X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=5a0c7afed6f09af475718918d26e5bee9494ad14;hb=66d24fe86a421fc4c3c99df6304f42a933e68785;hp=063c36b91e628b048502af9c5d2116116eaa3db6;hpb=292e2b4e094da60e0e30512697dd275ff6d5de43;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 063c36b..5a0c7af 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -26,6 +26,8 @@ interface procedure r_Map_LoadTextures; procedure r_Map_FreeTextures; + procedure r_Map_NewGFX (typ, x, y: Integer); + procedure r_Map_Update; procedure r_Map_Draw (x, y, w, h, camx, camy: Integer); @@ -45,6 +47,9 @@ implementation {$IFDEF ENABLE_CORPSES} g_corpses, {$ENDIF} + {$IFDEF ENABLE_GFX} + g_gfx, + {$ENDIF} r_textures, r_draw ; @@ -77,6 +82,69 @@ implementation VILEFIRE_DX = 32; VILEFIRE_DY = 128; + GFXAnim: array [0..R_GFX_LAST] of record + name: AnsiString; + w, h: Integer; + count: Integer; + back: Boolean; + speed: Integer; + rspeed: Integer; + alpha: Integer; + end = ( + (name: ''; w: 0; h: 0; count: 0; back: false; speed: 0; rspeed: 0; alpha: 0), + (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 0; alpha: 0), + (name: 'EROCKET'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'EBFG'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'BFGHIT'; w: 64; h: 64; count: 4; back: false; speed: 4; rspeed: 0; alpha: 0), + (name: 'FIRE'; w: 64; h: 128; count: 8; back: false; speed: 4; rspeed: 2; alpha: 0), + (name: 'ITEMRESPAWN'; w: 32; h: 32; count: 5; back: true; speed: 4; rspeed: 0; alpha: 0), + (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), + (name: 'ESKELFIRE'; w: 64; h: 64; count: 3; back: false; speed: 8; rspeed: 0; alpha: 0), + (name: 'EPLASMA'; w: 32; h: 32; count: 4; back: true; speed: 3; rspeed: 0; alpha: 0), + (name: 'EBSPFIRE'; w: 32; h: 32; count: 5; back: false; speed: 3; rspeed: 0; alpha: 0), + (name: 'EIMPFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'ECACOFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'EBARONFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), // fast + (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent + (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random + ); + + ShotAnim: array [0..WEAPON_LAST] of record + name: AnsiString; + w, h: Integer; + count: Integer; + end = ( + (name: ''; w: 0; h: 0; count: 0), // 0 KASTET + (name: ''; w: 0; h: 0; count: 0), // 1 SAW + (name: ''; w: 0; h: 0; count: 0), // 2 PISTOL + (name: ''; w: 0; h: 0; count: 0), // 3 SHOTGUN1 + (name: ''; w: 0; h: 0; count: 0), // 4 SHOTGUN2 + (name: ''; w: 0; h: 0; count: 0), // 5 CHAINGUN + (name: 'BROCKET'; w: 64; h: 32; count: 1), // 6 ROCKETLAUNCHER + (name: 'BPLASMA'; w: 16; h: 16; count: 2), // 7 PLASMA + (name: 'BBFG'; w: 64; h: 64; count: 2), // 8 BFG + (name: ''; w: 0; h: 0; count: 0), // 9 SUPERPULEMET + (name: 'FLAME'; w: 32; h: 32; count: 11), // 10 FLAMETHROWER + (name: ''; w: 0; h: 0; count: 0), // 11 + (name: ''; w: 0; h: 0; count: 0), // 12 + (name: ''; w: 0; h: 0; count: 0), // 13 + (name: ''; w: 0; h: 0; count: 0), // 14 + (name: ''; w: 0; h: 0; count: 0), // 15 + (name: ''; w: 0; h: 0; count: 0), // 16 + (name: ''; w: 0; h: 0; count: 0), // 17 + (name: ''; w: 0; h: 0; count: 0), // 18 + (name: ''; w: 0; h: 0; count: 0), // 19 + (name: ''; w: 0; h: 0; count: 0), // 20 ZOMPY_PISTOL + (name: 'BIMPFIRE'; w: 16; h: 16; count: 2), // 21 IMP_FIRE + (name: 'BBSPFIRE'; w: 16; h: 16; count: 2), // 22 BSP_FIRE + (name: 'BCACOFIRE'; w: 16; h: 16; count: 2), // 23 CACO_FIRE + (name: 'BBARONFIRE'; w: 64; h: 16; count: 2), // 24 BARON_FIRE + (name: 'BMANCUBFIRE'; w: 64; h: 