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raw | patch | inline | side by side (parent: 93a1d67)
raw | patch | inline | side by side (parent: 93a1d67)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Wed, 16 Aug 2017 08:39:23 +0000 (11:39 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Wed, 16 Aug 2017 09:27:46 +0000 (12:27 +0300) |
src/game/g_game.pas | patch | blob | history | |
src/game/g_map.pas | patch | blob | history |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 96c9856d3e91ead2ac9bff6c59cc86de6c79db8c..206d6e4d8301b561a14fb27b460731e9e78ad84c 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
//R: TRect;
lln: Integer;
lx, ly, lrad: Integer;
- ltminx, ltminy, ltmaxx, ltmaxy: Integer;
begin
if (p = nil) or (p.FDummy) then
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);
diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 730812cdd2e16113909fb57d2e888277aef0a807..b2e35c0eb0b3044abc5308cd98354f286651a9c8 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
-// build "possibly lit panels" index, so we can avoid looping over all level panels again and again
-function g_Map_BuildPLP (ltminx, ltminy, ltmaxx, ltmaxy: Integer): Boolean; // returns `false` if no patels lit
procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
const
end;
end;
-var
- plpset: array of Integer = nil; // potentially lit panels
- plpcount: Integer; // to avoid constant reallocations
-
-function g_Map_BuildPLP (ltminx, ltminy, ltmaxx, ltmaxy: Integer): Boolean;
-var
- idx: Integer;
- panels: TPanelArray;
-begin
- panels := gWalls;
- plpcount := 0;
- if (ltminx < ltmaxx) and (ltminy < ltmaxy) then
- begin
- if panels <> nil then
- begin
- for idx := 0 to High(panels) do
- begin
- if (panels[idx].Width < 1) or (panels[idx].Height < 1) then continue;
- if (panels[idx].X+panels[idx].Width <= ltminx) then continue;
- if (panels[idx].Y+panels[idx].Height <= ltminy) then continue;
- if (panels[idx].X > ltmaxx) then continue;
- if (panels[idx].Y > ltmaxy) then continue;
- if plpcount = length(plpset) then SetLength(plpset, plpcount+32768);
- plpset[plpcount] := idx;
- Inc(plpcount);
- end;
- //e_WriteLog(Format('%d panels left out of %d', [plpcount, Length(panels)]), MSG_NOTIFY);
- end;
- end;
- result := (plpcount > 0);
-end;
procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
-
- (* old
- procedure drawPanels (var panels: TPanelArray);
+ function qq (obj: TObject; tag: Integer): Boolean;
var
- a: Integer;
+ pan: TPanel;
begin
- if panels <> nil then
- begin
- for a := 0 to High(panels) do
- begin
- panels[a].DrawShadowVolume(lightX, lightY, radius);
- end;
- end;
+ result := false; // don't stop, ever
+ if (tag <> PANEL_WALL) then exit; // only walls
+ pan := (obj as TPanel);
+ pan.DrawShadowVolume(lightX, lightY, radius);
end;
- *)
-var
- idx: Integer;
+
begin
- (*
- drawPanels(gWalls);
- //drawPanels(gRenderForegrounds);
- *)
- for idx := 0 to plpcount-1 do
- begin
- gWalls[plpset[idx]].DrawShadowVolume(lightX, lightY, radius);
- end;
+ gMapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, qq);
end;
+
procedure g_Map_DrawBack(dx, dy: Integer);
begin
if gDrawBackGround and (BackID <> DWORD(-1)) then