DEADSOFTWARE

gl: implement split screen
[d2df-sdl.git] / src / game / renders / opengl / r_render.pas
index 568b8b893e6c0b27a22445d5f19a5bdd18f08fc2..8b67f060679935e743f31a0bea4daa6c279a2cda 100644 (file)
@@ -74,18 +74,37 @@ implementation
     {$ELSE}
       GL, GLEXT,
     {$ENDIF}
+    {$IFDEF ENABLE_MENU}
+      r_gui,
+    {$ENDIF}
     {$IFDEF ENABLE_SYSTEM}
       g_system,
     {$ENDIF}
     SysUtils, Classes, Math,
     e_log, utils,
-    g_game, g_options, g_console,
-    r_textures, r_map
+    g_game, g_options, g_console, g_player, g_weapons, g_language,
+    g_net,
+    r_draw, r_textures, r_fonts, r_common, r_console, r_map
   ;
 
+  type
+    TBasePoint = (
+      BP_LEFTUP,   BP_UP,     BP_RIGHTUP,
+      BP_LEFT,     BP_CENTER, BP_RIGHT,
+      BP_LEFTDOWN, BP_DOWN,   BP_RIGHTDOWN
+    );
+
   var
     menuBG: TGLTexture;
 
+    hud, hudbg: TGLTexture;
+    hudhp: array [Boolean] of TGLTexture;
+    hudap: TGLTexture;
+    hudwp: array [0..WP_LAST] of TGLTexture;
+    hudkey: array [0..2] of TGLTexture;
+    hudair: TGLTexture;
+    hudjet: TGLTexture;
+
   procedure r_Render_LoadTextures;
   begin
     r_Map_LoadTextures;
@@ -97,15 +116,58 @@ implementation
   end;
 
   procedure r_Render_Load;
+    const
+      WeapName: array [0..WP_LAST] of AnsiString = ('KASTET', 'SAW', 'PISTOL', 'SHOTGUN1', 'SHOTGUN2', 'MGUN', 'RLAUNCHER', 'PGUN', 'BFG', 'SPULEMET', 'FLAMETHROWER');
+    var
+      i: Integer;
   begin
-    menuBG := r_Textures_LoadFromFile(GameWAD + ':' + 'TEXTURES/TITLE');
+    r_Common_Load;
+    menuBG := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/TITLE');
+    hud :=  r_Textures_LoadFromFile(GameWAD + ':TEXTURES/HUD');
+    hudbg :=  r_Textures_LoadFromFile(GameWAD + ':TEXTURES/HUDBG');
+    hudhp[false] := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/MED2');
+    hudhp[true] := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/BMED');
+    hudap := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/ARMORHUD');
+    for i := 0 to WP_LAST do
+      hudwp[i] := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/' + WeapName[i]);
+    hudkey[0] := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/KEYR');
+    hudkey[1] := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/KEYG');
+    hudkey[2] := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/KEYB');
+    hudair := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/AIRBAR');
+    hudjet := r_Textures_LoadFromFile(GameWAD + ':TEXTURES/JETBAR');
+    r_Console_Load;
     r_Map_Load;
+    {$IFDEF ENABLE_MENU}
+      r_GUI_Load;
+    {$ENDIF}
   end;
 
   procedure r_Render_Free;
+    var i: Integer;
   begin
+    {$IFDEF ENABLE_MENU}
+      r_GUI_Free;
+    {$ENDIF}
     r_Map_Free;
+    r_Console_Free;
+    hudjet.Free;
+    hudair.Free;
+    hudkey[0].Free;
+    hudkey[1].Free;
+    hudkey[2].Free;
+    for i := 0 to WP_LAST do
+    begin
+      if hudwp[i] <> nil then
+        hudwp[i].Free;
+      hudwp[i] := nil;
+    end;
+    hudap.Free;
+    hudhp[true].Free;
+    hudhp[false].Free;
+    hudbg.Free;
+    hud.Free;
     menuBG.Free;
+    r_Common_Free;
   end;
 
 {$IFDEF ENABLE_SYSTEM}
@@ -133,29 +195,159 @@ implementation
       sys_EnableVSync(gVSync);
     {$ENDIF}
     r_Textures_Initialize;
+    r_Console_Initialize;
     r_Map_Initialize;
   end;
 
   procedure r_Render_Finalize;
   begin
     r_Map_Finalize;
+    r_Console_Finalize;
     r_Textures_Finalize;
   end;
 
   procedure r_Render_Update;
   begin
+    r_Console_Update;
     r_Map_Update;
   end;
 
