index 1be9bbc1632a075034c504a8105d791278d31def..9a6235c8b1b3b1d153a39358ed001620d0a63cf8 100644 (file)
interface
- uses g_panel, MAPDEF; // TPanel, TDFColor
+ uses g_panel, MAPDEF, binheap; // TPanel, TDFColor
+
+ procedure r_Map_Initialize;
+ procedure r_Map_Finalize;
+
+ procedure r_Map_Load;
+ procedure r_Map_Free;
procedure r_Map_LoadTextures;
+ procedure r_Map_FreeTextures;
+
+ procedure r_Map_Update;
- procedure r_Map_DrawBack (dx, dy: Integer);
procedure r_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor); // unaccelerated
procedure r_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
procedure r_Map_DrawPanelShadowVolumes (lightX: Integer; lightY: Integer; radius: Integer);
procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor);
procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer);
+ type
+ TBinHeapPanelDrawCmp = class
+ public
+ class function less (const a, b: TPanel): Boolean; inline;
+ end;
+
+ TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
+
+ var
+ gDrawPanelList: TBinHeapPanelDraw = nil; // binary heap of all walls we have to render, populated by `g_Map_CollectDrawPanels()`
+
implementation
uses
{$INCLUDE ../nogl/noGLuses.inc}
- SysUtils, Classes, Math, utils,
- e_log, wadreader, CONFIG,
- r_graphics, r_animations, r_textures,
+ SysUtils, Classes, Math, e_log, wadreader, CONFIG, utils, g_language,
+ r_graphics, r_animations, r_textures, g_textures,
g_base, g_basic, g_game, g_options,
g_map
;
RenTextures: array of record
ID: DWORD;
Width, Height: WORD;
+ Anim: Boolean;
end;
+ FlagFrames: array [FLAG_RED..FLAG_BLUE] of DWORD;
+ FlagAnim: TAnimState;
+
+ class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
+ begin
+ if (a.tag < b.tag) then begin result := true; exit; end;
+ if (a.tag > b.tag) then begin result := false; exit; end;
+ result := (a.arrIdx < b.arrIdx);
+ end;
+
+ procedure r_Map_Initialize;
+ begin
+ FlagAnim := TAnimState.Create(True, 8, 5);
+ end;
+
+ procedure r_Map_Finalize;
+ begin
+ FlagAnim.Invalidate;
+ end;
+
+ procedure r_Map_Load;
+ begin
+ g_Frames_CreateWAD(@FlagFrames[FLAG_RED], 'FRAMES_FLAG_RED', GameWAD + ':TEXTURES\FLAGRED', 64, 64, 5, False);
+ g_Frames_CreateWAD(@FlagFrames[FLAG_BLUE], 'FRAMES_FLAG_BLUE', GameWAD + ':TEXTURES\FLAGBLUE', 64, 64, 5, False);
+ end;
+
+ procedure r_Map_Free;
+ begin
+ g_Frames_DeleteByName('FRAMES_FLAG_RED');
+ g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
+ end;
procedure r_Map_LoadTextures;
const
SetLength(RenTextures, n);
for i := 0 to n - 1 do
begin
+ // e_LogWritefln('r_Map_LoadTextures: -> [%s] :: [%s]', [Textures[i].FullName, Textures[i].TextureName]);
RenTextures[i].ID := LongWord(TEXTURE_NONE);
RenTextures[i].Width := 0;
RenTextures[i].Height := 0;
+ RenTextures[i].Anim := False;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].ID := LongWord(TEXTURE_SPECIAL_WATER);
TEXTURE_NAME_ACID1: RenTextures[i].ID := LongWord(TEXTURE_SPECIAL_ACID1);
begin
if WAD.GetResource(ResName, ResData, ResLen, log) then
begin
- if Textures[i].Anim then
+ if IsWadData(ResData, ResLen) then
begin
WADz := TWADFile.Create();
if WADz.ReadMemory(ResData, ResLen) then
begin
if WADz.GetResource('TEXTURES/' + TextureResource, ReszData, ReszLen) then
begin
- if not g_Frames_CreateMemory(@RenTextures[i].ID, '', ReszData, ReszLen, Width, Height, FramesCount, BackAnim) then
+ if g_Frames_CreateMemory(@RenTextures[i].ID, '', ReszData, ReszLen, Width, Height, FramesCount, BackAnim) then
+ RenTextures[i].Anim := True
+ else
