index 95c76a39787fc0297e1ca2c408548c2323a7dff8..86a69a11b85903f4cd83c81dee9eccef81d6c28a 100644 (file)
var
DebugCameraScale: Single;
var
DebugCameraScale: Single;
+ FillOutsizeArea: Boolean;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
- Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true);
+ Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
if m.anim[d, a].mask <> '' then
if m.anim[d, a].mask <> '' then
- Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true);
+ Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
end
end;
{$IFDEF ENABLE_GIBS}
end
end;
{$IFDEF ENABLE_GIBS}
SetLength(Models[i].gibs.rect, m.GibsCount);
for a := 0 to m.GibsCount - 1 do
Models[i].gibs.rect[a] := DefaultGibSize;
SetLength(Models[i].gibs.rect, m.GibsCount);
for a := 0 to m.GibsCount - 1 do
Models[i].gibs.rect[a] := DefaultGibSize;
- if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
begin
begin
- if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
begin
// ok
end;
begin
// ok
end;
w,
h,
count,
w,
h,
count,
+ [TGLHints.txNoRepeat],
False
);
end
False
);
end
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
+ [TGLHints.txNoRepeat],
false
);
Items[i].frame := 0;
false
);
Items[i].frame := 0;
r_Map_LoadMonsterAnim(i, j, d);
r_Common_StepLoading(1);
end;
r_Map_LoadMonsterAnim(i, j, d);
r_Common_StepLoading(1);
end;
- VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
+ VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
begin
for j := 0 to W_POS_LAST do
for k := 0 to W_ACT_LAST do
begin
for j := 0 to W_POS_LAST do
for k := 0 to W_ACT_LAST do
- WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
+ WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
r_Common_StepLoading(1);
end;
// --------- gfx animations --------- //
r_Common_StepLoading(1);
end;
// --------- gfx animations --------- //
for i := 1 to R_GFX_LAST do
begin
if GFXAnim[i].anim.frames > 0 then
for i := 1 to R_GFX_LAST do
begin
if GFXAnim[i].anim.frames > 0 then
- GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
+ GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
end;
{$ENDIF}
// --------- shots --------- //
end;
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
begin
if ShotAnim[i].anim.frames > 0 then
for i := 0 to WEAPON_LAST do
begin
if ShotAnim[i].anim.frames > 0 then
- ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
+ ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
end;
// --------- flags --------- //
r_Common_SetLoading('Flags', 2);
FlagTextures[FLAG_NONE] := nil;
end;
// --------- flags --------- //
r_Common_SetLoading('Flags', 2);
FlagTextures[FLAG_NONE] := nil;
- FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
- FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
- // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
+ FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
+ FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
+ // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
r_Common_SetLoading('Shells', SHELL_LAST + 1);
for i := 0 to SHELL_LAST do
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
r_Common_SetLoading('Shells', SHELL_LAST + 1);
for i := 0 to SHELL_LAST do
- ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
+ ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
{$ENDIF}
// --------- other --------- //
r_Common_SetLoading('Effects', 3 * 2 + 3);
for b := false to true do
begin
for i := 0 to 2 do
{$ENDIF}
// --------- other --------- //
r_Common_SetLoading('Effects', 3 * 2 + 3);
for b := false to true do
begin
for i := 0 to 2 do
- PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
+ PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
end;
end;
- InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA');
- IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND');
- TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
+ InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
+ IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
+ TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
end;
procedure r_Map_Free;
end;
procedure r_Map_Free;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
+ RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
if RenTextures[i].tex = nil then
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
else
if RenTextures[i].tex = nil then
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
else
if gMapInfo.SkyFullName <> '' then
begin
r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
if gMapInfo.SkyFullName <> '' then
begin
r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
- SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName);
+ SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
end;
plist.Clear;
end;
end;
plist.Clear;
end;
begin
if gpart_dbg_enabled and (Particles <> nil) then
begin
begin
if gpart_dbg_enabled and (Particles <> nil) then
begin
- glDisable(GL_TEXTURE_2D);
+ r_Draw_EnableTexture2D(false);
if (g_dbg_scale < 0.6) then
glPointSize(1)
else if (g_dbg_scale > 1.3) then
if (g_dbg_scale < 0.6) then
glPointSize(1)
else if (g_dbg_scale > 1.3) then
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ r_Draw_SetColor(255, 255, 255, 255);
glBegin(GL_POINTS);
for i := 0 to High(Particles) do
begin
glBegin(GL_POINTS);
for i := 0 to High(Particles) do
begin
fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
- glVertex2f(fx, fy);
+ glVertex2i(fx, fy);
end;
end;
glEnd;
end;
end;
glEnd;
+ r_Draw_SetColor(0, 0, 0, 255);
glDisable(GL_BLEND);
end;
glDisable(GL_BLEND);
end;
end;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
end;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
- var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
+ var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
begin
r_Draw_GetRect(l, t, r, b);
begin
r_Draw_GetRect(l, t, r, b);
- r_Draw_SetRect(x, y, x + w, y + h);
glTranslatef(x, y, 0);
(* camera rect *)
glTranslatef(x, y, 0);
(* camera rect *)
(* camera bounds *)
if g_dbg_ignore_bounds = false then
begin
(* camera bounds *)
if g_dbg_ignore_bounds = false then
begin
- if cx + cw > gMapInfo.Width then
- cx := gMapInfo.Width - cw;
- if cy + ch > gMapInfo.Height then
- cy := gMapInfo.Height - ch;
- if cx < 0 then
+ if w > gMapInfo.Width then
+ cx := gMapInfo.Width div 2 - w div 2
+ else if cx + cw > gMapInfo.Width then
+ cx := gMapInfo.Width - cw
+ else if cx < 0 then
cx := 0;
cx := 0;
- if cy < 0 then
+
+ if h > gMapInfo.Height then
+ cy := gMapInfo.Height div 2 - h div 2
+ else if cy + ch > gMapInfo.Height then
+ cy := gMapInfo.Height - ch
+ else if cy < 0 then
cy := 0;
end;
cy := 0;
end;
if yy < 0 then
yy := 0;
if yy < 0 then
yy := 0;
+ (* view bounds *)
+ ml := x; mt := y; mr := x + w; mb := y + h;
+ if FillOutsizeArea and (DebugCameraScale = 1.0) then
+ begin
+ ml := MAX(cx + ml, 0) - cx;
+ mt := MAX(cy + mt, 0) - cy;
+ mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
+ mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
+ end;
+ r_Draw_SetRect(ml, mt, mr, mb);
+
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
for p in iter do
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
for p in iter do
r_Map_DrawPanelType(PANEL_FORE);
// TODO draw monsters health bar
// TODO draw players health bar
r_Map_DrawPanelType(PANEL_FORE);
// TODO draw monsters health bar
// TODO draw players health bar
+
+ r_Draw_SetRect(x, y, x + w, y + h);
+
if gGameSettings.GameMode <> GM_SINGLE then
r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
if DebugCameraScale <> 1.0 then
if gGameSettings.GameMode <> GM_SINGLE then
r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
if DebugCameraScale <> 1.0 then
initialization
conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
initialization
conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
DebugCameraScale := 1.0;
DebugCameraScale := 1.0;
+ FillOutsizeArea := true;
end.
end.