diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 96c9856d3e91ead2ac9bff6c59cc86de6c79db8c..fa9c2883bdd1deed73ae7041b597992ab655f2fa 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$MODE DELPHI}
+{$INCLUDE ../shared/a_modes.inc}
unit g_game;
interface
uses
g_basic, g_player, e_graphics, Classes, g_res_downloader,
- SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5;
+ SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5, xprofiler;
type
TGameSettings = record
procedure GameCommands(P: SArray);
procedure GameCheats(P: SArray);
procedure DebugCommands(P: SArray);
+procedure ProfilerCommands(P: SArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
procedure g_Game_StepLoading();
P1MoveButton: Byte = 0;
P2MoveButton: Byte = 0;
+ g_profile_frame_update: Boolean = false;
+ g_profile_frame_draw: Boolean = false;
+ g_profile_collision: Boolean = false;
+
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);
ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
utils, sfs;
+
+// ////////////////////////////////////////////////////////////////////////// //
+var
+ profileFrameDraw: TProfiler = nil;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
type
TDynLight = record
x, y, radius: Integer;
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
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;
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;
Inc(g_dynLightCount);
end;
+
+// ////////////////////////////////////////////////////////////////////////// //
+(*
+procedure drawProfiles (x, y: Integer; title: AnsiString); overload;
+var
+ wdt, hgt: Integer;
+ yy: Integer;
+
+ {
+ procedure drawItems ();
+ begin
+ repeat
+ e_TextureFontPrintEx(x+2+4*xprofItLevel, yy, Format('%s: %d', [xprofItName, Integer(xprofItMicro)]), gStdFont, 255, 255, 0, 1, false);
+ Inc(yy, 16+2);
+ if xprofItHasChildren then
+ begin
+ xprofItDive();
+ drawItems();
+ xprofItPop();
+ end;
+ until not xprofItNext();
+ end;
+ }
+
+ procedure drawItems ();
+ var
+ ii, idx: Integer;
+ begin
+ for ii := 0 to xprofTotalCount-1 do
+ begin
+ e_TextureFontPrintEx(x+2+4*xprofLevelAt(ii), yy, Format('%s: %d', [xprofNameAt(ii), Integer(xprofMicroAt(ii))]), gStdFont, 255, 255, 0, 1, false);
+ Inc(yy, 16+2);
+ end;
+ end;
+
+begin
+ // gScreenWidth
+ //if not xprofItReset() then exit;
+ if (xprofTotalCount = 0) then exit;
+ wdt := 256;
+ hgt := 16+2+xprofTotalCount*(16+2); // title, items
+ // background
+ //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND);
+ e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
+ // title
+ e_TextureFontPrintEx(x+2, y+2, Format('%s: %d', [title, Integer(xprofTotalMicro)]), gStdFont, 255, 255, 0, 1, false);
+ yy := y+16+2;
+ drawItems();
+end;
+*)
+
+
+function calcProfilesHeight (prof: TProfiler): Integer;
+begin
+ result := 0;
+ if (prof = nil) then exit;
+ if (length(prof.bars) = 0) then exit;
+ result := length(prof.bars)*(16+2);
+end;
+
+// returns width
+function drawProfiles (x, y: Integer; prof: TProfiler): Integer;
+var
+ wdt, hgt: Integer;
+ yy: Integer;
+ ii, idx: Integer;
+begin
+ result := 0;
+ if (prof = nil) then exit;
+ // gScreenWidth
+ if (length(prof.bars) = 0) then exit;
+ wdt := 192;
+ hgt := calcProfilesHeight(prof);
+ if (x < 0) then x := gScreenWidth-(wdt-1)+x;
+ if (y < 0) then y := gScreenHeight-(hgt-1)+y;
+ // background
+ //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND);
+ e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
+ // title
+ yy := y+2;
+ for ii := 0 to High(prof.bars) do
+ begin
+ e_TextureFontPrintEx(x+2+4*prof.bars[ii].level, yy, Format('%s: %d', [prof.bars[ii].name, prof.bars[ii].value]), gStdFont, 255, 255, 0, 1, false);
+ Inc(yy, 16+2);
+ end;
+ result := wdt;
+end;
+
+
+// ////////////////////////////////////////////////////////////////////////// //
type
TEndCustomGameStat = record
PlayerStat: TPlayerStatArray;
end;
// HACK: add dynlight here
- 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
+ if gwin_k8_enable_light_experiments then
begin
- g_playerLight := false;
+ 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 (g_playerLight) then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
+ 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_Map_ProfilersBegin();
+
g_ResetDynlights();
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
end;
if gGameOn then g_Weapon_AddDynLights();
+
+ g_Map_ProfilersEnd();
end;
procedure g_Game_LoadData();
//R: TRect;
lln: Integer;
lx, ly, lrad: Integer;
- ltminx, ltminy, ltmaxx, ltmaxy: Integer;
begin
if (p = nil) or (p.FDummy) then
begin
Exit;
end;
+ if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('MAP RENDER');
+ profileFrameDraw.mainBegin(g_profile_frame_draw);
+
gPlayerDrawn := p;
glPushMatrix();
else
d := Round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y));
+ profileFrameDraw.sectionBegin('map background');
g_Map_DrawBack(-c, -d);
