index 535d56eeafd6ca3456eec9fe2359f2ab75ec81e9..6b54fa3a4273f1fd738451366082640d45f38eee 100644 (file)
binheap, MAPDEF, utils,
g_options, g_animations, g_basic, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
- g_console,
+ g_console, g_language,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
var
DebugCameraScale: Single;
+ FillOutsizeArea: Boolean;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
procedure r_Map_Finalize;
begin
- plist.Free;
+ r_Common_FreeAndNil(plist);
FlagFrame := 0;
end;
begin
for a := A_STAND to A_LAST do
begin
- if Models[i].anim[d, a].base <> nil then
- Models[i].anim[d, a].base.Free;
- if Models[i].anim[d, a].mask <> nil then
- Models[i].anim[d, a].mask.Free;
- Models[i].anim[d, a].base := nil;
- Models[i].anim[d, a].mask := nil;
+ r_Common_FreeAndNil(Models[i].anim[d, a].base);
+ r_Common_FreeAndNil(Models[i].anim[d, a].mask);
end;
end;
{$IFDEF ENABLE_GIBS}
if Models[i].gibs.base <> nil then
for a := 0 to High(Models[i].gibs.base) do
- Models[i].gibs.base[a].Free;
+ r_Common_FreeAndNil(Models[i].gibs.base[a]);
if Models[i].gibs.mask <> nil then
for a := 0 to High(Models[i].gibs.mask) do
- Models[i].gibs.mask[a].Free;
+ r_Common_FreeAndNil(Models[i].gibs.mask[a]);
Models[i].gibs.base := nil;
Models[i].gibs.mask := nil;
Models[i].gibs.rect := nil;
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
- Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true);
+ Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
if m.anim[d, a].mask <> '' then
- Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true);
+ Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
end
end;
{$IFDEF ENABLE_GIBS}
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
- 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;
w,
h,
count,
+ [TGLHints.txNoRepeat],
False
);
end
i, j, k: Integer; d: TDirection; b: Boolean;
begin
// --------- items --------- //
+ r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
for i := 0 to ITEM_LAST do
begin
- Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
+ Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
GameWAD + ':TEXTURES/' + ItemAnim[i].name,
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
+ [TGLHints.txNoRepeat],
false
);
Items[i].frame := 0;
end;
// --------- monsters --------- //
+ r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
for i := MONSTER_DEMON to MONSTER_MAN do
+ begin
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
- VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
+ r_Common_StepLoading(1);
+ end;
+ VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
+ r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
SetLength(Models, Length(PlayerModelsArray));
for i := 0 to High(PlayerModelsArray) do
+ begin
r_Map_LoadModel(i);
+ r_Common_StepLoading(1);
+ end;
end;
// --------- player weapons --------- //
+ r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
for i := 1 to WP_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 --------- //
{$IFDEF ENABLE_GFX}
+ r_Common_SetLoading('GFX Effects', R_GFX_LAST);
for i := 1 to R_GFX_LAST do
+ begin
if GFXAnim[i].anim.frames > 0 then
- GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
+ GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
+ end;
{$ENDIF}
// --------- shots --------- //
+ r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
for i := 0 to WEAPON_LAST do
+ begin
if ShotAnim[i].anim.frames > 0 then
- ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(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;
- FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
- FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
- // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(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 --------- //
{$IFDEF ENABLE_SHELLS}
+ r_Common_SetLoading('Shells', SHELL_LAST + 1);
for i := 0 to SHELL_LAST do
- ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
+ ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
{$ENDIF}
- // --------- punch --------- //
+ // --------- 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_Textures_LoadMultiFromFileAndInfo(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;
