From: DeaDDooMER Date: Mon, 7 Jun 2021 18:30:05 +0000 (+0300) Subject: render: separate map logic and drawing X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=2cc59f71ca855eb8a1b00a184d1623558bd09f34;p=d2df-sdl.git render: separate map logic and drawing --- diff --git a/src/game/Doom2DF.lpr b/src/game/Doom2DF.lpr index a23adf6..86118b4 100644 --- a/src/game/Doom2DF.lpr +++ b/src/game/Doom2DF.lpr @@ -157,6 +157,7 @@ uses r_game in 'opengl/r_game.pas', r_gfx in 'opengl/r_gfx.pas', r_items in 'opengl/r_items.pas', + r_map in 'opengl/r_map.pas', {$IFDEF USE_FMOD} fmod in '../lib/FMOD/fmod.pas', diff --git a/src/game/g_map.pas b/src/game/g_map.pas index 2b8e9ff..d9c7711 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -66,10 +66,6 @@ procedure g_Map_Update(); function g_Map_PanelByGUID (aguid: Integer): TPanel; inline; -procedure g_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor); // unaccelerated -procedure g_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer); - -procedure g_Map_DrawBack(dx, dy: Integer); function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word; PanelType: Word; b1x3: Boolean=false): Boolean; function g_Map_CollideLiquid_Texture(X, Y: Integer; Width, Height: Word): DWORD; @@ -95,13 +91,10 @@ function g_Map_GetRandomPointType(): Byte; function g_Map_HaveFlagPoints(): Boolean; procedure g_Map_ResetFlag(Flag: Byte); -procedure g_Map_DrawFlags(); procedure g_Map_SaveState (st: TStream); procedure g_Map_LoadState (st: TStream); -procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer); - // returns panel or nil // sets `ex` and `ey` to `x1` and `y1` when no hit was detected function g_Map_traceToNearestWall (x0, y0, x1, y1: Integer; hitx: PInteger=nil; hity: PInteger=nil): TPanel; @@ -531,12 +524,6 @@ begin result := (a.arrIdx < b.arrIdx); end; -procedure dplClear (); -begin - if (gDrawPanelList = nil) then gDrawPanelList := TBinHeapPanelDraw.Create() else gDrawPanelList.clear(); -end; - - var Textures: TLevelTextureArray = nil; TextNameHash: THashStrInt = nil; // key: texture name; value: index in `Textures` @@ -2630,71 +2617,6 @@ begin end; end; - -// old algo -procedure g_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor); - - procedure DrawPanels (constref panels: TPanelArray; drawDoors: Boolean=False); - var - idx: Integer; - begin - if (panels <> nil) then - begin - // alas, no visible set - for idx := 0 to High(panels) do - begin - if not (drawDoors xor panels[idx].Door) then panels[idx].Draw(hasAmbient, ambColor); - end; - end; - end; - -begin - case PanelType of - PANEL_WALL: DrawPanels(gWalls); - PANEL_CLOSEDOOR: DrawPanels(gWalls, True); - PANEL_BACK: DrawPanels(gRenderBackgrounds); - PANEL_FORE: DrawPanels(gRenderForegrounds); - PANEL_WATER: DrawPanels(gWater); - PANEL_ACID1: DrawPanels(gAcid1); - PANEL_ACID2: DrawPanels(gAcid2); - PANEL_STEP: DrawPanels(gSteps); - end; -end; - - -// new algo -procedure g_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer); -var - mwit: PPanel; - it: TPanelGrid.Iter; -begin - dplClear(); - it := mapGrid.forEachInAABB(x0, y0, wdt, hgt, GridDrawableMask); - for mwit in it do if (((mwit^.tag and GridTagDoor) <> 0) = mwit^.Door) then gDrawPanelList.insert(mwit^); - it.release(); - // list will be rendered in `g_game.DrawPlayer()` -end; - - -procedure g_Map_DrawPanelShadowVolumes (lightX: Integer; lightY: Integer; radius: Integer); -var - mwit: PPanel; - it: TPanelGrid.Iter; -begin - it := mapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, (GridTagWall or GridTagDoor)); - for mwit in it do mwit^.DrawShadowVolume(lightX, lightY, radius); - it.release(); -end; - - -procedure g_Map_DrawBack(dx, dy: Integer); -begin - if gDrawBackGround and (BackID <> DWORD(-1)) then - e_DrawSize(BackID, dx, dy, 0, False, False, gBackSize.X, gBackSize.Y) - else - e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0); -end; - function g_Map_CollidePanelOld(X, Y: Integer; Width, Height: Word; PanelType: Word; b1x3: Boolean=false): Boolean; var @@ -3166,49 +3088,6 @@ begin end; end; -procedure g_Map_DrawFlags(); -var - i, dx: Integer; - tx, ty: Integer; - Mirror: TMirrorType; -begin - if gGameSettings.GameMode <> GM_CTF then - Exit; - - for i := FLAG_RED to FLAG_BLUE do - with gFlags[i] do - if State <> FLAG_STATE_CAPTURED then - begin - if State = FLAG_STATE_NONE then - continue; - - Obj.lerp(gLerpFactor, tx, ty); - - if Direction = TDirection.D_LEFT then - begin - Mirror := TMirrorType.Horizontal; - dx := -1; - end - else - begin - Mirror := TMirrorType.None; - dx := 1; - end; - - Animation.Draw(tx+dx, ty+1, Mirror); - - if