blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
Benoit Bolsee 1f0ae739cb BGE memleak fix: OpenGL Display Lists not deleted when switching scene
This fix also improves performance of Display List for replica objects: Display List ID caching is now enabled for replica objects which avoids a tree search on each frame and for each replica.
2008-03-09 22:02:32 +00:00

288 lines
5.6 KiB
C++

//
#include <iostream>
#include "RAS_ListRasterizer.h"
#ifdef WIN32
#include <windows.h>
#endif // WIN32
#ifdef __APPLE__
#define GL_GLEXT_LEGACY 1
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include "RAS_TexVert.h"
#include "RAS_GLExtensionManager.h"
#include "MT_assert.h"
//#ifndef NDEBUG
//#ifdef WIN32
//#define spit(x) std::cout << x << std::endl;
//#endif //WIN32
//#else
#define spit(x)
//#endif
RAS_ListSlot::RAS_ListSlot(RAS_ListRasterizer* rasty)
: KX_ListSlot(),
m_flag(LIST_MODIFY|LIST_CREATE),
m_list(0),
m_rasty(rasty)
{
}
int RAS_ListSlot::Release()
{
if (--m_refcount > 0)
return m_refcount;
m_rasty->RemoveListSlot(this);
delete this;
return 0;
}
RAS_ListSlot::~RAS_ListSlot()
{
RemoveList();
}
void RAS_ListSlot::RemoveList()
{
if(m_list != 0) {
spit("Releasing display list (" << m_list << ")");
glDeleteLists((GLuint)m_list, 1);
m_list =0;
}
}
void RAS_ListSlot::DrawList()
{
if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
RemoveList();
return;
}
if(m_flag &LIST_MODIFY) {
if(m_flag &LIST_CREATE) {
if(m_list == 0) {
m_list = (unsigned int)glGenLists(1);
m_flag = m_flag &~ LIST_CREATE;
spit("Created display list (" << m_list << ")");
}
}
if(m_list != 0)
glNewList((GLuint)m_list, GL_COMPILE);
m_flag |= LIST_BEGIN;
return;
}
glCallList(m_list);
}
void RAS_ListSlot::EndList()
{
if(m_flag & LIST_BEGIN) {
glEndList();
m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY);
m_flag |= LIST_END;
glCallList(m_list);
}
}
void RAS_ListSlot::SetModified(bool mod)
{
if(mod && !(m_flag & LIST_MODIFY)) {
spit("Modifying list (" << m_list << ")");
m_flag = m_flag &~ LIST_END;
m_flag |= LIST_STREAM;
}
}
bool RAS_ListSlot::End()
{
return (m_flag &LIST_END)!=0;
}
RAS_ListRasterizer::RAS_ListRasterizer(RAS_ICanvas* canvas, bool useVertexArrays, bool lock)
: RAS_VAOpenGLRasterizer(canvas, lock),
mUseVertexArrays(useVertexArrays)
{
// --
}
RAS_ListRasterizer::~RAS_ListRasterizer()
{
ReleaseAlloc();
}
void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
{
RAS_Lists::iterator it = mLists.begin();
while(it != mLists.end()) {
if (it->second == list) {
mLists.erase(it);
break;
}
it++;
}
}
RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(const vecVertexArray& vertexarrays, KX_ListSlot** slot)
{
/*
Keep a copy of constant lists submitted for rendering,
this guards against (replicated)new...delete every frame,
and we can reuse lists!
:: sorted by vertex array
*/
RAS_ListSlot* localSlot = (RAS_ListSlot*)*slot;
if(!localSlot) {
RAS_Lists::iterator it = mLists.find(vertexarrays);
if(it == mLists.end()) {
localSlot = new RAS_ListSlot(this);
mLists.insert(std::pair<vecVertexArray, RAS_ListSlot*>(vertexarrays, localSlot));
} else {
localSlot = static_cast<RAS_ListSlot*>(it->second->AddRef());
}
}
MT_assert(localSlot);
return localSlot;
}
void RAS_ListRasterizer::ReleaseAlloc()
{
RAS_Lists::iterator it = mLists.begin();
while(it != mLists.end()) {
delete it->second;
it++;
}
mLists.clear();
}
void RAS_ListRasterizer::IndexPrimitives(
const vecVertexArray & vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
{
RAS_ListSlot* localSlot =0;
// useObjectColor(are we updating every frame?)
if(!useObjectColor) {
localSlot = FindOrAdd(vertexarrays, slot);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
*slot = localSlot;
return;
}
}
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::IndexPrimitives(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
} else {
RAS_OpenGLRasterizer::IndexPrimitives(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
}
if(!useObjectColor) {
localSlot->EndList();
*slot = localSlot;
}
}
void RAS_ListRasterizer::IndexPrimitivesMulti(
const vecVertexArray& vertexarrays,
const vecIndexArrays & indexarrays,
int mode,
class RAS_IPolyMaterial* polymat,
class RAS_IRenderTools* rendertools,
bool useObjectColor,
const MT_Vector4& rgbacolor,
class KX_ListSlot** slot)
{
RAS_ListSlot* localSlot =0;
// useObjectColor(are we updating every frame?)
if(!useObjectColor) {
localSlot = FindOrAdd(vertexarrays, slot);
localSlot->DrawList();
if(localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
*slot = localSlot;
return;
}
}
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
} else {
RAS_OpenGLRasterizer::IndexPrimitivesMulti(
vertexarrays, indexarrays,
mode, polymat,
rendertools, useObjectColor,
rgbacolor,slot
);
}
if(!useObjectColor) {
localSlot->EndList();
*slot = localSlot;
}
}
bool RAS_ListRasterizer::Init(void)
{
if (mUseVertexArrays) {
return RAS_VAOpenGLRasterizer::Init();
} else {
return RAS_OpenGLRasterizer::Init();
}
}
void RAS_ListRasterizer::SetDrawingMode(int drawingmode)
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::SetDrawingMode(drawingmode);
} else {
RAS_OpenGLRasterizer::SetDrawingMode(drawingmode);
}
}
void RAS_ListRasterizer::Exit()
{
if (mUseVertexArrays) {
RAS_VAOpenGLRasterizer::Exit();
} else {
RAS_OpenGLRasterizer::Exit();
}
}
// eof