diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 963f8aec27dfa4e0f4586e9ecfbbecd6c69f203c..73e6b28e6221babfb08549a07202ca96ac9f1bf9 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
P1MoveButton: Byte = 0;
P2MoveButton: Byte = 0;
+procedure g_ResetDynlights ();
+procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
+procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single);
+
implementation
uses
ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
utils, sfs;
+type
+ TDynLight = record
+ x, y, radius: Integer;
+ r, g, b, a: Single;
+ exploCount: Integer;
+ exploRadius: Integer;
+ end;
+
+var
+ g_dynLights: array of TDynLight = nil;
+ g_dynLightCount: Integer = 0;
+ g_playerLight: Boolean = false;
+
+procedure g_ResetDynlights ();
+var
+ lnum, idx: Integer;
+begin
+ if not gwin_has_stencil then begin g_dynLightCount := 0; exit; end;
+ lnum := 0;
+ for idx := 0 to g_dynLightCount-1 do
+ begin
+ if g_dynLights[idx].exploCount = -666 then
+ begin
+ // skip it
+ end
+ else
+ begin
+ // explosion
+ Inc(g_dynLights[idx].exploCount);
+ if (g_dynLights[idx].exploCount < 10) then
+ begin
+ g_dynLights[idx].radius := g_dynLights[idx].exploRadius+g_dynLights[idx].exploCount*8;
+ g_dynLights[idx].a := 0.4+g_dynLights[idx].exploCount/10;
+ if (g_dynLights[idx].a > 0.8) then g_dynLights[idx].a := 0.8;
+ if lnum <> idx then g_dynLights[lnum] := g_dynLights[idx];
+ Inc(lnum);
+ end;
+ end;
+ end;
+ g_dynLightCount := lnum;
+end;
+
+procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
+begin
+ if not gwin_has_stencil then exit;
+ if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024);
+ g_dynLights[g_dynLightCount].x := x;
+ g_dynLights[g_dynLightCount].y := y;
+ g_dynLights[g_dynLightCount].radius := radius;
+ g_dynLights[g_dynLightCount].r := r;
+ g_dynLights[g_dynLightCount].g := g;
+ g_dynLights[g_dynLightCount].b := b;
+ g_dynLights[g_dynLightCount].a := a;
+ g_dynLights[g_dynLightCount].exploCount := -666;
+ Inc(g_dynLightCount);
+end;
+
+procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single);
+begin
+ if not gwin_has_stencil then exit;
+ if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024);
+ g_dynLights[g_dynLightCount].x := x;
+ g_dynLights[g_dynLightCount].y := y;
+ g_dynLights[g_dynLightCount].radius := 0;
+ g_dynLights[g_dynLightCount].exploRadius := radius;
+ g_dynLights[g_dynLightCount].r := r;
+ g_dynLights[g_dynLightCount].g := g;
+ g_dynLights[g_dynLightCount].b := b;
+ g_dynLights[g_dynLightCount].a := 0;
+ g_dynLights[g_dynLightCount].exploCount := 0;
+ Inc(g_dynLightCount);
+end;
+
+
type
TEndCustomGameStat = record
PlayerStat: TPlayerStatArray;
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
end;
+
+ // HACK: add dynlight here
+ if gwin_k8_enable_light_experiments then
+ begin
+ if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then
+ begin
+ g_playerLight := true;
+ end;
+ if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then
+ begin
+ g_playerLight := false;
+ end;
+ end;
+
+ if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
end;
procedure g_Game_Update();
w: Word;
i, b: Integer;
begin
+ g_ResetDynlights();
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
Exit;
UPSCounter := 0;
UPSTime := Time;
end;
+
+ if gGameOn then g_Weapon_AddDynLights();
end;
procedure g_Game_LoadData();
glTranslatef(-x, -y, 0);
- 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();
var
px, py, a, b, c, d: Integer;
//R: TRect;
+ lln: Integer;
+ lx, ly, lrad: Integer;
begin
if (p = nil) or (p.FDummy) then
begin
glTranslatef(a, b+p.IncCam, 0);
- 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);
+
+ //TODO: lights should be in separate grid, i think
+ // but on the other side: grid may be slower for dynlights, as their lifetime is short
+ 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);
+
+ 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;
+
+ if lx-sX+lrad < 0 then continue;
+ if ly-sY+lrad < 0 then continue;
+ if lx-sX-lrad >= gPlayerScreenSize.X then continue;
+ if ly-sY-lrad >= gPlayerScreenSize.Y 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;
+
+ g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
if g_debug_HealthBar then
begin
g_Monsters_DrawHealth();