scummvm/engines/sword25/gfx/renderobjectmanager.cpp
2019-04-09 21:14:23 +03:00

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/gfx/animationtemplateregistry.h"
#include "common/rect.h"
#include "sword25/gfx/renderobject.h"
#include "sword25/gfx/timedrenderobject.h"
#include "sword25/gfx/rootrenderobject.h"
#include "common/system.h"
namespace Sword25 {
void RenderObjectQueue::add(RenderObject *renderObject) {
push_back(RenderObjectQueueItem(renderObject, renderObject->getBbox(), renderObject->getVersion()));
}
bool RenderObjectQueue::exists(const RenderObjectQueueItem &renderObjectQueueItem) {
for (RenderObjectQueue::iterator it = begin(); it != end(); ++it)
if ((*it)._renderObject == renderObjectQueueItem._renderObject &&
(*it)._version == renderObjectQueueItem._version &&
(*it)._bbox == renderObjectQueueItem._bbox)
return true;
return false;
}
RenderObjectManager::RenderObjectManager(int width, int height, int framebufferCount) :
_frameStarted(false) {
// Wurzel des BS_RenderObject-Baumes erzeugen.
_rootPtr = (new RootRenderObject(this, width, height))->getHandle();
_uta = new MicroTileArray(width, height);
_currQueue = new RenderObjectQueue();
_prevQueue = new RenderObjectQueue();
}
RenderObjectManager::~RenderObjectManager() {
// Die Wurzel des Baumes l<>schen, damit werden alle BS_RenderObjects mitgel<65>scht.
_rootPtr.erase();
delete _uta;
delete _currQueue;
delete _prevQueue;
}
void RenderObjectManager::startFrame() {
_frameStarted = true;
// Verstrichene Zeit bestimmen
int timeElapsed = Kernel::getInstance()->getGfx()->getLastFrameDurationMicro();
// Alle BS_TimedRenderObject Objekte <20>ber den Framestart und die verstrichene Zeit in Kenntnis setzen
RenderObjectList::iterator iter = _timedRenderObjects.begin();
for (; iter != _timedRenderObjects.end(); ++iter)
(*iter)->frameNotification(timeElapsed);
}
bool RenderObjectManager::render() {
// Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert.
// Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet
// werden muss.
if (!_rootPtr.isValid() || !_rootPtr->updateObjectState())
return false;
_frameStarted = false;
// Die Render-Methode der Wurzel aufrufen. Dadurch wird das rekursive Rendern der Baumelemente angesto<74>en.
_currQueue->clear();
_rootPtr->preRender(_currQueue);
_uta->clear();
// Add rectangles of objects which don't exist in this frame any more
for (RenderObjectQueue::iterator it = _prevQueue->begin(); it != _prevQueue->end(); ++it) {
if (!_currQueue->exists(*it))
_uta->addRect((*it)._bbox);
}
// Add rectangles of objects which are different from the previous frame
for (RenderObjectQueue::iterator it = _currQueue->begin(); it != _currQueue->end(); ++it) {
if (!_prevQueue->exists(*it))
_uta->addRect((*it)._bbox);
}
RectangleList *updateRects = _uta->getRectangles();
Common::Array<int> updateRectsMinZ;
updateRectsMinZ.reserve(updateRects->size());
// Calculate the minimum drawing Z value of each update rectangle
// Solid bitmaps with a Z order less than the value calculated here would be overdrawn again and
// so don't need to be drawn in the first place which speeds things up a bit.
for (RectangleList::iterator rectIt = updateRects->begin(); rectIt != updateRects->end(); ++rectIt) {
int minZ = 0;
for (RenderObjectQueue::iterator it = _currQueue->reverse_begin(); it != _currQueue->end(); --it) {
if ((*it)._renderObject->isVisible() && (*it)._renderObject->isSolid() &&
(*it)._renderObject->getBbox().contains(*rectIt)) {
minZ = (*it)._renderObject->getAbsoluteZ();
break;
}
}
updateRectsMinZ.push_back(minZ);
}
if (_rootPtr->render(updateRects, updateRectsMinZ)) {
// Copy updated rectangles to the video screen
Graphics::Surface *backSurface = Kernel::getInstance()->getGfx()->getSurface();
for (RectangleList::iterator rectIt = updateRects->begin(); rectIt != updateRects->end(); ++rectIt) {
const int x = (*rectIt).left;
const int y = (*rectIt).top;
const int width = (*rectIt).width();
const int height = (*rectIt).height();
g_system->copyRectToScreen(backSurface->getBasePtr(x, y), backSurface->pitch, x, y, width, height);
}
}
delete updateRects;
SWAP(_currQueue, _prevQueue);
return true;
}
void RenderObjectManager::attatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
_timedRenderObjects.push_back(renderObjectPtr);
}
void RenderObjectManager::detatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
for (uint i = 0; i < _timedRenderObjects.size(); i++)
if (_timedRenderObjects[i] == renderObjectPtr) {
_timedRenderObjects.remove_at(i);
break;
}
}
bool RenderObjectManager::persist(OutputPersistenceBlock &writer) {
bool result = true;
// Alle Kinder des Wurzelknotens speichern. Dadurch werden alle BS_RenderObjects gespeichert rekursiv gespeichert.
result &= _rootPtr->persistChildren(writer);
writer.write(_frameStarted);
// Referenzen auf die TimedRenderObjects persistieren.
writer.write((uint32)_timedRenderObjects.size());
RenderObjectList::const_iterator iter = _timedRenderObjects.begin();
while (iter != _timedRenderObjects.end()) {
writer.write((*iter)->getHandle());
++iter;
}
// Alle BS_AnimationTemplates persistieren.
result &= AnimationTemplateRegistry::instance().persist(writer);
return result;
}
bool RenderObjectManager::unpersist(InputPersistenceBlock &reader) {
bool result = true;
// Alle Kinder des Wurzelknotens l<>schen. Damit werden alle BS_RenderObjects gel<65>scht.
_rootPtr->deleteAllChildren();
// Alle BS_RenderObjects wieder hestellen.
if (!_rootPtr->unpersistChildren(reader))
return false;
reader.read(_frameStarted);
// Momentan gespeicherte Referenzen auf TimedRenderObjects l<>schen.
_timedRenderObjects.resize(0);
// Referenzen auf die TimedRenderObjects wieder herstellen.
uint32 timedObjectCount;
reader.read(timedObjectCount);
for (uint32 i = 0; i < timedObjectCount; ++i) {
uint32 handle;
reader.read(handle);
_timedRenderObjects.push_back(handle);
}
// Alle BS_AnimationTemplates wieder herstellen.
result &= AnimationTemplateRegistry::instance().unpersist(reader);
return result;
}
} // End of namespace Sword25