source: trunk/src/scene.cpp @ 671

Last change on this file since 671 was 671, checked in by sam, 12 years ago

Fix numerous resource leaks in scene.cpp.

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File size: 6.4 KB
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1//
2// Lol Engine
3//
4// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
5//   This program is free software; you can redistribute it and/or
6//   modify it under the terms of the Do What The Fuck You Want To
7//   Public License, Version 2, as published by Sam Hocevar. See
8//   http://sam.zoy.org/projects/COPYING.WTFPL for more details.
9//
10
11#if defined HAVE_CONFIG_H
12#   include "config.h"
13#endif
14
15#include <cstdlib>
16#include <cstdio>
17#include <cmath>
18
19#ifdef WIN32
20#   define WIN32_LEAN_AND_MEAN
21#   include <windows.h>
22#endif
23#if defined __APPLE__ && defined __MACH__
24#   include <OpenGL/gl.h>
25#else
26#   define GL_GLEXT_PROTOTYPES
27#   include <GL/gl.h>
28#endif
29
30#include "core.h"
31
32struct Tile
33{
34    uint32_t prio, code;
35    int x, y, z, o;
36};
37
38#if LOL_EXPERIMENTAL
39extern Shader *stdshader;
40#endif
41extern mat4 model_matrix;
42
43/*
44 * Scene implementation class
45 */
46
47class SceneData
48{
49    friend class Scene;
50
51private:
52    static int Compare(void const *p1, void const *p2)
53    {
54        Tile const *t1 = (Tile const *)p1;
55        Tile const *t2 = (Tile const *)p2;
56
57        return t2->prio - t1->prio;
58    }
59
60    Tile *tiles;
61    int ntiles;
62    float angle;
63
64    GLuint *bufs;
65    int nbufs;
66
67    static Scene *scene;
68};
69
70Scene *SceneData::scene = NULL;
71
72/*
73 * Public Scene class
74 */
75
76Scene::Scene(float angle)
77  : data(new SceneData())
78{
79    data->tiles = 0;
80    data->ntiles = 0;
81    data->angle = angle;
82
83    data->bufs = 0;
84    data->nbufs = 0;
85}
86
87Scene::~Scene()
88{
89    /* FIXME: this must be done while the GL context is still active.
90     * Change the architecture to make sure of that. */
91    glDeleteBuffers(data->nbufs, data->bufs);
92    free(data->bufs);
93    delete data;
94}
95
96Scene *Scene::GetDefault()
97{
98    if (!SceneData::scene)
99        SceneData::scene = new Scene(0.0f);
100    return SceneData::scene;
101}
102
103void Scene::Reset()
104{
105    if (SceneData::scene)
106        delete SceneData::scene;
107    SceneData::scene = NULL;
108}
109
110void Scene::AddTile(uint32_t code, int x, int y, int z, int o)
111{
112    if ((data->ntiles % 1024) == 0)
113        data->tiles = (Tile *)realloc(data->tiles,
114                                      (data->ntiles + 1024) * sizeof(Tile));
115    /* FIXME: this sorting only works for a 45-degree camera */
116    data->tiles[data->ntiles].prio = -y - 2 * 32 * z + (o ? 0 : 32);
117    data->tiles[data->ntiles].code = code;
118    data->tiles[data->ntiles].x = x;
119    data->tiles[data->ntiles].y = y;
120    data->tiles[data->ntiles].z = z;
121    data->tiles[data->ntiles].o = o;
122    data->ntiles++;
123}
124
125void Scene::Render() // XXX: rename to Blit()
126{
127#if 0
128    // Randomise, then sort.
129    for (int i = 0; i < data->ntiles; i++)
130    {
131        Tile tmp = data->tiles[i];
132        int j = rand() % data->ntiles;
133        data->tiles[i] = data->tiles[j];
134        data->tiles[j] = tmp;
135    }
136#endif
137    qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare);
138
139    // XXX: debug stuff
140    model_matrix = mat4::translate(320.0f, 240.0f, 0.0f);
141    model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f);
142#if 0
143    static float f = 0.0f;
144    f += 0.01f;
145    model_matrix *= mat4::rotate(0.1f * sinf(f), 1.0f, 0.0f, 0.0f);
146    model_matrix *= mat4::rotate(0.3f * cosf(f), 0.0f, 0.0f, 1.0f);
