index 028c724541e5cd119949d364bef86ea4848e940d..d2fa1f3d229988bf185f100a89288ba00ce21e17 100644 (file)
procedure r_Map_Update;
- procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
+ procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
implementation
var
DebugCameraScale: Single;
+ FillOutsizeArea: Boolean;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
end;
procedure r_Map_DrawParticles (x, y, w, h: Integer);
- var i, fx, fy: Integer;
+ var i, fx, fy: Integer; factor: Single;
begin
if gpart_dbg_enabled and (Particles <> nil) then
begin
- glDisable(GL_TEXTURE_2D);
- if (g_dbg_scale < 0.6) then
+ r_Draw_EnableTexture2D(false);
+ factor := r_pixel_scale * g_dbg_scale;
+ if factor < 0.6 then
glPointSize(1)
- else if (g_dbg_scale > 1.3) then
- glPointSize(g_dbg_scale + 1)
+ else if factor > 1.3 then
+ glPointSize(factor + 1)
else
glPointSize(2);
glDisable(GL_POINT_SMOOTH);
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
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;
+ r_Draw_SetColor(0, 0, 0, 255);
glDisable(GL_BLEND);
end;
end;
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;
+ procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
+ (* xx/yy/ww/hh are in map units *)
+ var iter: TPanelGrid.Iter; p: PPanel;
begin
- r_Draw_GetRect(l, t, r, b);
- r_Draw_SetRect(x, y, x + w, y + h);
- glTranslatef(x, y, 0);
+ plist.Clear;
+ iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
+ for p in iter do
+ if ((p^.tag and GridTagDoor) <> 0) = p^.door then
+ plist.Insert(p^);
+ iter.Release;
+
+ r_Map_DrawPanelType(PANEL_BACK);
+ r_Map_DrawPanelType(PANEL_STEP);
+ r_Map_DrawItems(xx, yy, ww, hh, false);
+ r_Map_DrawShots(xx, yy, ww, hh);
+ {$IFDEF ENABLE_SHELLS}
+ r_Map_DrawShells(xx, yy, ww, hh);
+ {$ENDIF}
+ r_Map_DrawPlayers(xx, yy, ww, hh, player);
+ {$IFDEF ENABLE_GIBS}
+ r_Map_DrawGibs(xx, yy, ww, hh);
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ r_Map_DrawCorpses(xx, yy, ww, hh);
+ {$ENDIF}
+ r_Map_DrawPanelType(PANEL_WALL);
+ r_Map_DrawMonsters(xx, yy, ww, hh);
+ r_Map_DrawItems(xx, yy, ww, hh, true);
+ r_Map_DrawPanelType(PANEL_CLOSEDOOR);
+ {$IFDEF ENABLE_GFX}
+ r_Map_DrawParticles(xx, yy, ww, hh);
+ r_Map_DrawGFX(xx, yy, ww, hh);
+ {$ENDIF}
+ r_Map_DrawFlags(xx, yy, ww, hh);
+ r_Map_DrawPanelType(PANEL_ACID1);
+ r_Map_DrawPanelType(PANEL_ACID2);
+ r_Map_DrawPanelType(PANEL_WATER);
+ r_Map_DrawPanelType(PANEL_FORE);
+ // TODO draw monsters health bar
+ // TODO draw players health bar
+ end;
+ procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
+ (* w/h/camx/camy are in map units (scaled) *)
+ const limit = 32767;
+ var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
+ begin
(* camera rect *)
- cx := (camx - w) + w div 2;
- cy := (camy - h) + h div 2;
+ cx := camx - w div 2;
+ cy := camy - h div 2;
cw := w;
ch := h;
(* 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;
- 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;
+ acx := cx;
+ acy := cy;
+ acw := cw;
+ ach := ch;
+
(* map bounds *)
xx := cx;
yy := cy;
xx := 0;
if yy < 0 then
yy := 0;
+ axx := xx;
+ ayy := yy;
+ aww := ww;
+ ahh := hh;
+
+{
+ (* 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
- if ((p^.tag and GridTagDoor) <> 0) = p^.door then
- plist.Insert(p^);
- iter.Release;
-
- glPushMatrix;
if DebugCameraScale <> 1.0 then
begin
glTranslatef(cw div 2, ch div 2, 0);
end;
glTranslatef(-cx, -cy, 0);
- r_Map_DrawPanelType(PANEL_BACK);
- r_Map_DrawPanelType(PANEL_STEP);
- r_Map_DrawItems(xx, yy, ww, hh, false);
- r_Map_DrawShots(xx, yy, ww, hh);
- {$IFDEF ENABLE_SHELLS}
- r_Map_DrawShells(xx, yy, ww, hh);
- {$ENDIF}
- r_Map_DrawPlayers(xx, yy, ww, hh, player);
- {$IFDEF ENABLE_GIBS}
- r_Map_DrawGibs(xx, yy, ww, hh);
- {$ENDIF}
- {$IFDEF ENABLE_CORPSES}
- r_Map_DrawCorpses(xx, yy, ww, hh);
- {$ENDIF}
- r_Map_DrawPanelType(PANEL_WALL);
- r_Map_DrawMonsters(xx, yy, ww, hh);
- r_Map_DrawItems(xx, yy, ww, hh, true);
- r_Map_DrawPanelType(PANEL_CLOSEDOOR);
- {$IFDEF ENABLE_GFX}
- r_Map_DrawParticles(xx, yy, ww, hh);
- r_Map_DrawGFX(xx, yy, ww, hh);
- {$ENDIF}
- r_Map_DrawFlags(xx, yy, ww, hh);
- r_Map_DrawPanelType(PANEL_ACID1);
- r_Map_DrawPanelType(PANEL_ACID2);
- r_Map_DrawPanelType(PANEL_WATER);
- r_Map_DrawPanelType(PANEL_FORE);
- // TODO draw monsters health bar
- // TODO draw players health bar
- if gGameSettings.GameMode <> GM_SINGLE then
- r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
+ r_Map_DrawGame(xx, yy, ww, hh, player);
+ if FillOutsizeArea and (DebugCameraScale = 1.0) then
+ begin
+ r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0 - 1, 0, 0, 0, 255);
+ r_Draw_FillRect(0 - limit, 0, 0 - 1, gMapInfo.Height + limit, 0, 0, 0, 255);
+ r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
+ r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
+ end;
+ glTranslatef(cx, cy, 0);
+ end;
+
+ procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
+ var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
+ begin
+ glPushMatrix;
+ r_Draw_GetRect(l, t, r, b);
+ glTranslatef(x, y, 0);
+ glScalef(g_dbg_scale, g_dbg_scale, 0);
+
+ r_Draw_SetRect(x, y, x + w, y + h);
+ r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
+ acx := cx;
+ acy := cy;
+ r_Draw_SetRect(x, y, x + w, y + h);
+
if DebugCameraScale <> 1.0 then
begin
- r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
- r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
+ r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
+ r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
end;
- glPopMatrix;
- r_Map_DrawScreenEffects(x, y, w, h, player);
+ if gGameSettings.GameMode <> GM_SINGLE then
+ r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
// TODO draw g_debug_player
- glTranslatef(-x, -y, 0);
+ //glTranslatef(-x, -y, 0);
r_Draw_SetRect(l, t, r, b);
+ glPopMatrix;
+
+ r_Map_DrawScreenEffects(x, y, w, h, player);
end;
procedure r_Map_Update;
initialization
conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
DebugCameraScale := 1.0;
+ FillOutsizeArea := true;
end.