e_LogWritefln('r_Map_LoadTextures: failed to create frames object (%s)', [Textures[i].FullName]);
FreeMem(ReszData)
end
end
end;
+ procedure r_Map_FreeTextures;
+ begin
+ // TODO
+ end;
+
procedure dplClear ();
begin
if (gDrawPanelList = nil) then gDrawPanelList := TBinHeapPanelDraw.Create() else gDrawPanelList.clear();
it.release();
end;
-procedure r_Map_DrawBack(dx, dy: Integer);
-begin
- if gDrawBackGround and (BackID <> DWORD(-1)) then
- e_DrawSize(BackID, dx, dy, 0, False, False, gBackSize.X, gBackSize.Y)
- else
- e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
-end;
-
-procedure r_Map_DrawFlags();
-var
- i, dx: Integer;
- tx, ty: Integer;
- Mirror: TMirrorType;
-begin
- if gGameSettings.GameMode <> GM_CTF then
- Exit;
-
- for i := FLAG_RED to FLAG_BLUE do
- with gFlags[i] do
- if State <> FLAG_STATE_CAPTURED then
+ procedure r_Map_DrawFlags;
+ var i, dx, tx, ty: Integer; Mirror: TMirrorType; f: PFlag;
+ begin
+ if gGameSettings.GameMode = GM_CTF then
+ begin
+ for i := FLAG_RED to FLAG_BLUE do
begin
- if State = FLAG_STATE_NONE then
- continue;
-
- Obj.lerp(gLerpFactor, tx, ty);
-
- if Direction = TDirection.D_LEFT then
- begin
- Mirror := TMirrorType.Horizontal;
- dx := -1;
- end
- else
- begin
- Mirror := TMirrorType.None;
- dx := 1;
- end;
-
- r_Animation_Draw(Animation, tx + dx, ty + 1, Mirror);
-
- if g_debug_Frames then
+ f := @gFlags[i];
+ if not (f.State in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
begin
- e_DrawQuad(Obj.X+Obj.Rect.X,
- Obj.Y+Obj.Rect.Y,
- Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
- Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
- 0, 255, 0);
- end;
- end;
-end;
+ f.Obj.lerp(gLerpFactor, tx, ty);
+ if f.Direction = TDirection.D_LEFT then
+ Mirror := TMirrorType.Horizontal
+ else
+ Mirror := TMirrorType.None;
+ dx := IfThen(f.Direction = TDirection.D_LEFT, -1, +1);
+ r_AnimState_Draw(FlagFrames[i], FlagAnim, tx + dx, ty + 1, 0, Mirror, False);
+ if g_debug_Frames then
+ e_DrawQuad(tx + f.Obj.Rect.X, ty + f.Obj.Rect.Y, tx + f.Obj.Rect.X + f.Obj.Rect.Width - 1, ty + f.Obj.Rect.Y + f.Obj.Rect.Height - 1, 0, 255, 0)
+ end
+ end
+ end
+ end;
procedure Panel_Lerp (p: TPanel; t: Single; out tX, tY, tW, tH: Integer);
begin
begin
Panel_Lerp(p, gLerpFactor, tx, ty, tw, th);
Texture := p.TextureIDs[p.FCurTexture].Texture;
- IsAnim := p.TextureIDs[p.FCurTexture].Anim;
+ IsAnim := RenTextures[Texture].Anim;
if IsAnim then
begin
- if p.TextureIDs[p.FCurTexture].AnTex <> nil then
+ if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
begin
FramesID := RenTextures[Texture].ID;
w := RenTextures[Texture].Width;
h := RenTextures[Texture].Height;
for xx := 0 to tw div w - 1 do
for yy := 0 to th div h - 1 do
- r_AnimationState_Draw(FramesID, p.TextureIDs[p.FCurTexture].AnTex, tx + xx * w, ty + yy * h, TMirrorType.None);
+ r_AnimState_Draw(FramesID, p.TextureIDs[p.FCurTexture].AnTex, tx + xx * w, ty + yy * h, p.Alpha, TMirrorType.None, p.Blending);
end
end
else
if p.Enabled and (p.FCurTexture >= 0) and (p.Width > 0) and (p.Height > 0) and (p.Alpha < 255) {and g_Collide(X, Y, tw, th, sX, sY, sWidth, sHeight)} then
begin
Panel_Lerp(p, gLerpFactor, tx, ty, tw, th);
- if not p.TextureIDs[p.FCurTexture].Anim then
+ Texture := p.TextureIDs[p.FCurTexture].Texture;
+ if not RenTextures[Texture].Anim then
begin
- Texture := p.TextureIDs[p.FCurTexture].Texture;
case RenTextures[Texture].ID of
LongWord(TEXTURE_SPECIAL_WATER): exit;
LongWord(TEXTURE_SPECIAL_ACID1): exit;
end
end;
+ procedure r_Map_Update;
+ begin
+ FlagAnim.Update
+ end;
+
end.