-  procedure SetupMatrix;
+  procedure r_Render_GetBasePoint (x, y, w, h: Integer; p: TBasePoint; out xx, yy: Integer);
+  begin
+    case p of
+      TBasePoint.BP_LEFTUP,  TBasePoint.BP_LEFT,   TBasePoint.BP_LEFTDOWN:  xx := x;
+      TBasePoint.BP_UP,      TBasePoint.BP_CENTER, TBasePoint.BP_DOWN:      xx := x - w div 2;
+      TBasePoint.BP_RIGHTUP, TBasePoint.BP_RIGHT,  TBasePoint.BP_RIGHTDOWN: xx := x - w;
+    end;
+    case p of
+      TBasePoint.BP_LEFTUP,   TBasePoint.BP_UP,     TBasePoint.BP_RIGHTUP:   yy := y;
+      TBasePoint.BP_LEFT,     TBasePoint.BP_CENTER, TBasePoint.BP_RIGHT:     yy := y - h div 2;
+      TBasePoint.BP_LEFTDOWN, TBasePoint.BP_DOWN,   TBasePoint.BP_RIGHTDOWN: yy := y - h;
+    end;
+  end;
+
+  procedure r_Render_DrawText (const text: AnsiString; x, y: Integer; r, g, b, a: Byte; f: TGLFont; p: TBasePoint);
+    var w, h: Integer;
+  begin
+    if p <> TBasePoint.BP_LEFTUP then
+    begin
+      r_Draw_GetTextSize(text, f, w, h);
+      r_Render_GetBasePoint(x, y, w, h, p, x, y);
+    end;
+    r_Draw_Text(text, x, y, r, g, b, a, f);
+  end;
+
+  procedure r_Render_DrawTexture (img: TGLTexture; x, y, w, h: Integer; p: TBasePoint);
+  begin
+    r_Render_GetBasePoint(x, y, w, h, p, x, y);
+    r_Draw_TextureRepeat(img, x, y, w, h, false, 255, 255, 255, 255, false);
+  end;
+
+  procedure r_Render_DrawHUD (x, y: Integer; p: TPlayer);
+    var t: TGLTexture; s: AnsiString;
+  begin
+    ASSERT(p <> nil);
+
+    // hud area is 196 x 240 pixels
+    r_Render_DrawTexture(hud, x, y, hud.width, hud.height, TBasePoint.BP_LEFTUP);
+    r_Render_DrawText(p.name, x + 98, y + 16, 255, 0, 0, 255, smallfont, TBasePoint.BP_CENTER);
+
+    t := hudhp[R_BERSERK in p.FRulez];
+    r_Render_DrawTexture(t, x + 51, y + 61, t.width, t.height, TBasePoint.BP_CENTER);
+    r_Render_DrawTexture(hudap, x + 50, y + 85, hudap.width, hudap.height, TBasePoint.BP_CENTER);
+
+    r_Render_DrawText(IntToStr(MAX(0, p.health)), x + 174, y + 56, 255, 0, 0, 255, menufont, TBasePoint.BP_RIGHT);
+    r_Render_DrawText(IntToStr(MAX(0, p.armor)), x + 174, y + 84, 255, 0, 0, 255, menufont, TBasePoint.BP_RIGHT);
+
+    case p.CurrWeap of
+      WEAPON_KASTET, WEAPON_SAW: s := '--';
+      else s := IntToStr(p.GetAmmoByWeapon(p.CurrWeap));
+    end;
+    r_Render_DrawText(s, x + 174, y + 174, 255, 0, 0, 255, menufont, TBasePoint.BP_RIGHT);
+
+    if p.CurrWeap <= WP_LAST then
+    begin
+      t := hudwp[p.CurrWeap];
+      r_Render_DrawTexture(t, x + 18, y + 160, t.width, t.height, TBasePoint.BP_LEFTUP);
+    end;
+
+    if R_KEY_RED in p.FRulez then
+      r_Render_DrawTexture(hudkey[0], x + 76, y + 214, 16, 16, TBasePoint.BP_LEFTUP);
+    if R_KEY_GREEN in p.FRulez then
+      r_Render_DrawTexture(hudkey[1], x + 93, y + 214, 16, 16, TBasePoint.BP_LEFTUP);
+    if R_KEY_BLUE in p.FRulez then
+      r_Render_DrawTexture(hudkey[2], x + 110, y + 214, 16, 16, TBasePoint.BP_LEFTUP);
+
+    if p.JetFuel > 0 then
+    begin
