X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=c46f6e49b4f1d1825e7cc4f03e91b8ae019d357c;hb=4ecfaa7da77e39e45d45762f31362082a5616dec;hp=96c9856d3e91ead2ac9bff6c59cc86de6c79db8c;hpb=93a1d67a1cb34cb02937559cd0d15194ca80728c;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 96c9856..c46f6e4 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -13,7 +13,7 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE g_amodes.inc} unit g_game; interface @@ -341,6 +341,7 @@ procedure g_ResetDynlights (); var lnum, idx: Integer; begin + if not gwin_has_stencil then begin g_dynLightCount := 0; exit; end; lnum := 0; for idx := 0 to g_dynLightCount-1 do begin @@ -367,6 +368,7 @@ end; procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); begin + if not gwin_has_stencil then exit; if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024); g_dynLights[g_dynLightCount].x := x; g_dynLights[g_dynLightCount].y := y; @@ -381,6 +383,7 @@ end; procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single); begin + if not gwin_has_stencil then exit; if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024); g_dynLights[g_dynLightCount].x := x; g_dynLights[g_dynLightCount].y := y; @@ -394,6 +397,7 @@ begin Inc(g_dynLightCount); end; + type TEndCustomGameStat = record PlayerStat: TPlayerStatArray; @@ -1361,16 +1365,19 @@ begin end; // HACK: add dynlight here - if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then - begin - g_playerLight := true; - end; - if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + if gwin_k8_enable_light_experiments then begin - g_playerLight := false; + if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + begin + g_playerLight := true; + end; + if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + begin + g_playerLight := false; + end; end; - if (g_playerLight) then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6); + if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6); end; procedure g_Game_Update(); @@ -2632,7 +2639,6 @@ var //R: TRect; lln: Integer; lx, ly, lrad: Integer; - ltminx, ltminy, ltmaxx, ltmaxy: Integer; begin if (p = nil) or (p.FDummy) then begin @@ -2734,84 +2740,62 @@ begin 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 - // get light bounds - ltminx := $3fffffff; - ltminy := $3fffffff; - ltmaxx := -$3fffffff; - ltmaxy := -$3fffffff; + // setup OpenGL parameters + glStencilMask($FFFFFFFF); + glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); + glEnable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilFunc(GL_EQUAL, 0, $ff); for lln := 0 to g_dynLightCount-1 do begin - lx := g_dynLights[lln].x-sX; - ly := g_dynLights[lln].y-sY; + lx := g_dynLights[lln].x; + ly := g_dynLights[lln].y; lrad := g_dynLights[lln].radius; if lrad < 3 then continue; - if lx+lrad < 0 then continue; - if ly+lrad < 0 then continue; - if lx-lrad >= gPlayerScreenSize.X then continue; - if ly-lrad >= gPlayerScreenSize.Y then continue; - - lx := lx+sX; - ly := ly+sY; - - if ltminx > lx-lrad then ltminx := lx-lrad; - if ltminy > ly-lrad then ltminy := ly-lrad; - if ltmaxx < lx+lrad then ltmaxx := lx+lrad; - if ltmaxy < ly+lrad then ltmaxy := ly+lrad; - end; - - if g_Map_BuildPLP(ltminx, ltminy, ltmaxx, ltmaxy) then - begin - // setup OpenGL parameters - glStencilMask($FFFFFFFF); - glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); - glEnable(GL_STENCIL_TEST); - glEnable(GL_SCISSOR_TEST); - glClear(GL_STENCIL_BUFFER_BIT); - glStencilFunc(GL_EQUAL, 0, $ff); - - for lln := 0 to g_dynLightCount-1 do - begin - lx := g_dynLights[lln].x; - ly := g_dynLights[lln].y; - lrad := g_dynLights[lln].radius; - if lrad < 3 then continue; - // set scissor to optimize drawing - 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); - glDisable(GL_BLEND); - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer - 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_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer - // blend it - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_TEXTURE_2D); - // color and opacity - glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a); - glBindTexture(GL_TEXTURE_2D, g_Texture_Light()); - glBegin(GL_QUADS); - glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left - glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right - glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right - glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left - glEnd(); - end; - - // done - glDisable(GL_STENCIL_TEST); + 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-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); glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer + 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_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer + // blend it + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_TEXTURE_2D); + // color and opacity + glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a); + glBindTexture(GL_TEXTURE_2D, g_Texture_Light()); + glBegin(GL_QUADS); + glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left + glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right + glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right + 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(0, 0, sWidth, sHeight); end; g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); @@ -3655,6 +3639,7 @@ var State: Byte; OuterLoop: Boolean; newResPath: string; + Len: Word; begin g_Game_Free(); @@ -3704,76 +3689,82 @@ begin Ptr := NetEvent.packet^.data; e_Raw_Seek(0); - MID := e_Raw_Read_Byte(Ptr); - - if (MID = NET_MSG_INFO) and (State = 0) then + while (State = 0) and (RawPos < NetEvent.packet^.dataLength) do begin - NetMyID := e_Raw_Read_Byte(Ptr); - NetPlrUID1 := e_Raw_Read_Word(Ptr); + Len := e_Raw_Read_Word(Ptr); + MID := e_Raw_Read_Byte(Ptr); + e_WriteLog(Format('conn recv %U %U', [Len, MID]), MSG_NOTIFY); + + if (MID = NET_MSG_INFO) and (State = 0) then + begin + NetMyID := e_Raw_Read_Byte(Ptr); + NetPlrUID1 := e_Raw_Read_Word(Ptr); - WadName := e_Raw_Read_String(Ptr); - Map := e_Raw_Read_String(Ptr); + WadName := e_Raw_Read_String(Ptr); + Map := e_Raw_Read_String(Ptr); - gWADHash := e_Raw_Read_MD5(Ptr); + gWADHash := e_Raw_Read_MD5(Ptr); - gGameSettings.GameMode := e_Raw_Read_Byte(Ptr); - gSwitchGameMode := gGameSettings.GameMode; - gGameSettings.GoalLimit := e_Raw_Read_Word(Ptr); - gGameSettings.TimeLimit := e_Raw_Read_Word(Ptr); - gGameSettings.MaxLives := e_Raw_Read_Byte(Ptr); - gGameSettings.Options := e_Raw_Read_LongWord(Ptr); - T := e_Raw_Read_LongWord(Ptr); + gGameSettings.GameMode := e_Raw_Read_Byte(Ptr); + gSwitchGameMode := gGameSettings.GameMode; + gGameSettings.GoalLimit := e_Raw_Read_Word(Ptr); + gGameSettings.TimeLimit := e_Raw_Read_Word(Ptr); + gGameSettings.MaxLives := e_Raw_Read_Byte(Ptr); + gGameSettings.Options := e_Raw_Read_LongWord(Ptr); + T := e_Raw_Read_LongWord(Ptr); - newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash); - if newResPath = '' then - begin - g_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False); - newResPath := g_Res_DownloadWAD(WadName); + newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash); if newResPath = '' then begin - g_FatalError(_lc[I_NET_ERR_HASH]); + g_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False); + newResPath := g_Res_DownloadWAD(WadName); + if newResPath = '' then + begin + g_FatalError(_lc[I_NET_ERR_HASH]); + enet_packet_destroy(NetEvent.packet); + NetState := NET_STATE_NONE; + Exit; + end; + end; + newResPath := ExtractRelativePath(MapsDir, newResPath); + + gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model, + gPlayer1Settings.Color, + gPlayer1Settings.Team, False)); + + if gPlayer1 = nil then + begin + g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1])); + enet_packet_destroy(NetEvent.packet); NetState := NET_STATE_NONE; Exit; end; - end; - newResPath := ExtractRelativePath(MapsDir, newResPath); - gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model, - gPlayer1Settings.Color, - gPlayer1Settings.Team, False)); + gPlayer1.Name := gPlayer1Settings.Name; + gPlayer1.UID := NetPlrUID1; + gPlayer1.Reset(True); - if gPlayer1 = nil then - begin - g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1])); - - enet_packet_destroy(NetEvent.packet); - NetState := NET_STATE_NONE; - Exit; - end; + if not g_Game_StartMap(newResPath + ':\' + Map, True) then + begin + g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [WadName + ':\' + Map])); - gPlayer1.Name := gPlayer1Settings.Name; - gPlayer1.UID := NetPlrUID1; - gPlayer1.Reset(True); + enet_packet_destroy(NetEvent.packet); + NetState := NET_STATE_NONE; + Exit; + end; - if not g_Game_StartMap(newResPath + ':\' + Map, True) then - begin - g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [WadName + ':\' + Map])); + gTime := T; + State := 1; + OuterLoop := False; enet_packet_destroy(NetEvent.packet); - NetState := NET_STATE_NONE; - Exit; - end; - - gTime := T; - - State := 1; - OuterLoop := False; - enet_packet_destroy(NetEvent.packet); - break; - end - else - enet_packet_destroy(NetEvent.packet); + break; + end + else + RawPos := RawPos + Len-1; + end; + if State = 1 then break; end else if (NetEvent.kind = ENET_EVENT_TYPE_DISCONNECT) then @@ -3810,7 +3801,7 @@ begin g_Player_Init(); NetState := NET_STATE_GAME; - MC_SEND_FullStateRequest; + MC_SEND_FullStateRequest(); e_WriteLog('NET: Connection successful.', MSG_NOTIFY); end;