os/graphics/m3g/m3gcore11/src/m3g_renderqueue.c
changeset 0 bde4ae8d615e
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/os/graphics/m3g/m3gcore11/src/m3g_renderqueue.c	Fri Jun 15 03:10:57 2012 +0200
     1.3 @@ -0,0 +1,302 @@
     1.4 +/*
     1.5 +* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
     1.6 +* All rights reserved.
     1.7 +* This component and the accompanying materials are made available
     1.8 +* under the terms of the License "Eclipse Public License v1.0"
     1.9 +* which accompanies this distribution, and is available
    1.10 +* at the URL "http://www.eclipse.org/legal/epl-v10.html".
    1.11 +*
    1.12 +* Initial Contributors:
    1.13 +* Nokia Corporation - initial contribution.
    1.14 +*
    1.15 +* Contributors:
    1.16 +*
    1.17 +* Description: RenderQueue implementation
    1.18 +*
    1.19 +*/
    1.20 +
    1.21 +
    1.22 +/*!
    1.23 + * \internal
    1.24 + * \file
    1.25 + * \brief RenderQueue implementation.
    1.26 + *
    1.27 + * Render queue holds
    1.28 + * meshes and sprites that are added to queue in rendering
    1.29 + * setup. After setup, queue is committed and contents are
    1.30 + * rendered. Queue grows dynamically, its initial size is
    1.31 + * defined in m3g_defs.h.
    1.32 + */
    1.33 +
    1.34 +#ifndef M3G_CORE_INCLUDE
    1.35 +#   error included by m3g_core.c; do not compile separately.
    1.36 +#endif
    1.37 +
    1.38 +#include "m3g_array.h"
    1.39 +
    1.40 +/*----------------------------------------------------------------------
    1.41 + * Private data structures
    1.42 + *--------------------------------------------------------------------*/
    1.43 +
    1.44 +/*!
    1.45 + * \internal
    1.46 + * \brief RenderQueue entry object
    1.47 + */
    1.48 +struct RenderItemImpl
    1.49 +{
    1.50 +	Node *node;
    1.51 +	Matrix toCamera;
    1.52 +    
    1.53 +    M3Gint subMeshIndex;
    1.54 +	M3Guint sortKey;
    1.55 +};
    1.56 +
    1.57 +/*!
    1.58 + * \internal
    1.59 + * \brief Drawable queue
    1.60 + */
    1.61 +struct RenderBucketImpl
    1.62 +{
    1.63 +    PointerArray items;
    1.64 +};
    1.65 +
    1.66 +
    1.67 +/* Sanity checking... */
    1.68 +M3G_CT_ASSERT(M3G_RENDERQUEUE_BUCKET_BITS >= M3G_APPEARANCE_HARD_SORT_BITS);
    1.69 +
    1.70 +
    1.71 +/*----------------------------------------------------------------------
    1.72 + * Private functions
    1.73 + *--------------------------------------------------------------------*/
    1.74 +
    1.75 +static M3G_INLINE RenderBucket *m3gGetRenderBucket(RenderQueue *rq,
    1.76 +                                                   M3Guint sortKey,
    1.77 +                                                   Interface *m3g)
    1.78 +{
    1.79 +    int i = (int)(sortKey >> (32 - M3G_RENDERQUEUE_BUCKET_BITS));
    1.80 +    RenderBucket *bucket = rq->buckets[i];
    1.81 +    
    1.82 +    if (!bucket) {
    1.83 +        bucket = m3gAllocZ(m3g, sizeof(RenderBucket));
    1.84 +        /* array already initialized by zero-allocation; see m3g_array.h */
    1.85 +        rq->buckets[i] = bucket;
    1.86 +    }
    1.87 +
    1.88 +    if (i < rq->minBucket) {
    1.89 +        rq->minBucket = i;
    1.90 +    }
    1.91 +    if (i > rq->maxBucket) {
    1.92 +        rq->maxBucket = i;
    1.93 +    }
    1.94 +    
    1.95 +    return bucket;
    1.96 +}
    1.97 +
    1.98 +static void m3gDestroyRenderBucket(RenderBucket *bucket, Interface *m3g)
    1.99 +{
   1.100 +    if (bucket) {
   1.101 +        int i;
   1.102 +        PointerArray *items = &bucket->items;
   1.103 +        for (i = 0; i < m3gArraySize(items); ++i) {
   1.104 +            m3gFree(m3g, m3gGetArrayElement(items, i));
   1.105 +        }
   1.106 +        m3gDestroyArray(items, m3g);
