(svn r12740) -Codechange: use a vector instead of allocating memory in a byte array for ChildScreenSpriteToDraw.

This commit is contained in:
rubidium 2008-04-16 20:39:35 +00:00
parent 5254131d9c
commit 4703eb2036
2 changed files with 34 additions and 54 deletions

View File

@ -49,6 +49,16 @@ template <typename T, uint S> struct SmallVector {
{
return &data[items];
}
const T *Get(size_t index) const
{
return &data[index];
}
T *Get(size_t index)
{
return &data[index];
}
};
#endif /* SMALLVEC_H */

View File

@ -33,11 +33,6 @@
#include "table/sprites.h"
#include "table/strings.h"
enum {
VIEWPORT_DRAW_MEM = (65536 * 2),
PARENT_LIST_SIZE = 6144,
};
PlaceProc *_place_proc;
Point _tile_fract_coords;
ZoomLevel _saved_scrollpos_zoom;
@ -120,16 +115,11 @@ struct ParentSpriteToDraw {
int zmin; ///< minimal world Z coordinate of bounding box
int zmax; ///< maximal world Z coordinate of bounding box
ChildScreenSpriteToDraw *child; ///< head of child list;
int first_child; ///< the first child to draw.
int last_child; ///< the last sprite to draw.
bool comparison_done; ///< Used during sprite sorting: true if sprite has been compared with all other sprites
};
/* Quick hack to know how much memory to reserve when allocating from the spritelist
* to prevent a buffer overflow. */
#define LARGEST_SPRITELIST_STRUCT ParentSpriteToDraw
assert_compile(sizeof(LARGEST_SPRITELIST_STRUCT) >= sizeof(ChildScreenSpriteToDraw));
assert_compile(sizeof(LARGEST_SPRITELIST_STRUCT) >= sizeof(ParentSpriteToDraw));
/* Enumeration of multi-part foundations */
enum FoundationPart {
FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet.
@ -142,26 +132,25 @@ typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
typedef SmallVector<ParentSpriteToDraw*, 64> ParentSpriteToSortVector;
typedef SmallVector<ChildScreenSpriteToDraw, 16> ChildScreenSpriteToDrawVector;
struct ViewportDrawer {
DrawPixelInfo dpi;
byte *spritelist_mem;
const byte *eof_spritelist_mem;
StringSpriteToDrawVector string_sprites_to_draw;
TileSpriteToDrawVector tile_sprites_to_draw;
ParentSpriteToDrawVector parent_sprites_to_draw;
ParentSpriteToSortVector parent_sprites_to_sort;
ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
ChildScreenSpriteToDraw **last_child;
int *last_child;
byte combine_sprites;
int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
ChildScreenSpriteToDraw **last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations.
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
};
static ViewportDrawer *_cur_vd;
@ -517,7 +506,7 @@ static void AddChildSpriteToFoundation(SpriteID image, SpriteID pal, const SubSp
Point offs = vd->foundation_offset[foundation_part];
/* Change the active ChildSprite list to the one of the foundation */
ChildScreenSpriteToDraw **old_child = vd->last_child;
int *old_child = vd->last_child;
vd->last_child = vd->last_foundation_child[foundation_part];
AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub);
@ -648,12 +637,6 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
vd->last_child = NULL;
if (vd->spritelist_mem >= vd->eof_spritelist_mem) {
DEBUG(sprite, 0, "Out of sprite memory");
return;
}
Point pt = RemapCoords(x, y, z);
int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
@ -707,9 +690,10 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
ps->zmax = z + max(bb_offset_z, dz) - 1;
ps->comparison_done = false;
ps->child = NULL;
ps->first_child = vd->child_screen_sprites_to_draw.items;
ps->last_child = vd->child_screen_sprites_to_draw.items;
vd->last_child = &ps->child;
vd->last_child = &ps->last_child;
if (vd->combine_sprites == 1) vd->combine_sprites = 2;
}
@ -737,40 +721,29 @@ void EndSpriteCombine()
void AddChildSpriteScreen(SpriteID image, SpriteID pal, int x, int y, bool transparent, const SubSprite *sub)
{
ViewportDrawer *vd = _cur_vd;
ChildScreenSpriteToDraw *cs;
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
if (vd->last_child == NULL) return;
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
if (vd->spritelist_mem >= vd->eof_spritelist_mem) {
DEBUG(sprite, 0, "Out of sprite memory");
return;
}
cs = (ChildScreenSpriteToDraw*)vd->spritelist_mem;
/* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
if (vd->last_child == NULL) return;
vd->spritelist_mem += sizeof(ChildScreenSpriteToDraw);
/* Append the sprite to the active ChildSprite list.
* If the active ParentSprite is a foundation, update last_foundation_child as well. */
*vd->last_child = cs;
if (vd->last_foundation_child[0] == vd->last_child) vd->last_foundation_child[0] = &cs->next;
if (vd->last_foundation_child[1] == vd->last_child) vd->last_foundation_child[1] = &cs->next;
vd->last_child = &cs->next;
ChildScreenSpriteToDraw *cs = vd->child_screen_sprites_to_draw.Append();
cs->image = image;
cs->pal = pal;
cs->sub = sub;
cs->x = x;
cs->y = y;
cs->next = NULL;
*vd->last_child = vd->child_screen_sprites_to_draw.items;
}
/* Returns a StringSpriteToDraw */
@ -1387,14 +1360,15 @@ static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
}
}
static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd)
static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
{
const ParentSpriteToDraw * const *psd_end = psd->End();
for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
const ParentSpriteToDraw *ps = *it;
if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSprite(ps->image, ps->pal, ps->x, ps->y, ps->sub);
for (const ChildScreenSpriteToDraw *cs = ps->child; cs != NULL; cs = cs->next) {
const ChildScreenSpriteToDraw *last = csstdv->Get(ps->last_child);
for (const ChildScreenSpriteToDraw *cs = csstdv->Get(ps->first_child); cs != last; cs++) {
DrawSprite(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
}
}
@ -1493,8 +1467,6 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
int y;
DrawPixelInfo *old_dpi;
SmallStackSafeStackAlloc<byte, VIEWPORT_DRAW_MEM> mem;
_cur_vd = &vd;
old_dpi = _cur_dpi;
@ -1510,15 +1482,13 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
vd.dpi.left = left & mask;
vd.dpi.top = top & mask;
vd.dpi.pitch = old_dpi->pitch;
vd.last_child = NULL;
x = UnScaleByZoom(vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
y = UnScaleByZoom(vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
vd.spritelist_mem = mem;
vd.eof_spritelist_mem = mem.EndOf() - sizeof(LARGEST_SPRITELIST_STRUCT);
ViewportAddLandscape();
ViewportAddVehicles(&vd.dpi);
DrawTextEffects(&vd.dpi);
@ -1535,7 +1505,7 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
}
ViewportSortParentSprites(&vd.parent_sprites_to_sort);
ViewportDrawParentSprites(&vd.parent_sprites_to_sort);
ViewportDrawParentSprites(&vd.parent_sprites_to_sort, &vd.child_screen_sprites_to_draw);
if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&vd.parent_sprites_to_sort);