32; count: 2), // 25 MANCUB_FIRE + (name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE + ); + type TBinHeapPanelDrawCmp = class public @@ -99,6 +167,7 @@ implementation end; MonTextures: array [0..MONSTER_MAN] of TMonsterAnims; WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture; + ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; VileFire: TGLMultiTexture; Models: array of record anim: array [TDirection, 0..A_LAST] of record @@ -114,6 +183,19 @@ implementation *) end; + StubShotAnim: TAnimState; + +{$IFDEF ENABLE_GFX} + GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; + gfxlist: array of record + typ: Byte; + alpha: Byte; + x, y: Integer; + oldX, oldY: Integer; + anim: TAnimState; + end = nil; +{$ENDIF} + plist: TBinHeapPanelDraw = nil; class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline; @@ -125,12 +207,14 @@ implementation procedure r_Map_Initialize; begin + StubShotAnim := TAnimState.Create(true, 1, 1); plist := TBinHeapPanelDraw.Create(); end; procedure r_Map_Finalize; begin - plist.Free + plist.Free; + StubShotAnim.Invalidate; end; procedure r_Map_LoadModel (i: Integer); @@ -273,11 +357,36 @@ implementation for j := 0 to W_POS_LAST do for k := 0 to W_ACT_LAST do WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]); + // --------- gfx animations --------- // + {$IFDEF ENABLE_GFX} + for i := 1 to R_GFX_LAST do + if GFXAnim[i].count > 0 then + GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].count, GFXAnim[i].back); + {$ENDIF} + // --------- shots --------- // + for i := 0 to WEAPON_LAST do + if ShotAnim[i].count > 0 then + ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].count, false); end; procedure r_Map_Free; var i, j, k, a: Integer; d: TDirection; begin + for i := 0 to WEAPON_LAST do + begin + if ShotTextures[i] <> nil then + ShotTextures[i].Free; + ShotTextures[i] := nil; + end; + {$IFDEF ENABLE_GFX} + gfxlist := nil; + for i := 0 to R_GFX_LAST do + begin + if GFXTextures[i] <> nil then + GFXTextures[i].Free; + GFXTextures[i] := nil; + end; + {$ENDIF} for i := 1 to WP_LAST do begin for j := 0 to W_POS_LAST do @@ -366,13 +475,6 @@ implementation RenTextures := nil; end; - procedure r_Map_Update; - var i: Integer; - begin - for i := 0 to ITEM_MAX do - Items[i].anim.Update; - end; - procedure r_Map_DrawPanel (p: TPanel); var Texture: Integer; t: TGLMultiTexture; begin @@ -624,6 +726,164 @@ implementation end; {$ENDIF} +{$IFDEF ENABLE_GFX} + function r_Map_GetGFXID (): Integer; + var i: Integer; + begin + i := 0; + if gfxlist <> nil then + begin + while (i < Length(gfxlist)) and gfxlist[i].anim.IsValid() do + Inc(i); + if i >= Length(gfxlist) then + SetLength(gfxlist, Length(gfxlist) + 1) + end + else + SetLength(gfxlist, 1); + gfxlist[i].typ := R_GFX_NONE; + gfxlist[i].anim.Invalidate; + result := i + end; + + procedure r_Map_NewGFX (typ, x, y: Integer); + var i: Integer; + begin + if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then + begin + i := r_Map_GetGFXID(); + if i >= 0 then + begin + gfxlist[i].typ := typ; + gfxlist[i].x := x; + gfxlist[i].y := y; + gfxlist[i].oldX := x; + gfxlist[i].oldY := y; + gfxlist[i].anim := TAnimState.Create(false, GFXAnim[typ].speed + Random(GFXAnim[typ].rspeed), GFXAnim[typ].count); + gfxlist[i].anim.Reset(); + gfxlist[i].anim.Enable(); + end; + end; + end; + + procedure r_Map_UpdateGFX; + var i: Integer; + begin + if gfxlist <> nil then + begin + for i := 0 to High(gfxlist) do + begin + if gfxlist[i].anim.IsValid() then + begin + gfxlist[i].oldX := gfxlist[i].x; + gfxlist[i].oldY := gfxlist[i].y; + case