+      r_Render_DrawTexture(hudair, x, y + 116, hudair.width, hudair.height, TBasePoint.BP_LEFTUP);
+      if p.air > 0 then
+        r_Draw_FillRect(x + 14, y + 116 + 4, x + 14 + 168 * p.air div AIR_MAX, y + 116 + 4 + 4, 0, 0, 196, 255);
+      r_Render_DrawTexture(hudjet, x, y + 126, hudjet.width, hudjet.height, TBasePoint.BP_LEFTUP);
+      r_Draw_FillRect(x + 14, y + 126 + 4, x + 14 + 168 * p.JetFuel div JET_MAX, y + 126 + 4 + 4, 208, 0, 0, 255);
+    end
+    else
+    begin
+      r_Render_DrawTexture(hudair, x, y + 124, hudair.width, hudair.height, TBasePoint.BP_LEFTUP);
+      if p.air > 0 then
+        r_Draw_FillRect(x + 14, y + 124 + 4, x + 14 + 168 * p.air div AIR_MAX, y + 124 + 4 + 4, 0, 0, 196, 255);
+    end;
+  end;
+
+  procedure r_Render_DrawHUDArea (x, y, w, h: Integer; p: TPlayer);
+    var s: AnsiString;
   begin
-    glViewport(0, 0, gScreenWidth, gScreenHeight);
-    glScissor(0, 0, gScreenWidth, gScreenHeight);
-    glMatrixMode(GL_PROJECTION);
-    glLoadIdentity;
-    glOrtho(0, gScreenWidth, gScreenHeight, 0, 0, 1);
-    glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity;
+    r_Render_DrawTexture(hudbg, x, y, w, h, TBasePoint.BP_LEFTUP);
+
+    if p <> nil then
+      r_Render_DrawHUD(x + w - 196 + 2, y, p);
+
+    if gShowPing and g_Game_IsClient then
+    begin
+      s := _lc[I_GAME_PING_HUD] + IntToStr(NetPeer.lastRoundTripTime) + _lc[I_NET_SLIST_PING_MS];
+      r_Render_DrawText(s, x + 4, y + 242, 255, 255, 255, 255, stdfont, TBasePoint.BP_LEFTUP);
+    end;
+
+    if p.Spectator then
+    begin
+      r_Render_DrawText(_lc[I_PLAYER_SPECT], x + 4, y + 242, 255, 255, 255, 255, stdfont, TBasePoint.BP_LEFTUP);
+      r_Render_DrawText(_lc[I_PLAYER_SPECT2], x + 4, y + 258, 255, 255, 255, 255, stdfont, TBasePoint.BP_LEFTUP);
+      r_Render_DrawText(_lc[I_PLAYER_SPECT1], x + 4, y + 274, 255, 255, 255, 255, stdfont, TBasePoint.BP_LEFTUP);
+      if p.NoRespawn then
+        r_Render_DrawText(_lc[I_PLAYER_SPECT1S], x + 4, y + 290, 255, 255, 255, 255, stdfont, TBasePoint.BP_LEFTUP);
+    end;
+  end;
+
+  procedure r_Render_DrawView (x, y, w, h: Integer; p: TPlayer);
+    var l, t, r, b: Integer;
+  begin
+    r_Draw_GetRect(l, t, r, b);
+    r_Draw_SetRect(x, y, x + w, y + h);
+
+    if p <> nil then
+      r_Map_Draw(x, y, w, h, p.obj.x + PLAYER_RECT_CX, p.obj.y + PLAYER_RECT_CY, p)
+    else
+      r_Map_Draw(x, y, w, h, 0, 0, nil);
+
+    // TODO draw stats
+
+    if p <> nil then
+    begin
+      if p.Spectator and p.NoRespawn then
+        r_Render_DrawText(_lc[I_PLAYER_SPECT4], x div 2 + w div 2, y div 2 + h div 2, 255, 255, 255, 255, stdfont, TBasePoint.BP_CENTER);
+    end;
+
+    r_Draw_SetRect(l, t, r, b);
+  end;
+
+  procedure r_Render_DrawPlayerView (x, y, w, h: Integer; p: TPlayer);
+    var l, t, r, b: Integer;
+  begin
+    r_Draw_GetRect(l, t, r, b);
+    r_Draw_SetRect(x, y, x + w, y + h);
+    r_Render_DrawView(x, y, w - 196, h, p);
+    r_Render_DrawHUDArea(x + w - 196, y, 196, h, p);
+    r_Draw_SetRect(l, t, r, b);
   end;
 
