X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=fa9c2883bdd1deed73ae7041b597992ab655f2fa;hb=7869ee331ead2e3f765af47eeca1566ed97faa19;hp=96c9856d3e91ead2ac9bff6c59cc86de6c79db8c;hpb=93a1d67a1cb34cb02937559cd0d15194ca80728c;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 96c9856..fa9c288 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -13,14 +13,14 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE ../shared/a_modes.inc} unit g_game; interface uses g_basic, g_player, e_graphics, Classes, g_res_downloader, - SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5; + SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5, xprofiler; type TGameSettings = record @@ -124,6 +124,7 @@ procedure GameCVars(P: SArray); procedure GameCommands(P: SArray); procedure GameCheats(P: SArray); procedure DebugCommands(P: SArray); +procedure ProfilerCommands(P: SArray); procedure g_Game_Process_Params; procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean); procedure g_Game_StepLoading(); @@ -309,6 +310,10 @@ var P1MoveButton: Byte = 0; P2MoveButton: Byte = 0; + g_profile_frame_update: Boolean = false; + g_profile_frame_draw: Boolean = false; + g_profile_collision: Boolean = false; + procedure g_ResetDynlights (); procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single); @@ -324,6 +329,13 @@ uses ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt, utils, sfs; + +// ////////////////////////////////////////////////////////////////////////// // +var + profileFrameDraw: TProfiler = nil; + + +// ////////////////////////////////////////////////////////////////////////// // type TDynLight = record x, y, radius: Integer; @@ -341,6 +353,7 @@ 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 +380,7 @@ 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 +395,7 @@ 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 +409,96 @@ begin Inc(g_dynLightCount); end; + +// ////////////////////////////////////////////////////////////////////////// // +(* +procedure drawProfiles (x, y: Integer; title: AnsiString); overload; +var + wdt, hgt: Integer; + yy: Integer; + + { + procedure drawItems (); + begin + repeat + e_TextureFontPrintEx(x+2+4*xprofItLevel, yy, Format('%s: %d', [xprofItName, Integer(xprofItMicro)]), gStdFont, 255, 255, 0, 1, false); + Inc(yy, 16+2); + if xprofItHasChildren then + begin + xprofItDive(); + drawItems(); + xprofItPop(); + end; + until not xprofItNext(); + end; + } + + procedure drawItems (); + var + ii, idx: Integer; + begin + for ii := 0 to xprofTotalCount-1 do + begin + e_TextureFontPrintEx(x+2+4*xprofLevelAt(ii), yy, Format('%s: %d', [xprofNameAt(ii), Integer(xprofMicroAt(ii))]), gStdFont, 255, 255, 0, 1, false); + Inc(yy, 16+2); + end; + end; + +begin + // gScreenWidth + //if not xprofItReset() then exit; + if (xprofTotalCount = 0) then exit; + wdt := 256; + hgt := 16+2+xprofTotalCount*(16+2); // title, items + // background + //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND); + e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE); + // title + e_TextureFontPrintEx(x+2, y+2, Format('%s: %d', [title, Integer(xprofTotalMicro)]), gStdFont, 255, 255, 0, 1, false); + yy := y+16+2; + drawItems(); +end; +*) + + +function calcProfilesHeight (prof: TProfiler): Integer; +begin + result := 0; + if (prof = nil) then exit; + if (length(prof.bars) = 0) then exit; + result := length(prof.bars)*(16+2); +end; + +// returns width +function drawProfiles (x, y: Integer; prof: TProfiler): Integer; +var + wdt, hgt: Integer; + yy: Integer; + ii, idx: Integer; +begin + result := 0; + if (prof = nil) then exit; + // gScreenWidth + if (length(prof.bars) = 0) then exit; + wdt := 192; + hgt := calcProfilesHeight(prof); + if (x < 0) then x := gScreenWidth-(wdt-1)+x; + if (y < 0) then y := gScreenHeight-(hgt-1)+y; + // background + //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND); + e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE); + // title + yy := y+2; + for ii := 0 to High(prof.bars) do + begin + e_TextureFontPrintEx(x+2+4*prof.bars[ii].level, yy, Format('%s: %d', [prof.bars[ii].name, prof.bars[ii].value]), gStdFont, 255, 255, 0, 1, false); + Inc(yy, 16+2); + end; + result := wdt; +end; + + +// ////////////////////////////////////////////////////////////////////////// // type TEndCustomGameStat = record PlayerStat: TPlayerStatArray; @@ -1361,16 +1466,19 @@ 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(); @@ -1381,6 +1489,8 @@ var w: Word; i, b: Integer; begin + g_Map_ProfilersBegin(); + g_ResetDynlights(); // Ïîðà âûêëþ÷àòü èãðó: if gExit = EXIT_QUIT then @@ -1902,6 +2012,8 @@ begin end; if gGameOn then g_Weapon_AddDynLights(); + + g_Map_ProfilersEnd(); end; procedure g_Game_LoadData(); @@ -2632,7 +2744,6 @@ var //R: TRect; lln: Integer; lx, ly, lrad: Integer; - ltminx, ltminy, ltmaxx, ltmaxy: Integer; begin if (p = nil) or (p.FDummy) then begin @@ -2642,6 +2753,9 @@ begin Exit; end; + if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('MAP RENDER'); + profileFrameDraw.mainBegin(g_profile_frame_draw); + gPlayerDrawn := p; glPushMatrix(); @@ -2709,7 +2823,9 @@ begin else d := Round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y)); + profileFrameDraw.sectionBegin('map background'); g_Map_DrawBack(-c, -d); + profileFrameDraw.sectionEnd(); sX := -a; sY := -(b+p.IncCam); @@ -2718,107 +2834,148 @@ begin glTranslatef(a, b+p.IncCam, 0); + profileFrameDraw.sectionBegin('map rendering'); + + profileFrameDraw.sectionBegin('panel_back'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('panel_step'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('items'); g_Items_Draw(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('weapons'); g_Weapon_Draw(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('shells'); g_Player_DrawShells(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('drawall'); g_Player_DrawAll(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('corpses'); g_Player_DrawCorpses(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('panel_wall'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('monsters'); g_Monsters_Draw(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('panel_closedoor'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('gfx'); g_GFX_Draw(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('flags'); g_Map_DrawFlags(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('panel_acid1'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('panel_acid2'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('panel_water'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); + profileFrameDraw.sectionEnd(); + //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 := -$3fffffff; + profileFrameDraw.sectionBegin('dynlights'); + + // setup OpenGL parameters + glStencilMask($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; + 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); + 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; - 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); + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glScissor(0, 0, sWidth, sHeight); - // done - glDisable(GL_STENCIL_TEST); - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); - end; + profileFrameDraw.sectionEnd(); + end + else + begin + profileFrameDraw.sectionBegin('dynlights'); + profileFrameDraw.sectionEnd(); end; + profileFrameDraw.sectionBegin('panel_fore'); g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); + profileFrameDraw.sectionEnd(); + if g_debug_HealthBar then begin + profileFrameDraw.sectionBegin('monster health'); g_Monsters_DrawHealth(); + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('player health'); g_Player_DrawHealth(); + profileFrameDraw.sectionEnd(); end; if p.FSpectator then @@ -2845,6 +3002,8 @@ begin glPopMatrix(); + profileFrameDraw.mainEnd(); // map rendering + p.DrawPain(); p.DrawPickup(); p.DrawRulez(); @@ -2854,6 +3013,14 @@ begin p.DrawGUI(); end; +procedure drawProfilers (); +var + px: Integer = -1; +begin + if g_profile_frame_draw then px := px-drawProfiles(px, -1, profileFrameDraw); + if g_profile_collision then px := px-drawProfiles(px, -1, profMapCollision); +end; + procedure g_Game_Draw(); var ID: DWORD; @@ -3175,6 +3342,8 @@ begin e_TextureFontPrint(gScreenWidth-72, 0, Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]), gStdFont); + + drawProfilers(); end; procedure g_Game_Quit(); @@ -4836,6 +5005,58 @@ begin end; end; +// profiler console commands +procedure ProfilerCommands (P: SArray); +var + cmd: string; + + function getBool (idx: Integer): Integer; + begin + if (idx < 0) or (idx > High(P)) then begin result := -1; exit; end; + result := 0; + if (P[idx] = '1') or (P[idx] = 'on') or (P[idx] = 'true') or (P[idx] = 'tan') then result := 1; + end; + +begin + //if not gDebugMode then exit; + cmd := LowerCase(P[0]); + if cmd = 'dpp' then + begin + g_profile_frame_draw := not g_profile_frame_draw; + exit; + end; + if cmd = 'dpu' then + begin + g_profile_frame_update := not g_profile_frame_update; + exit; + end; + if cmd = 'dpc' then + begin + g_profile_collision := not g_profile_collision; + exit; + end; + if cmd = 'r_draw_grid' then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_use_grid_render := false; + 1: gdbg_map_use_grid_render := true; + end; + if gdbg_map_use_grid_render then g_Console_Add('grid rendering: tan') else g_Console_Add('grid rendering: ona'); + exit; + end; + if cmd = 'dbg_coldet_grid' then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_use_grid_coldet := false; + 1: gdbg_map_use_grid_coldet := true; + end; + if gdbg_map_use_grid_coldet then g_Console_Add('grid coldet: tan') else g_Console_Add('grid coldet: ona'); + exit; + end; +end; + procedure DebugCommands(P: SArray); var a, b: Integer; @@ -6658,6 +6879,12 @@ var begin Parse_Params(pars); + s := Find_Param_Value(pars, '--profile-frame'); + if (s <> '') then g_profile_frame_draw := true; + + s := Find_Param_Value(pars, '--profile-coldet'); + if (s <> '') then g_profile_collision := true; + // Debug mode: s := Find_Param_Value(pars, '--debug'); if (s <> '') then