gzdoom-gles/src/swrenderer/things/r_visiblespritelist.cpp

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//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "p_lnspec.h"
#include "templates.h"
#include "doomdef.h"
#include "m_swap.h"
#include "i_system.h"
#include "w_wad.h"
#include "g_levellocals.h"
#include "p_maputl.h"
#include "swrenderer/things/r_visiblesprite.h"
#include "swrenderer/things/r_visiblespritelist.h"
#include "swrenderer/r_memory.h"
namespace swrenderer
{
void VisibleSpriteList::Deinit()
{
// Free vissprites
for (int i = 0; i < MaxVisSprites; ++i)
{
delete vissprites[i];
}
free(vissprites);
vissprites = nullptr;
vissprite_p = lastvissprite = nullptr;
MaxVisSprites = 0;
}
void VisibleSpriteList::Clear()
{
vissprite_p = firstvissprite;
}
vissprite_t *VisibleSpriteList::Add()
{
if (vissprite_p == lastvissprite)
{
ptrdiff_t firstvisspritenum = firstvissprite - vissprites;
ptrdiff_t prevvisspritenum = vissprite_p - vissprites;
MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128;
vissprites = (vissprite_t **)M_Realloc(vissprites, MaxVisSprites * sizeof(vissprite_t));
lastvissprite = &vissprites[MaxVisSprites];
firstvissprite = &vissprites[firstvisspritenum];
vissprite_p = &vissprites[prevvisspritenum];
DPrintf(DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites);
// Allocate sprites from the new pile
for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
{
*p = new vissprite_t;
}
}
vissprite_p++;
return *(vissprite_p - 1);
}
int VisibleSpriteList::MaxVisSprites;
vissprite_t **VisibleSpriteList::vissprites;
vissprite_t **VisibleSpriteList::firstvissprite;
vissprite_t **VisibleSpriteList::vissprite_p;
vissprite_t **VisibleSpriteList::lastvissprite;
/////////////////////////////////////////////////////////////////////////
void SortedVisibleSpriteList::Deinit()
{
delete[] spritesorter;
spritesortersize = 0;
spritesorter = nullptr;
}
// This is the standard version, which does a simple test based on depth.
bool SortedVisibleSpriteList::sv_compare(vissprite_t *a, vissprite_t *b)
{
return a->idepth > b->idepth;
}
// This is an alternate version, for when one or more voxel is in view.
// It does a 2D distance test based on whichever one is furthest from
// the viewpoint.
bool SortedVisibleSpriteList::sv_compare2d(vissprite_t *a, vissprite_t *b)
{
return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
}
void SortedVisibleSpriteList::Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first)
{
int i;
vissprite_t **spr;
vsprcount = int(VisibleSpriteList::vissprite_p - &VisibleSpriteList::vissprites[first]);
if (vsprcount == 0)
return;
if (spritesortersize < VisibleSpriteList::MaxVisSprites)
{
if (spritesorter != nullptr)
delete[] spritesorter;
spritesorter = new vissprite_t *[VisibleSpriteList::MaxVisSprites];
spritesortersize = VisibleSpriteList::MaxVisSprites;
}
if (!(i_compatflags & COMPATF_SPRITESORT))
{
for (i = 0, spr = VisibleSpriteList::firstvissprite; i < vsprcount; i++, spr++)
{
spritesorter[i] = *spr;
}
}
else
{
// If the compatibility option is on sprites of equal distance need to
// be sorted in inverse order. This is most easily achieved by
// filling the sort array backwards before the sort.
for (i = 0, spr = VisibleSpriteList::firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--)
{
spritesorter[i] = *spr;
}
}
std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
}
vissprite_t **SortedVisibleSpriteList::spritesorter;
int SortedVisibleSpriteList::spritesortersize = 0;
int SortedVisibleSpriteList::vsprcount;
}