);
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#endif
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#ifdef RLT_MAP
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renderObjectMap[intptr_t(r)] = 0;
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#endif
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clearDisplayList();
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}
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void RenderObjectLayer::moveToFront(RenderObject *r)
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{
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#ifdef RLT_FIXED
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const int size = renderObjects.size();
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const int curIdx = r->getIdx();
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int lastUsed;
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for (lastUsed = size-1; lastUsed > curIdx; lastUsed--)
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{
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if (renderObjects[lastUsed])
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break;
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}
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if (curIdx == lastUsed)
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{
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// Already at the front, so nothing to do.
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}
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else if (lastUsed < size-1)
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{
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const int newIdx = lastUsed + 1;
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renderObjects[curIdx] = 0;
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renderObjects[newIdx] = r;
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r->setIdx(newIdx);
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if (firstFreeIdx > curIdx)
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firstFreeIdx = curIdx;
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}
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else if (objectCount == size)
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{
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// Expand the array so future calls have a bit of breathing room.
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const int newSize = size + 10;
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renderObjects.resize(newSize);
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renderObjects[curIdx] = 0;
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renderObjects[size] = r;
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r->setIdx(size);
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for (int i = size+1; i < newSize; i++)
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renderObjects[i] = 0;
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if (firstFreeIdx > curIdx)
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firstFreeIdx = curIdx;
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}
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else
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{
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// Need to shift elements downward to make room for the new one.
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renderObjects[curIdx] = 0;
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int lastFree;
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for (lastFree = lastUsed-1; lastFree > curIdx; lastFree--)
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{
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if (!renderObjects[lastFree])
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break;
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}
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for (int i = lastFree + 1; i <= lastUsed; i++)
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{
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renderObjects[i-1] = renderObjects[i];
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renderObjects[i-1]->setIdx(i-1); // Known to be non-NULL.
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}
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renderObjects[lastUsed] = r;
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r->setIdx(lastUsed);
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firstFreeIdx = 0;
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// Known to have at least one NULL-element
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while (renderObjects[firstFreeIdx])
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firstFreeIdx++;
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}
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#endif // RLT_FIXED
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#ifdef RLT_DYNAMIC
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renderObjectList.remove(r);
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renderObjectList.push_back(r);
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#endif
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clearDisplayList();
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}
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void RenderObjectLayer::moveToBack(RenderObject *r)
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{
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#ifdef RLT_FIXED
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const int size = renderObjects.size();
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const int curIdx = r->getIdx();
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int firstUsed;
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for (firstUsed = 0; firstUsed < curIdx; firstUsed++)
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{
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if (renderObjects[firstUsed])
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break;
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}
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if (curIdx == firstUsed)
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{
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// Already at the back, so nothing to do.
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}
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else if (firstUsed > 0)
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{
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const int newIdx = firstUsed - 1;
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renderObjects[curIdx] = 0;
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renderObjects[newIdx] = r;
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r->setIdx(newIdx);
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// firstFreeIdx must be 0 here; if we filled slot 0, then
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// scan forward for the next empty element.
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while (renderObjects[firstFreeIdx])
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firstFreeIdx++;
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}
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else if (objectCount == size)
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{
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const int newSize = size + 10;
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const int sizeDiff = newSize - size;
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const int newIdx = sizeDiff - 1;
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renderObjects.resize(newSize);
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renderObjects[curIdx] = 0;
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for (int i = newSize - 1; i >= sizeDiff; i--)
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{
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renderObjects[i] = renderObjects[i - sizeDiff];
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renderObjects[i]->setIdx(i); // Known to be non-NULL.
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}
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for (int i = 0; i < newIdx; i++)
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renderObjects[i] = 0;
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renderObjects[newIdx] = r;
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r->setIdx(newIdx);
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firstFreeIdx = 0;
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}
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else
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{
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renderObjects[curIdx] = 0;
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if (curIdx < firstFreeIdx)
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firstFreeIdx = curIdx;
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for (int i = firstFreeIdx; i > 0; i--)
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{
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renderObjects[i] = renderObjects[i-1];
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renderObjects[i]->setIdx(i); // Known to be non-NULL.