147#endif
148    model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f);
149    // XXX: end of debug stuff
150
151#if LOL_EXPERIMENTAL
152    GLuint uni, attr_pos, attr_tex;
153    uni = stdshader->GetUniformLocation("model_matrix");
154    attr_pos = stdshader->GetAttribLocation("in_Position");
155    attr_tex = stdshader->GetAttribLocation("in_TexCoord");
156
157    glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]);
158    glEnable(GL_DEPTH_TEST);
159    glDepthFunc(GL_LEQUAL);
160    glEnable(GL_ALPHA_TEST);
161    glAlphaFunc(GL_GEQUAL, 0.01f);
162    glEnable(GL_BLEND);
163    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
164#else
165    glEnable(GL_DEPTH_TEST);
166    glDepthFunc(GL_LEQUAL);
167    glEnable(GL_ALPHA_TEST);
168    glAlphaFunc(GL_GEQUAL, 0.01f);
169    glEnable(GL_BLEND);
170    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
171
172    glLoadIdentity();
173    glMultMatrixf(&model_matrix[0][0]);
174#endif
175
176    for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2)
177    {
178        /* Generate new vertex / texture coord buffers if necessary */
179        if (buf + 2 > data->nbufs)
180        {
181            data->bufs = (GLuint *)realloc(data->bufs, (buf + 2) * sizeof(GLuint));
182            glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs);
183            data->nbufs = buf + 2;
184        }
185
186        /* Count how many quads will be needed */
187        for (n = i + 1; n < data->ntiles; n++)
188            if (data->tiles[i].code >> 16 != data->tiles[n].code >> 16)
189                break;
190
191        /* Create a vertex array object */
192        float *vertex = (float *)malloc(6 * 3 * (n - i) * sizeof(float));
193        float *texture = (float *)malloc(6 * 2 * (n - i) * sizeof(float));
194
195        for (int j = i; j < n; j++)
196        {
197            Tiler::BlitTile(data->tiles[j].code, data->tiles[j].x,
198                            data->tiles[j].y, data->tiles[j].z, data->tiles[j].o,
199                            vertex + 18 * (j - i), texture + 12 * (j - i));
200        }
201
202#if LOL_EXPERIMENTAL
203        GLuint vao;
204
205        glGenVertexArrays(1, &vao);
206        glBindVertexArray(vao);
207#else
208        glEnableClientState(GL_VERTEX_ARRAY);
209        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
210#endif
211
212        glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);
213        glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat),
214                     vertex, GL_STATIC_DRAW);
215#if LOL_EXPERIMENTAL
216        glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0);
217        glEnableVertexAttribArray(attr_pos);
218#else
219        glVertexPointer(3, GL_FLOAT, 0, NULL);
220#endif
221
222        glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]);
223        glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat),
224                     texture, GL_STATIC_DRAW);
225#if LOL_EXPERIMENTAL
226        glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0);
227        glEnableVertexAttribArray(attr_tex);
228#else
229        glTexCoordPointer(2, GL_FLOAT, 0, NULL);
230#endif
231
232#if LOL_EXPERIMENTAL
233        stdshader->Bind();
234#endif
235
236        Tiler::Bind(data->tiles[i].code);
237        glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6);
238
239#if LOL_EXPERIMENTAL
240        glBindVertexArray(0);
241#else
242        glDisableClientState(GL_VERTEX_ARRAY);
243        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
244#endif
245
246        free(vertex);
247        free(texture);
248    }
249
250    free(data->tiles);
251    data->tiles = 0;
252    data->ntiles = 0;
253}
254
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