- // --------- other --------- //
- InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
- IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND');
- TalkTexture := r_Textures_LoadFromFile(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;
var i, j, k: Integer; d: TDirection; b: Boolean;
begin
- if TalkTexture <> nil then
- TalkTexture.Free;
- if IndicatorTexture <> nil then
- IndicatorTexture.Free;
- if InvulPenta <> nil then
- InvulPenta.Free;
- InvulPenta := nil;
+ r_Common_FreeAndNil(TalkTexture);
+ r_Common_FreeAndNil(IndicatorTexture);
+ r_Common_FreeAndNil(InvulPenta);
for b := false to true do
- begin
for i := 0 to 2 do
- begin
- if PunchTextures[b, i] <> nil then
- PunchTextures[b, i].Free;
- PunchTextures[b, i] := nil;
- end;
- end;
+ r_Common_FreeAndNil(PunchTextures[b, i]);
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
- begin
- if ShellTextures[i] <> nil then
- ShellTextures[i].Free;
- ShellTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(ShellTextures[i]);
{$ENDIF}
for i := 0 to FLAG_LAST do
- begin
- if FlagTextures[i] <> nil then
- FlagTextures[i].Free;
- FlagTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(FlagTextures[i]);
for i := 0 to WEAPON_LAST do
- begin
- if ShotTextures[i] <> nil then
- ShotTextures[i].Free;
- ShotTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(ShotTextures[i]);
{$IFDEF ENABLE_GFX}
- gfxlist := nil;
+ SetLength(gfxlist, 0);
for i := 0 to R_GFX_LAST do
- begin
- if GFXTextures[i] <> nil then
- GFXTextures[i].Free;
- GFXTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(GFXTextures[i]);
{$ENDIF}
for i := 1 to WP_LAST do
- begin
for j := 0 to W_POS_LAST do
- begin
for k := 0 to W_ACT_LAST do
- begin
- if WeapTextures[i, j, k] <> nil then
- WeapTextures[i, j, k].Free;
- WeapTextures[i, j, k] := nil;
- end;
- end;
- end;
+ r_Common_FreeAndNil(WeapTextures[i, j, k]);
if Models <> nil then
for i := 0 to High(Models) do
r_Map_FreeModel(i);
for i := MONSTER_DEMON to MONSTER_MAN do
- begin
for j := 0 to ANIM_LAST do
- begin
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
- begin
- if MonTextures[i, j, d] <> nil then
- MonTextures[i, j, d].Free;
- MonTextures[i, j, d] := nil;
- end;
- end;
- end;
+ r_Common_FreeAndNil(MonTextures[i, j, d]);
for i := 0 to ITEM_LAST do
- begin
- if Items[i].tex <> nil then
- Items[i].tex.Free;
- Items[i].tex := nil;
- end;
+ r_Common_FreeAndNil(Items[i].tex);
end;
procedure r_Map_LoadTextures;
begin
n := Length(Textures);
SetLength(RenTextures, n);
+ r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
for i := 0 to n - 1 do
begin
txt.anim := DefaultAnimInfo;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
- RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
- e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
+ 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]);
+ e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
+ else
+ r_Common_StepLoading(1);
end;
RenTextures[i].anim := txt.anim;
end;
end;
if gMapInfo.SkyFullName <> '' then
- SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
+ begin
+ r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
+ SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
+ end;
plist.Clear;
end;
var i: Integer;
begin
plist.Clear;
- if SkyTexture <> nil then
- SkyTexture.Free;
- SkyTexture := nil;
+ r_Common_FreeAndNil(SkyTexture);
if RenTextures <> nil then
for i := 0 to High(RenTextures) do
- if RenTextures[i].tex <> nil then
- RenTextures[i].tex.Free;
- RenTextures := nil;
+ r_Common_FreeAndNil(RenTextures[i].tex);
+ SetLength(RenTextures, 0);
end;
procedure r_Map_DrawPanel (p: TPanel);
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
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;
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);
- r_Draw_SetRect(x, y, x + w, y + h);
glTranslatef(x, y, 0);
(* camera rect *)
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
initialization
conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
DebugCameraScale := 1.0;
+ FillOutsizeArea := true;
end.