   1.107 +    }
   1.108 +    m3gFree(m3g, bucket);
   1.109 +}
   1.110 +
   1.111 +static RenderItem *m3gGetRenderItem(RenderQueue *rq, Interface *m3g)
   1.112 +{
   1.113 +    RenderItem *item = rq->freeItems;
   1.114 +    if (!item) {
   1.115 +        m3gIncStat(m3g, M3G_STAT_RENDERQUEUE_SIZE, 1);
   1.116 +        item = m3gAlloc(m3g, sizeof(RenderItem));
   1.117 +    }
   1.118 +    else {
   1.119 +        M3G_VALIDATE_MEMBLOCK(item);
   1.120 +        rq->freeItems = *(RenderItem**)item; /* move to next */
   1.121 +    }
   1.122 +    return item;
   1.123 +}
   1.124 +
   1.125 +static void m3gRecycleRenderItem(RenderQueue *rq, RenderItem *item)
   1.126 +{
   1.127 +    if (item) {
   1.128 +        *(RenderItem**)item = rq->freeItems; /* store "next" pointer */
   1.129 +        rq->freeItems = item;
   1.130 +    }
   1.131 +}
   1.132 +
   1.133 +static M3Gbool m3gInsertRenderItem(RenderBucket *bucket,
   1.134 +                                   RenderItem *item,
   1.135 +                                   Interface *m3g)
   1.136 +{
   1.137 +    PointerArray *items = &bucket->items;
   1.138 +    int idx = m3gArraySize(items);
   1.139 +    
   1.140 +    /* Do a binary search for the sorting key of the item */
   1.141 +    {
   1.142 +        M3Guint key = item->sortKey;
   1.143 +        int low = 0;
   1.144 +        int high = idx;
   1.145 +        const RenderItem *cmp;
   1.146 +
   1.147 +        idx >>= 1;
   1.148 +        
   1.149 +        while (low < high) {
   1.150 +            cmp = (const RenderItem*) m3gGetArrayElement(items, idx);
   1.151 +            
   1.152 +            if (cmp->sortKey < key) {
   1.153 +                low = idx + 1;
   1.154 +            }
   1.155 +            else if (cmp->sortKey > key) {
   1.156 +                high = idx;
   1.157 +            }
   1.158 +            else {
   1.159 +                break;
   1.160 +            }            
   1.161 +            idx = (low + high) >> 1;
   1.162 +        }
   1.163 +    }
   1.164 +
   1.165 +    /* Now that we know where to insert, insert; out of memory here
   1.166 +     * returns < 0 */
   1.167 +
   1.168 +    return (m3gArrayInsert(items, idx, item, m3g) >= 0);
   1.169 +}
   1.170 +
   1.171 +
   1.172 +/*----------------------------------------------------------------------
   1.173 + * Internal functions
   1.174 + *--------------------------------------------------------------------*/
   1.175 +
   1.176 +/*!
   1.177 + * \internal
   1.178 + * \brief Creates a new render queue.
   1.179 + *
   1.180 + * \param m3g   M3G interface object
   1.181 + * \return      RenderQueue object
   1.182 + */
   1.183 +static RenderQueue *m3gCreateRenderQueue(Interface *m3g)
   1.184 +{
   1.185 +    RenderQueue *rq;
   1.186 +    
   1.187 +    rq = m3gAllocZ(m3g, (M3Gsizei) sizeof(RenderQueue));
   1.188 +    return rq;
   1.189 +}
   1.190 +
   1.191 +/*!
   1.192 + * \internal
   1.193 + * \brief Destroys a render queue and frees
   1.194 + * all allocated memory.
   1.195 + *
   1.196 + * \param m3g   M3G interface object
   1.197 + * \param rq    RenderQueue
   1.198 + */
   1.199 +static void m3gDestroyRenderQueue(Interface *m3g, RenderQueue *rq)
   1.200 +{
   1.201 +    if (rq) {
   1.202 +        int i;
   1.203 +        for (i = 0; i < (1 << M3G_RENDERQUEUE_BUCKET_BITS); ++i) {
   1.204 +            RenderBucket *bucket = rq->buckets[i];
   1.205 +            m3gDestroyRenderBucket(bucket, m3g);
   1.206 +        }
   1.207 +        while (rq->freeItems) {
   1.208 +            RenderItem *item = rq->freeItems;
   1.209 +            rq->freeItems = *(RenderItem**)item;
   1.210 +            m3gFree(m3g, item);
   1.211 +        }
   1.212 +    }
   1.213 +    m3gFree(m3g, rq);
   1.214 +}
   1.215 +
   1.216 +/*!
