X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=467c13f1dcef4fabbfc06d6ddf07acaf08e23fd9;hb=fd12a344c25480e0db011c3084804df3f98d005c;hp=5f56a7439ce5199130240b02ffa0e188c3f2e7ee;hpb=2c71e272b5c3e4c7895578cf1e881df72012ecd5;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 5f56a74..467c13f 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -2780,9 +2780,29 @@ begin end; +function fixViewportForScale (): Boolean; +var + nx0, ny0, nw, nh: Integer; +begin + result := false; + if (g_dbg_scale <> 1.0) then + begin + result := true; + nx0 := round(sX-(gPlayerScreenSize.X-(sWidth*g_dbg_scale))/2/g_dbg_scale); + ny0 := round(sY-(gPlayerScreenSize.Y-(sHeight*g_dbg_scale))/2/g_dbg_scale); + nw := round(sWidth/g_dbg_scale); + nh := round(sHeight/g_dbg_scale); + sX := nx0; + sY := ny0; + sWidth := nw; + sHeight := nh; + end; +end; + + // setup sX, sY, sWidth, sHeight, and transformation matrix before calling this! // WARNING! this WILL CALL `glTranslatef()`, but won't restore matrices! -procedure renderMapInternal (backXOfs, backYOfs: Integer; transX, transY: Integer; setTransMatrix: Boolean); +procedure renderMapInternal (backXOfs, backYOfs: Integer; setTransMatrix: Boolean); type TDrawCB = procedure (); @@ -2825,14 +2845,7 @@ begin profileFrameDraw.sectionBegin('collect'); if gdbg_map_use_accel_render then begin - if (g_dbg_scale <> 1.0) then - begin - g_Map_CollectDrawPanels(sX, sY, round(sWidth/g_dbg_scale)+1, round(sHeight/g_dbg_scale)+1); - end - else - begin - g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); - end; + g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); end; profileFrameDraw.sectionEnd(); @@ -2843,7 +2856,7 @@ begin if setTransMatrix then begin glScalef(g_dbg_scale, g_dbg_scale, 1.0); - glTranslatef(transX, transY, 0); + glTranslatef(-sX, -sY, 0); end; drawPanelType('*back', PANEL_BACK, g_rlayer_back); @@ -2889,7 +2902,8 @@ begin sWidth := w; sHeight := h; - renderMapInternal(-bx, -by, -x, -y, true); + fixViewportForScale(); + renderMapInternal(-bx, -by, true); glPopMatrix(); end; @@ -2918,24 +2932,33 @@ begin px := p.GameX + PLAYER_RECT_CX; py := p.GameY + PLAYER_RECT_CY+p.Obj.slopeUpLeft; - if px > (gPlayerScreenSize.X div 2) then a := -px+(gPlayerScreenSize.X div 2) else a := 0; - if py > (gPlayerScreenSize.Y div 2) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0; + if (g_dbg_scale = 1.0) then + begin + if (px > (gPlayerScreenSize.X div 2)) then a := -px+(gPlayerScreenSize.X div 2) else a := 0; + if (py > (gPlayerScreenSize.Y div 2)) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0; - if px > gMapInfo.Width-(gPlayerScreenSize.X div 2) then a := -gMapInfo.Width+gPlayerScreenSize.X; - if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then b := -gMapInfo.Height+gPlayerScreenSize.Y; + if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then a := -gMapInfo.Width+gPlayerScreenSize.X; + if (py > gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then b := -gMapInfo.Height+gPlayerScreenSize.Y; - if (gMapInfo.Width = gPlayerScreenSize.X) then a := 0 - else if (gMapInfo.Width < gPlayerScreenSize.X) then - begin - // hcenter - a := (gPlayerScreenSize.X-gMapInfo.Width) div 2; - end; + if (gMapInfo.Width = gPlayerScreenSize.X) then a := 0 + else if (gMapInfo.Width < gPlayerScreenSize.X) then + begin + // hcenter + a := (gPlayerScreenSize.X-gMapInfo.Width) div 2; + end; - if (gMapInfo.Height = gPlayerScreenSize.Y) then b := 0 - else if (gMapInfo.Height < gPlayerScreenSize.Y) then + if (gMapInfo.Height = gPlayerScreenSize.Y) then b := 0 + else if (gMapInfo.Height < gPlayerScreenSize.Y) then + begin + // vcenter + b := (gPlayerScreenSize.Y-gMapInfo.Height) div 2; + end; + end + else begin - // vcenter - b := (gPlayerScreenSize.Y-gMapInfo.Height) div 2; + // scaled, ignore level bounds + a := -px+(gPlayerScreenSize.X div 2); + b := -py+(gPlayerScreenSize.Y div 2); end; if p.IncCam <> 0 then @@ -2982,17 +3005,17 @@ begin //glTranslatef(a, b+p.IncCam, 0); + if (p = gPlayer1) then g_Holmes_plrViewSize(sWidth, sHeight); + + fixViewportForScale(); p.viewPortX := sX; p.viewPortY := sY; p.viewPortW := sWidth; p.viewPortH := sHeight; - if (p = gPlayer1) then - begin - g_Holmes_plrView(p.viewPortX, p.viewPortY, p.viewPortW, p.viewPortH); - end; + if (p = gPlayer1) then g_Holmes_plrViewPos(sX, sY); - renderMapInternal(-c, -d, a, b+p.IncCam, true); + renderMapInternal(-c, -d, true); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,