X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=8c555bf57f4eb696b56508e953f65331eac99719;hb=4b3d55edfb4533e51c0617dbcd0bb783d7e2c27e;hp=5a0c7afed6f09af475718918d26e5bee9494ad14;hpb=66d24fe86a421fc4c3c99df6304f42a933e68785;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 5a0c7af..8c555bf 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -17,6 +17,8 @@ unit r_map; interface + uses g_base; // TRectWH + procedure r_Map_Initialize; procedure r_Map_Finalize; @@ -26,7 +28,12 @@ interface procedure r_Map_LoadTextures; procedure r_Map_FreeTextures; +{$IFDEF ENABLE_GFX} procedure r_Map_NewGFX (typ, x, y: Integer); +{$ENDIF} +{$IFDEF ENABLE_GIBS} + function r_Map_GetGibSize (m, i: Integer): TRectWH; +{$ENDIF} procedure r_Map_Update; @@ -35,6 +42,7 @@ interface implementation uses + Math, {$IFDEF USE_GLES1} GLES11, {$ELSE} @@ -42,11 +50,17 @@ implementation {$ENDIF} e_log, binheap, MAPDEF, utils, - g_options, g_textures, g_basic, g_base, g_phys, + g_options, g_textures, g_basic, g_phys, g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons, {$IFDEF ENABLE_CORPSES} g_corpses, {$ENDIF} + {$IFDEF ENABLE_SHELLS} + g_shells, + {$ENDIF} + {$IFDEF ENABLE_GIBS} + g_gibs, + {$ENDIF} {$IFDEF ENABLE_GFX} g_gfx, {$ENDIF} @@ -82,6 +96,7 @@ implementation VILEFIRE_DX = 32; VILEFIRE_DY = 128; +{$IFDEF ENABLE_GFX} GFXAnim: array [0..R_GFX_LAST] of record name: AnsiString; w, h: Integer; @@ -110,6 +125,7 @@ implementation (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 ); +{$ENDIF} ShotAnim: array [0..WEAPON_LAST] of record name: AnsiString; @@ -126,7 +142,7 @@ implementation (name: 'BPLASMA'; w: 16; h: 16; count: 2), // 7 PLASMA (name: 'BBFG'; w: 64; h: 64; count: 2), // 8 BFG (name: ''; w: 0; h: 0; count: 0), // 9 SUPERPULEMET - (name: 'FLAME'; w: 32; h: 32; count: 11), // 10 FLAMETHROWER + (name: 'FLAME'; w: 32; h: 32; count: 0{11}), // 10 FLAMETHROWER (name: ''; w: 0; h: 0; count: 0), // 11 (name: ''; w: 0; h: 0; count: 0), // 12 (name: ''; w: 0; h: 0; count: 0), // 13 @@ -145,6 +161,17 @@ implementation (name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE ); +{$IFDEF ENABLE_SHELLS} + ShellAnim: array [0..SHELL_LAST] of record + name: AnsiString; + dx, dy: Integer; + end = ( + (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET + (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL + (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL + ); +{$ENDIF} + type TBinHeapPanelDrawCmp = class public @@ -168,23 +195,26 @@ implementation MonTextures: array [0..MONSTER_MAN] of TMonsterAnims; WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture; ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; + FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture; VileFire: TGLMultiTexture; Models: array of record anim: array [TDirection, 0..A_LAST] of record base, mask: TGLMultiTexture; end; -(* - {$IFDEF ENABLE_GIBS} - gibs: array of record - base, mask: TGLTexture; - rect: TRectWH; - end; - {$ENDIF} -*) +{$IFDEF ENABLE_GIBS} + gibs: record + base, mask: TGLTextureArray; + rect: TRectArray; + end; +{$ENDIF} end; StubShotAnim: TAnimState; + FlagAnim: TAnimState; +{$IFDEF ENABLE_SHELLS} + ShellTextures: array [0..SHELL_LAST] of TGLTexture; +{$ENDIF} {$IFDEF ENABLE_GFX} GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; gfxlist: array of record @@ -208,6 +238,7 @@ implementation procedure r_Map_Initialize; begin StubShotAnim := TAnimState.Create(true, 1, 1); + FlagAnim := TAnimState.Create(true, 8, 5); plist := TBinHeapPanelDraw.Create(); end; @@ -220,6 +251,8 @@ implementation procedure r_Map_LoadModel (i: Integer); var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo; begin + ASSERT(i < Length(Models)); + ASSERT(i < Length(PlayerModelsArray)); m := @PlayerModelsArray[i]; prefix := m.FileName + ':TEXTURES/'; for d := TDirection.D_LEFT to TDirection.D_RIGHT do @@ -234,18 +267,30 @@ implementation Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true); end end; -(* {$IFDEF ENABLE_GIBS} - Models[i].gibs := nil; + Models[i].gibs.base := nil; + Models[i].gibs.mask := nil; + Models[i].gibs.rect := nil; if m.GibsCount > 0 then begin - SetLength(Models[i].gibs, m.GibsCount); + SetLength(Models[i].gibs.base, m.GibsCount); + SetLength(Models[i].gibs.mask, m.GibsCount); + SetLength(Models[i].gibs.rect, m.GibsCount); + for a := 0 to m.GibsCount - 1 do + Models[i].gibs.rect[a] := DefaultGibSize; + if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then + begin + if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, Models[i].gibs.mask, nil) then + begin + // ok + end; + end; + for a := 0 to m.GibsCount - 1 do + e_logwritefln('model %s gib %s: %sx%s:%sx%s', [i, a, Models[i].gibs.rect[a].x, Models[i].gibs.rect[a].y, Models[i].gibs.rect[a].width, Models[i].gibs.rect[a].height]); end; {$ENDIF} -*) end; - procedure r_Map_Load; const WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM'); @@ -367,11 +412,35 @@ implementation 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); + // --------- flags --------- // + FlagTextures[FLAG_NONE] := nil; + FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false); + FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false); + // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false); + // --------- shells --------- // + {$IFDEF ENABLE_SHELLS} + for i := 0 to SHELL_LAST do + ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name); + {$ENDIF} end; procedure r_Map_Free; var i, j, k, a: Integer; d: TDirection; begin + {$IFDEF ENABLE_SHELLS} + for i := 0 to SHELL_LAST do + begin + if ShellTextures[i] <> nil then + ShellTextures[i].Free; + ShellTextures[i] := nil; + end; + {$ENDIF} + for i := 0 to FLAG_LAST do + begin + if FlagTextures[i] <> nil then + FlagTextures[i].Free; + FlagTextures[i] := nil; + end; for i := 0 to WEAPON_LAST do begin if ShotTextures[i] <> nil then @@ -486,13 +555,12 @@ implementation if (RenTextures[Texture].spec = 0) or (t <> nil) then begin - // TODO set alpha and blending type if t = nil then - r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false) + r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending) else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then - r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false) + r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending) else - r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false) + r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending) end; if t = nil then @@ -536,7 +604,7 @@ implementation if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then begin it.obj.Lerp(gLerpFactor, fX, fY); - r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false); + r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false, 255, 255, 255, 255, false); // if g_debug_frames then // TODO draw collision frame end; end; @@ -583,7 +651,7 @@ implementation if VileFire <> nil then if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then if mon.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then - r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False); + r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False, 255, 255, 255, 255, false); end; procedure r_Map_DrawMonster (constref mon: TMonster); @@ -596,7 +664,7 @@ implementation mon.obj.Lerp(gLerpFactor, fX, fY); if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then - r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip); + r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false); { if g_debug_frames @@ -636,11 +704,35 @@ implementation end; procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer); - var a, pos, act, xx, yy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB; begin a := pm.CurrentAnimation; d := pm.Direction; - // TODO draw flag + + (* draw flag*) + t := FlagTextures[pm.Flag]; + if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then + begin + flip := d = TDirection.D_RIGHT; + angle := PlayerModelsArray[pm.id].FlagAngle; + xx := PlayerModelsArray[pm.id].FlagPoint.X; + yy := PlayerModelsArray[pm.id].FlagPoint.Y; + r_Draw_MultiTextureRepeatRotate( + t, + FlagAnim, + x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X, + y + yy - FLAG_BASEPOINT.Y + 1, + t.width, + t.height, + flip, + 255, 255, 255, 255, false, + IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X), + FLAG_BASEPOINT.Y, + IfThen(flip, angle, -angle) + ); + end; + + (* draw weapon *) if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then begin case a of @@ -663,18 +755,23 @@ implementation y + yy, tex.width, tex.height, - d = TDirection.D_LEFT + d = TDirection.D_LEFT, + 255, 255, 255, 255, false ); end; end; + + (* draw body *) if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then begin t := Models[pm.id].anim[d, a].base; - r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip); - // TODO