X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=206d6e4d8301b561a14fb27b460731e9e78ad84c;hb=422b1bad780adc75cee9edc8ef16092f29181951;hp=c56bc488529fa761b9efd506474c5e4ffc26ad73;hpb=ebb13957295d3f50ba51ff5b871310570d0d4dfe;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index c56bc48..206d6e4 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -2601,29 +2601,27 @@ begin glTranslatef(-x, -y, 0); - g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1); - 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(); g_Player_DrawHealth(); end; - g_Map_ResetPVP(); glPopMatrix(); end; @@ -2719,38 +2717,32 @@ begin glTranslatef(a, b+p.IncCam, 0); - g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1); - - 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); - if g_debug_HealthBar then - begin - g_Monsters_DrawHealth(); - g_Player_DrawHealth(); - end; + 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); + glEnable(GL_SCISSOR_TEST); + glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_EQUAL, 0, $ff); for lln := 0 to g_dynLightCount-1 do @@ -2758,11 +2750,16 @@ begin lx := g_dynLights[lln].x; ly := g_dynLights[lln].y; lrad := g_dynLights[lln].radius; - if lrad < 2 then continue; + 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-cameraOfsX)-lrad+2, v_height-(ly-cameraOfsY)-lrad-1+2, lrad*2-4, lrad*2-4); - // clear stencil buffer - glClear(GL_STENCIL_BUFFER_BIT); //!!! + 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); @@ -2771,7 +2768,6 @@ begin 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_KEEP, GL_KEEP, GL_KEEP); glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer // blend it glEnable(GL_BLEND); @@ -2787,11 +2783,19 @@ begin 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((lx-cameraOfsX)-radius+2, v_height-(ly-cameraOfsY)-radius-1+2, radius*2-4, radius*2-4); + glScissor(0, 0, sWidth, sHeight); + end; + + g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); + if g_debug_HealthBar then + begin + g_Monsters_DrawHealth(); + g_Player_DrawHealth(); end; if p.FSpectator then @@ -2817,7 +2821,6 @@ begin } glPopMatrix(); - g_Map_ResetPVP(); p.DrawPain(); p.DrawPickup();