gfxlist[i].typ of + R_GFX_FLAME, R_GFX_SMOKE: + begin + if Random(3) = 0 then + gfxlist[i].x := gfxlist[i].x - 1 + Random(3); + if Random(2) = 0 then + gfxlist[i].y := gfxlist[i].y - Random(2); + end; + end; + if gfxlist[i].anim.played then + gfxlist[i].anim.Invalidate + else + gfxlist[i].anim.Update + end; + end; + end; + end; + + procedure r_Map_DrawParticles (x, y, w, h: Integer); + var i, fx, fy: Integer; + begin + if gpart_dbg_enabled and (Particles <> nil) then + begin + glDisable(GL_TEXTURE_2D); + if (g_dbg_scale < 0.6) then + glPointSize(1) + else if (g_dbg_scale > 1.3) then + glPointSize(g_dbg_scale + 1) + else + glPointSize(2); + glDisable(GL_POINT_SMOOTH); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glBegin(GL_POINTS); + for i := 0 to High(Particles) do + begin + if Particles[i].alive then + begin + fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor); + fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor); + glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha); + glVertex2f(fx, fy); + end; + end; + glEnd; + + glDisable(GL_BLEND); + end; + end; + + procedure r_Map_DrawGFX (x, y, w, h: Integer); + var i, fx, fy, typ: Integer; tex: TGLMultiTexture; + begin + if gfxlist <> nil then + begin + for i := 0 to High(gfxlist) do + begin + if gfxlist[i].anim.IsValid() then + begin + typ := gfxlist[i].typ; + tex := GFXTextures[typ]; + if tex <> nil then + begin + fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor); + fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor); + // TODO set GFXAnim[typ].alpha + r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false); + end; + end; + end; + end; + end; +{$ENDIF} + + procedure r_Map_DrawShots (x, y, w, h: Integer); + var i, a, fX, fY, pX, pY, typ: Integer; tex: TGLMultiTexture; anim: ^TAnimState; + begin + if Shots <> nil then + begin + for i := 0 to High(Shots) do + begin + typ := Shots[i].ShotType; + if typ <> 0 then + begin + e_logwritefln('draw shot %s typ %s', [i, typ]); + tex := ShotTextures[typ]; + if tex <> nil then + begin + e_logwritefln('draw shot %s typ %s <> nil', [i, typ]); + a := 0; + case typ of + WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: + a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) + end; + Shots[i].Obj.Lerp(gLerpFactor, fX, fY); + pX := Shots[i].Obj.Rect.Width div 2; + pY := Shots[i].Obj.Rect.Height div 2; + // TODO fix this + if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim; + // TODO: change angle and base point + r_Draw_MultiTextureRepeat(tex, anim^, fX, fY, tex.width, tex.height, false); + end; + end; + end; + end; + end; + procedure r_Map_Draw (x, y, w, h, camx, camy: Integer); var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer; begin @@ -649,7 +909,7 @@ implementation r_Map_DrawPanelType(PANEL_BACK); r_Map_DrawPanelType(PANEL_STEP); r_Map_DrawItems(xx, yy, ww, hh, false); - // TODO draw weapons + r_Map_DrawShots(xx, yy, ww, hh); // TODO draw shells r_Map_DrawPlayers(xx, yy, ww, hh); // TODO draw gibs @@ -660,7 +920,10 @@ implementation r_Map_DrawMonsters(xx, yy, ww, hh); r_Map_DrawItems(xx, yy, ww, hh, true); r_Map_DrawPanelType(PANEL_CLOSEDOOR); - // TODO draw gfx + {$IFDEF ENABLE_GFX} + r_Map_DrawParticles(xx, yy, ww, hh); + r_Map_DrawGFX(xx, yy, ww, hh); + {$ENDIF} // TODO draw flags r_Map_DrawPanelType(PANEL_ACID1); r_Map_DrawPanelType(PANEL_ACID2); @@ -669,4 +932,12 @@ implementation glPopMatrix; end; + procedure r_Map_Update; + var i: Integer; + begin + for i := 0 to ITEM_MAX do + Items[i].anim.Update; + r_Map_UpdateGFX; + end; + end.