+ profileFrameDraw.sectionEnd();
sX := -a;
sY := -(b+p.IncCam);
glTranslatef(a, b+p.IncCam, 0);
+ profileFrameDraw.sectionBegin('map rendering');
+
+ profileFrameDraw.sectionBegin('panel_back');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('panel_step');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('items');
g_Items_Draw();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('weapons');
g_Weapon_Draw();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('shells');
g_Player_DrawShells();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('drawall');
g_Player_DrawAll();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('corpses');
g_Player_DrawCorpses();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('panel_wall');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('monsters');
g_Monsters_Draw();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('panel_closedoor');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('gfx');
g_GFX_Draw();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('flags');
g_Map_DrawFlags();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('panel_acid1');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('panel_acid2');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('panel_water');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
+ profileFrameDraw.sectionEnd();
+ //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
- // get light bounds
- ltminx := $3fffffff;
- ltminy := $3fffffff;
- ltmaxx := -$3fffffff;
- ltmaxy := -$3fffffff;
+ profileFrameDraw.sectionBegin('dynlights');
+
+ // setup OpenGL parameters
+ glStencilMask($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-sX;
- ly := g_dynLights[lln].y-sY;
+ lx := g_dynLights[lln].x;
+ ly := g_dynLights[lln].y;
lrad := g_dynLights[lln].radius;
if lrad < 3 then continue;
- 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;
+ 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;
- 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);
- // done
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glScissor(0, 0, sWidth, sHeight);
- end;
+ profileFrameDraw.sectionEnd();
+ end
+ else
+ begin
+ profileFrameDraw.sectionBegin('dynlights');
+ profileFrameDraw.sectionEnd();
end;
+ profileFrameDraw.sectionBegin('panel_fore');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
+ profileFrameDraw.sectionEnd();
+
if g_debug_HealthBar then
begin
+ profileFrameDraw.sectionBegin('monster health');
g_Monsters_DrawHealth();
+ profileFrameDraw.sectionEnd();
+
+ profileFrameDraw.sectionBegin('player health');
g_Player_DrawHealth();
+ profileFrameDraw.sectionEnd();
end;
if p.FSpectator then
glPopMatrix();
+ profileFrameDraw.mainEnd(); // map rendering
+
p.DrawPain();
p.DrawPickup();
p.DrawRulez();
p.DrawGUI();
end;
+procedure drawProfilers ();
+var
+ px: Integer = -1;
+begin
+ if g_profile_frame_draw then px := px-drawProfiles(px, -1, profileFrameDraw);
+ if g_profile_collision then px := px-drawProfiles(px, -1, profMapCollision);
+end;
+
procedure g_Game_Draw();
var
ID: DWORD;
e_TextureFontPrint(gScreenWidth-72, 0,
Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]),
gStdFont);
+
+ drawProfilers();
end;
procedure g_Game_Quit();
end;
end;
+// profiler console commands
+procedure ProfilerCommands (P: SArray);
+var
+ cmd: string;
+
+ function getBool (idx: Integer): Integer;
+ begin
+ if (idx < 0) or (idx > High(P)) then begin result := -1; exit; end;
+ result := 0;
+ if (P[idx] = '1') or (P[idx] = 'on') or (P[idx] = 'true') or (P[idx] = 'tan') then result := 1;
+ end;
+
+begin
+ //if not gDebugMode then exit;
+ cmd := LowerCase(P[0]);
+ if cmd = 'dpp' then
+ begin
+ g_profile_frame_draw := not g_profile_frame_draw;
+ exit;
+ end;
+ if cmd = 'dpu' then
+ begin
+ g_profile_frame_update := not g_profile_frame_update;
+ exit;
+ end;
+ if cmd = 'dpc' then
+ begin
+ g_profile_collision := not g_profile_collision;
+ exit;
+ end;
+ if cmd = 'r_draw_grid' then
+ begin
+ case getBool(1) of
+ -1: begin end;
+ 0: gdbg_map_use_grid_render := false;
+ 1: gdbg_map_use_grid_render := true;
+ end;
+ if gdbg_map_use_grid_render then g_Console_Add('grid rendering: tan') else g_Console_Add('grid rendering: ona');
+ exit;
+ end;
+ if cmd = 'dbg_coldet_grid' then
+ begin
+ case getBool(1) of
+ -1: begin end;
+ 0: gdbg_map_use_grid_coldet := false;
+ 1: gdbg_map_use_grid_coldet := true;
+ end;
+ if gdbg_map_use_grid_coldet then g_Console_Add('grid coldet: tan') else g_Console_Add('grid coldet: ona');
+ exit;
+ end;
+end;
+
procedure DebugCommands(P: SArray);
var
a, b: Integer;
begin
Parse_Params(pars);
+ s := Find_Param_Value(pars, '--profile-frame');
+ if (s <> '') then g_profile_frame_draw := true;
+
+ s := Find_Param_Value(pars, '--profile-coldet');
+ if (s <> '') then g_profile_collision := true;
+
// Debug mode:
s := Find_Param_Value(pars, '--debug');
if (s <> '') then