   1.217 + * \internal
   1.218 + * \brief Inserts a mesh to the queue. May allocate
   1.219 + * memory if queue size is exceeded.
   1.220 + *
   1.221 + * \param m3g           M3G interface object
   1.222 + * \param rq            RenderQueue
   1.223 + * \param mesh          Mesh object
   1.224 + * \param subMeshIndex  submesh index inside mesh
   1.225 + * \param sortKey       sorting key
   1.226 + */
   1.227 +static M3Gbool m3gInsertDrawable(Interface *m3g,
   1.228 +                                 RenderQueue *rq,
   1.229 +                                 Node *node,
   1.230 +                                 const Matrix *toCamera,
   1.231 +                                 M3Gint subMeshIndex,
   1.232 +                                 M3Guint sortKey)
   1.233 +{
   1.234 +    RenderItem *item;
   1.235 +    RenderBucket *bucket;
   1.236 +    
   1.237 +    item = m3gGetRenderItem(rq, m3g);
   1.238 +    if (!item) {
   1.239 +        goto OutOfMemory;
   1.240 +    }
   1.241 +
   1.242 +    bucket = m3gGetRenderBucket(rq, sortKey, m3g);
   1.243 +    if (!bucket) {
   1.244 +        goto OutOfMemory;
   1.245 +    }
   1.246 +
   1.247 +    item->node         = node;
   1.248 +    item->toCamera     = *toCamera;
   1.249 +    item->subMeshIndex = subMeshIndex;
   1.250 +    item->sortKey      = (sortKey << M3G_RENDERQUEUE_BUCKET_BITS);
   1.251 +
   1.252 +    M3G_BEGIN_PROFILE(m3g, M3G_PROFILE_SETUP_SORT);
   1.253 +    if (!m3gInsertRenderItem(bucket, item, m3g)) {
   1.254 +        goto OutOfMemory;
   1.255 +    }
   1.256 +    M3G_END_PROFILE(m3g, M3G_PROFILE_SETUP_SORT);
   1.257 +    return M3G_TRUE;
   1.258 +
   1.259 +OutOfMemory:        
   1.260 +    m3gRecycleRenderItem(rq, item);
   1.261 +    return M3G_FALSE;
   1.262 +}
   1.263 +
   1.264 +/*!
   1.265 + * \internal
   1.266 + * \brief Clears the queue.
   1.267 + *
   1.268 + * \param rq            RenderQueue
   1.269 + */
   1.270 +static void m3gClearRenderQueue(RenderQueue *rq)
   1.271 +{
   1.272 +    rq->root = NULL;
   1.273 +    rq->lightManager = NULL;
   1.274 +    rq->minBucket = (1 << M3G_RENDERQUEUE_BUCKET_BITS);
   1.275 +    rq->maxBucket = 0;
   1.276 +}
   1.277 +
   1.278 +/*!
   1.279 + * \internal
   1.280 + * \brief Commits the queue by rendering its contents.
   1.281 + *
   1.282 + * \param rq            RenderQueue
   1.283 + * \param ctx           RenderContext object
   1.284 + */
   1.285 +static void m3gCommit(RenderQueue *rq, RenderContext *ctx)
   1.286 +{
   1.287 +    M3Gint b;
   1.288 +
   1.289 +    for (b = rq->minBucket; b <= rq->maxBucket; ++b) {
   1.290 +        if (rq->buckets[b]) {
   1.291 +            PointerArray *items = &rq->buckets[b]->items;
   1.292 +            int n = m3gArraySize(items);
   1.293 +            int i;
   1.294 +            for (i = 0; i < n; ++i) {
   1.295 +                RenderItem *item = (RenderItem*) m3gGetArrayElement(items, i);
   1.296 +                M3G_VFUNC(Node, item->node, doRender)(
   1.297 +                    item->node, ctx, &item->toCamera, item->subMeshIndex);
   1.298 +                m3gRecycleRenderItem(rq, item);
   1.299 +            }
   1.300 +            m3gClearArray(items);
   1.301 +            m3gIncStat(M3G_INTERFACE(ctx), M3G_STAT_RENDER_NODES_DRAWN, n);
   1.302 +        }
   1.303 +    }
   1.304 +}
   1.305 +