diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 693798382f8943bdb8cfbf2858d7fca05e9e4af8..26bca25967629d343cc17ce9cdd2867fef29a0fc 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
glTranslatef(-x, -y, 0);
g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1);
- g_Map_DrawPanels(PANEL_BACK);
- g_Map_DrawPanels(PANEL_STEP);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
g_Items_Draw();
g_Weapon_Draw();
g_Player_DrawShells();
g_Player_DrawAll();
g_Player_DrawCorpses();
- g_Map_DrawPanels(PANEL_WALL);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
g_Monsters_Draw();
- g_Map_DrawPanels(PANEL_CLOSEDOOR);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
g_GFX_Draw();
g_Map_DrawFlags();
- g_Map_DrawPanels(PANEL_ACID1);
- g_Map_DrawPanels(PANEL_ACID2);
- g_Map_DrawPanels(PANEL_WATER);
- g_Map_DrawPanels(PANEL_FORE);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();
//R: TRect;
lln: Integer;
lx, ly, lrad: Integer;
+ ltminx, ltminy, ltmaxx, ltmaxy: Integer;
begin
if (p = nil) or (p.FDummy) then
begin
g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1);
- g_Map_DrawPanels(PANEL_BACK);
- g_Map_DrawPanels(PANEL_STEP);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
g_Items_Draw();
g_Weapon_Draw();
g_Player_DrawShells();
g_Player_DrawAll();
g_Player_DrawCorpses();
- g_Map_DrawPanels(PANEL_WALL);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
g_Monsters_Draw();
- g_Map_DrawPanels(PANEL_CLOSEDOOR);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
g_GFX_Draw();
g_Map_DrawFlags();
- g_Map_DrawPanels(PANEL_ACID1);
- g_Map_DrawPanels(PANEL_ACID2);
- g_Map_DrawPanels(PANEL_WATER);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
if gwin_has_stencil and (g_dynLightCount > 0) then
begin
- // setup OpenGL parameters
- glStencilMask($FFFFFFFF);
- glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF);
- glEnable(GL_STENCIL_TEST);
- glEnable(GL_SCISSOR_TEST);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_EQUAL, 0, $ff);
+ // get light bounds
+ ltminx := $3fffffff;
+ ltminy := $3fffffff;
+ ltmaxx := -$3fffffff;
+ ltmaxy := -$3fffffff;
for lln := 0 to g_dynLightCount-1 do
begin
- lx := g_dynLights[lln].x;
- ly := g_dynLights[lln].y;
+ lx := g_dynLights[lln].x-sX;
+ ly := g_dynLights[lln].y-sY;
lrad := g_dynLights[lln].radius;
if lrad < 3 then continue;
- // set scissor to optimize drawing
- glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4);
- // clear stencil buffer
- //glClear(GL_STENCIL_BUFFER_BIT); //!!!
- glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
- // draw extruded panels
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
- if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
- // render light texture
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
- // blend it
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_TEXTURE_2D);
- // color and opacity
- glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a);
- glBindTexture(GL_TEXTURE_2D, g_Texture_Light());
- glBegin(GL_QUADS);
- glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left
- glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right
- glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right
- glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left
- glEnd();
+
+ if lx+lrad < 0 then continue;
+ if ly+lrad < 0 then continue;
+ if lx-lrad >= gPlayerScreenSize.X then continue;
+ if ly-lrad >= gPlayerScreenSize.Y then continue;
+
+ lx := lx+sX;
+ ly := ly+sY;
+
+ if ltminx > lx-lrad then ltminx := lx-lrad;
+ if ltminy > ly-lrad then ltminy := ly-lrad;
+ if ltmaxx < lx+lrad then ltmaxx := lx+lrad;
+ if ltmaxy < ly+lrad then ltmaxy := ly+lrad;
end;
- // done
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glScissor(0, 0, sWidth, sHeight);
+ if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) then
+ begin
+ // setup OpenGL parameters
+ glStencilMask($FFFFFFFF);
+ glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF);
+ glEnable(GL_STENCIL_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilFunc(GL_EQUAL, 0, $ff);
+
+ for lln := 0 to g_dynLightCount-1 do
+ begin
+ lx := g_dynLights[lln].x;
+ ly := g_dynLights[lln].y;
+ lrad := g_dynLights[lln].radius;
+ if lrad < 3 then continue;
+ // set scissor to optimize drawing
+ glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4);
+ // no need to clear stencil buffer, light blitting will do it for us
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
+ // draw extruded panels
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
+ if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
+ // render light texture
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
+ // blend it
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ // color and opacity
+ glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a);
+ glBindTexture(GL_TEXTURE_2D, g_Texture_Light());
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left
+ glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right
+ glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right
+ glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left
+ glEnd();
+ end;
+
+ // done
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glScissor(0, 0, sWidth, sHeight);
+ end;
end;
- g_Map_DrawPanels(PANEL_FORE);
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();