   procedure r_Render_Draw;
@@ -163,14 +355,16 @@ implementation
     if gExit = EXIT_QUIT then
       exit;
 
-    SetupMatrix;
+    r_Draw_Setup(gScreenWidth, gScreenHeight);
 
     glClearColor(0.0, 0.0, 0.0, 0.0);
     glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
 
     glColor4ub(255, 255, 255, 255);
+    glEnable(GL_SCISSOR_TEST);
+    r_Draw_SetRect(0, 0, gScreenWidth, gScreenHeight);
 
-    e_LogWritefln('r_render_draw: %sx%s', [gScreenWidth, gScreenHeight]);
+    //e_LogWritefln('r_render_draw: %sx%s', [gScreenWidth, gScreenHeight]);
 
     if gGameOn or (gState = STATE_FOLD) then
     begin
@@ -180,7 +374,15 @@ implementation
       // TODO setup player view siz
 
       // TODO draw player view + setup screen coords
-      r_Map_Draw(0, 0, gScreenWidth, gScreenHeight, gPlayer1.obj.x + 32, gPlayer1.obj.y + 32); // !!! remove unnamed consts
+      if (gPlayer1 <> nil) and (gPlayer2 <> nil) then
+      begin
+        r_Render_DrawPlayerView(0, 0, gScreenWidth, gScreenHeight div 2 - 2, gPlayer1);
+        r_Render_DrawPlayerView(0, gScreenHeight div 2 + 2, gScreenWidth, gScreenHeight div 2, gPlayer2);
+      end
+      else
+      begin
+        r_Render_DrawPlayerView(0, 0, gScreenWidth, gScreenHeight, gPlayer1);
+      end;
 
       // TODO draw holmes inspector
 
@@ -209,11 +411,13 @@ implementation
     {$IFDEF ENABLE_MENU}
       if g_ActiveWindow <> nil then
       begin
-        // TODO draw menu widgets
+        if gGameOn then
+          r_Draw_FillRect(0, 0, gScreenWidth - 1, gScreenHeight - 1, 0, 0, 0, 105);
+        r_GUI_Draw_Window(g_ActiveWindow);
       end;
     {$ENDIF}
 
-    // TODO draw console
+    r_Console_Draw(false);
 
     // TODO draw holmes interface
 
@@ -251,16 +455,14 @@ implementation
 {$IFDEF ENABLE_GIBS}
   function r_Render_GetGibRect (m, id: Integer): TRectWH;
   begin
-    Result.X := 16;
-    Result.Y := 16;
-    Result.Width := 16;
-    Result.Height := 16;
+    result := r_Map_GetGibSize(m, id);
   end;
 {$ENDIF}
 
 {$IFDEF ENABLE_GFX}
   procedure r_Render_QueueEffect (AnimType, X, Y: Integer);
   begin
+    r_Map_NewGFX(AnimType, X, Y);
   end;
 {$ENDIF}
 
@@ -274,27 +476,28 @@ implementation
 {$IFDEF ENABLE_MENU}
   procedure r_Render_GetControlSize (ctrl: TGUIControl; out w, h: Integer);
   begin
-    w := 0; h := 0;
+    r_GUI_GetSize(ctrl, w, h);
   end;
 
   procedure r_Render_GetLogoSize (out w, h: Integer);
   begin
-    w := 0; h := 0;
+    r_GUI_GetLogoSize(w, h);
   end;
 
   procedure r_Render_GetMaxFontSize (BigFont: Boolean; out w, h: Integer);
   begin
-    w := 0; h := 0;
+    r_GUI_GetMaxFontSize(BigFont, w, h);
   end;
 
   procedure r_Render_GetStringSize (BigFont: Boolean; str: String; out w, h: Integer);
   begin
-    w := 0; h := 0;
+    r_GUI_GetStringSize(BigFont, str, w, h);
   end;
 {$ENDIF}
 
   procedure r_Render_DrawLoading (force: Boolean);
   begin
+    // TODO draw loading screen
   end;
 
 end.