colorize mask + r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, 255, false); t := Models[pm.id].anim[d, a].mask; if t <> nil then - r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip); + begin + c := pm.Color; + r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, 255, false); + end; end; end; @@ -707,6 +804,46 @@ implementation r_Map_DrawPlayer(gPlayers[i]); end; +{$IFDEF ENABLE_GIBS} + function r_Map_GetGibSize (m, i: Integer): TRectWH; + begin + result := Models[m].gibs.rect[i]; + end; + + procedure r_Map_DrawGibs (x, y, w, h: Integer); + var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; + begin + if gGibs <> nil then + begin + for i := 0 to High(gGibs) do + begin + if gGibs[i].alive then + begin + p := @gGibs[i].Obj; + if g_Obj_Collide(x, y, w, h, p) then + begin + p.Lerp(gLerpFactor, fx, fy); + id := gGibs[i].GibID; + m := gGibs[i].ModelID; + t := Models[m].gibs.base[id]; + if t <> nil then + begin + rx := p.Rect.X + p.Rect.Width div 2; + ry := p.Rect.Y + p.Rect.Height div 2; + ra := gGibs[i].RAngle; + r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra); + t := Models[m].gibs.mask[id]; + if t <> nil then + r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra); + // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra); + end; + end; + end; + end; + end; + end; +{$ENDIF} + {$IFDEF ENABLE_CORPSES} procedure r_Map_DrawCorpses (x, y, w, h: Integer); var i, fX, fY: Integer; p: TCorpse; @@ -842,8 +979,7 @@ implementation 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); + r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false); end; end; end; @@ -861,11 +997,9 @@ implementation 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: @@ -874,16 +1008,65 @@ implementation 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 + // TODO fix this hack 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); + r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); end; end; end; end; end; + procedure r_Map_DrawFlags (x, y, w, h: Integer); + var i, dx, fx, fy: Integer; flip: Boolean; tex: TGLMultiTexture; + begin + if gGameSettings.GameMode = GM_CTF then + begin + for i := FLAG_RED to FLAG_BLUE do + begin + if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then + begin + gFlags[i].Obj.Lerp(gLerpFactor, fx, fy); + flip := gFlags[i].Direction = TDirection.D_LEFT; + if flip then dx := -1 else dx := +1; + tex := FlagTextures[i]; + r_Draw_MultiTextureRepeat(tex, FlagAnim, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) + // TODO g_debug_frames + end; + end; + end; + end; + +{$IFDEF ENABLE_SHELLS} + procedure r_Map_DrawShells (x, y, w, h: Integer); + var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj; + begin + if gShells <> nil then + begin + for i := 0 to High(gShells) do + begin + if gShells[i].alive then + begin + typ := gShells[i].SType; + if typ <= SHELL_LAST then + begin + p := @gShells[i].Obj; + if g_Obj_Collide(x, y, w, h, p) then + begin + t := ShellTextures[typ]; + if t <> nil then + begin + p.Lerp(gLerpFactor, fx, fy); + r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); + end; + end; + end; + end; + end; + end; + end; +{$ENDIF} + procedure r_Map_Draw (x, y, w, h, camx, camy: Integer); var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer; begin @@ -895,7 +1078,7 @@ implementation hh := h; if SkyTexture <> nil then - r_Draw_Texture(SkyTexture, x, y, w, h, false); + r_Draw_Texture(SkyTexture, x, y, w, h, false, 255, 255, 255, 255, false); plist.Clear; iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask); @@ -910,9 +1093,13 @@ implementation r_Map_DrawPanelType(PANEL_STEP); r_Map_DrawItems(xx, yy, ww, hh, false); r_Map_DrawShots(xx, yy, ww, hh); - // TODO draw shells + {$IFDEF ENABLE_SHELLS} + r_Map_DrawShells(xx, yy, ww, hh); + {$ENDIF} r_Map_DrawPlayers(xx, yy, ww, hh); - // TODO draw gibs + {$IFDEF ENABLE_GIBS} + r_Map_DrawGibs(xx, yy, ww, hh); + {$ENDIF} {$IFDEF ENABLE_CORPSES} r_Map_DrawCorpses(xx, yy, ww, hh); {$ENDIF} @@ -924,7 +1111,7 @@ implementation r_Map_DrawParticles(xx, yy, ww, hh); r_Map_DrawGFX(xx, yy, ww, hh); {$ENDIF} - // TODO draw flags + r_Map_DrawFlags(xx, yy, ww, hh); r_Map_DrawPanelType(PANEL_ACID1); r_Map_DrawPanelType(PANEL_ACID2); r_Map_DrawPanelType(PANEL_WATER); @@ -938,6 +1125,7 @@ implementation for i := 0 to ITEM_MAX do Items[i].anim.Update; r_Map_UpdateGFX; + FlagAnim.Update; end; end.