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}
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renderObjects[0] = r;
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r->setIdx(0);
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for (firstFreeIdx++; firstFreeIdx < size; firstFreeIdx++)
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{
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if (!renderObjects[firstFreeIdx])
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break;
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}
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}
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#endif // RLT_FIXED
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#ifdef RLT_DYNAMIC
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renderObjectList.remove(r);
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renderObjectList.push_front(r);
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#endif
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clearDisplayList();
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}
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void RenderObjectLayer::renderPass(int pass)
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{
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core->currentLayerPass = pass;
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if (optimizeStatic && (followCamera == 0 || followCamera == NO_FOLLOW_CAMERA))
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{
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if (!displayListValid)
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generateDisplayList();
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const int size = displayList.size();
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for (int i = 0; i < size; i++)
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{
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if (displayList[i].isList)
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{
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#ifdef BBGE_BUILD_OPENGL
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glCallList(displayList[i].u.listID);
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#endif
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RenderObject::lastTextureApplied = 0;
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}
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else
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renderOneObject(displayList[i].u.robj);
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}
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}
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else
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{
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for (RenderObject *robj = getFirst(); robj; robj = getNext())
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{
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renderOneObject(robj);
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}
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}
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}
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void RenderObjectLayer::reloadDevice()
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{
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if (displayListValid)
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clearDisplayList();
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}
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void RenderObjectLayer::clearDisplayList()
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{
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if (!displayListValid)
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return;
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const int size = displayList.size();
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for (int i = 0; i < size; i++)
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{
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if (displayList[i].isList)
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glDeleteLists(displayList[i].u.listID, 1);
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}
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displayList.resize(0);
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displayListValid = false;
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}
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void RenderObjectLayer::generateDisplayList()
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{
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// Temporarily disable culling so all static objects are entered into
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// the display list.
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bool savedCull = this->cull;
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this->cull = false;
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int listSize = 0, listLength = 0;
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bool lastWasStatic = false;
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for (RenderObject *robj = getFirst(); robj; robj = getNext())
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{
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if (listLength >= listSize)
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{
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listSize += 100;
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displayList.resize(listSize);
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}
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bool addEntry = true; // Add an entry for this robj?
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if (robj->isStatic() && robj->followCamera == 0)
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{
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if (lastWasStatic)
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{
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addEntry = false;
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}
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else
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{
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#ifdef BBGE_BUILD_OPENGL
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int listID = glGenLists(1);
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if (listID != 0)
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{
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(void) glGetError(); // Clear error state
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glNewList(listID, GL_COMPILE);
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if (glGetError() == GL_NO_ERROR)
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{
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displayList[listLength].isList = true;
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displayList[listLength].u.listID = listID;
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listLength++;
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lastWasStatic = true;
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addEntry = false;
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RenderObject::lastTextureApplied = 0;
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}
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else
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debugLog("glNewList failed");
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}
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else
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debugLog("glGenLists failed");
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#endif
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}
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}
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else
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{
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if (lastWasStatic)
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{
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#ifdef BBGE_BUILD_OPENGL
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glEndList();
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#endif
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lastWasStatic = false;
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}
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}
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if (addEntry)
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{
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displayList[listLength].isList = false;
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displayList[listLength].u.robj = robj;
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listLength++;
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}
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else
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{
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renderOneObject(robj);
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}
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}
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if (lastWasStatic)
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{
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#ifdef BBGE_BUILD_OPENGL
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glEndList();
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#endif
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}
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displayList.resize(listLength);
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displayListValid = true;
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this->cull = savedCull;
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}
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inline void RenderObjectLayer::renderOneObject(RenderObject *robj)
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{
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core->totalRenderObjectCount++;
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if (robj->getParent() || robj->alpha.x == 0)
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return;
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if (!this->cull || !robj->cull || robj->isOnScreen())
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{
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robj->render();
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core->renderObjectCount++;
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}
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core->processedRenderObjectCount++;
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}
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