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raw | patch | inline | side by side (parent: 2249a68)
raw | patch | inline | side by side (parent: 2249a68)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Tue, 15 Aug 2017 14:46:33 +0000 (17:46 +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 693798382f8943bdb8cfbf2858d7fca05e9e4af8..8aa98c68cef328bdf3623d39f78f0863865aca12 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
if gwin_has_stencil and (g_dynLightCount > 0) 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);
+ // get light bounds
+ ltminx := $3fffffff;
+ ltminy := $3fffffff;
+ ltmaxx := -$3fffffff;
+ ltmaxy := -$3fffffff;
for lln := 0 to g_dynLightCount-1 do
begin
- lx := g_dynLights[lln].x;
- ly := g_dynLights[lln].y;
+ lx := g_dynLights[lln].x-sX;
+ ly := g_dynLights[lln].y-sY;
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);
- // clear stencil buffer
- //glClear(GL_STENCIL_BUFFER_BIT); //!!!
- 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_KEEP, GL_KEEP, GL_KEEP);
- 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();
+
+ 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;
- // done
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glScissor(0, 0, sWidth, sHeight);
+ 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);
+ end;
end;
g_Map_DrawPanels(PANEL_FORE);
diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index aceb7e3d2069d8b5c95c550b044aa95e4fa37cea..f8599dd3435fcf8e7319685c0b5b71e67b483d47 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);
var
a: Integer;
@@ -1808,10 +1843,18 @@ procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius:
end;
end;
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;
end;
procedure g_Map_DrawBack(dx, dy: Integer);