g_debug_Frames then - begin - e_DrawQuad(Obj.X+Obj.Rect.X, - Obj.Y+Obj.Rect.Y, - Obj.X+Obj.Rect.X+Obj.Rect.Width-1, - Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, - 0, 255, 0); - end; - end; -end; - - procedure g_Map_SaveState (st: TStream); var str: String; diff --git a/src/game/opengl/r_game.pas b/src/game/opengl/r_game.pas index 79d4b2e..771f521 100644 --- a/src/game/opengl/r_game.pas +++ b/src/game/opengl/r_game.pas @@ -32,7 +32,7 @@ implementation g_textures, e_input, e_sound, g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window, g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster, - g_game, r_console, r_gfx, r_items + g_game, r_console, r_gfx, r_items, r_map ; var @@ -1106,7 +1106,7 @@ begin 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); + if (lrad > 4) then r_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 @@ -1186,7 +1186,7 @@ var end else begin - if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor); + if doDraw then r_Map_DrawPanels(panType, hasAmbient, ambColor); end; if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd(); end; @@ -1206,12 +1206,12 @@ begin if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('collect'); if gdbg_map_use_accel_render then begin - g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); + r_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); end; if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd(); if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('skyback'); - g_Map_DrawBack(backXOfs, backYOfs); + r_Map_DrawBack(backXOfs, backYOfs); if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd(); if setTransMatrix then @@ -1248,7 +1248,7 @@ begin drawOther('itemdrop', @r_Items_DrawDrop); drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door); drawOther('gfx', @r_GFX_Draw); - drawOther('flags', @g_Map_DrawFlags); + drawOther('flags', @r_Map_DrawFlags); drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1); drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2); drawPanelType('*water', PANEL_WATER, g_rlayer_water); @@ -1304,7 +1304,7 @@ begin if (p = nil) or (p.FDummy) then begin glPushMatrix(); - g_Map_DrawBack(0, 0); + r_Map_DrawBack(0, 0); glPopMatrix(); Exit; end; diff --git a/src/game/opengl/r_map.pas b/src/game/opengl/r_map.pas new file mode 100644 index 0000000..fa1f058 --- /dev/null +++ b/src/game/opengl/r_map.pas @@ -0,0 +1,146 @@ +(* Copyright (C) Doom 2D: Forever Developers + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, version 3 of the License ONLY. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + *) +{$INCLUDE ../../shared/a_modes.inc} +unit r_map; + +interface + + uses MAPDEF; // TDFColor + + procedure r_Map_DrawBack (dx, dy: Integer); + procedure r_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor); // unaccelerated + procedure r_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer); + procedure r_Map_DrawPanelShadowVolumes (lightX: Integer; lightY: Integer; radius: Integer); + procedure r_Map_DrawFlags; + +implementation + + uses + {$INCLUDE ../nogl/noGLuses.inc} + SysUtils, Classes, Math, + e_graphics, + g_basic, g_game, g_options, + g_panel, g_map + ; + +procedure dplClear (); +begin + if (gDrawPanelList = nil) then gDrawPanelList := TBinHeapPanelDraw.Create() else gDrawPanelList.clear(); +end; + +// old algo +procedure r_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor); + + procedure DrawPanels (constref panels: TPanelArray; drawDoors: Boolean=False); + var + idx: Integer; + begin + if (panels <> nil) then + begin + // alas, no visible set + for idx := 0 to High(panels) do + begin + if not (drawDoors xor panels[idx].Door) then panels[idx].Draw(hasAmbient, ambColor); + end; + end; + end; + +begin + case PanelType of + PANEL_WALL: DrawPanels(gWalls); + PANEL_CLOSEDOOR: DrawPanels(gWalls, True); + PANEL_BACK: DrawPanels(gRenderBackgrounds); + PANEL_FORE: DrawPanels(gRenderForegrounds); + PANEL_WATER: DrawPanels(gWater); + PANEL_ACID1: DrawPanels(gAcid1); + PANEL_ACID2: DrawPanels(gAcid2); + PANEL_STEP: DrawPanels(gSteps); + end; +end; + +// new algo +procedure r_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer); +var + mwit: PPanel; + it: TPanelGrid.Iter; +begin + dplClear(); + it := mapGrid.forEachInAABB(x0, y0, wdt, hgt, GridDrawableMask); + for mwit in it do if (((mwit^.tag and GridTagDoor) <> 0) = mwit^.Door) then gDrawPanelList.insert(mwit^); + it.release(); + // list will be rendered in `g_game.DrawPlayer()` +end; + +procedure r_Map_DrawPanelShadowVolumes (lightX: Integer; lightY: Integer; radius: Integer); +var + mwit: PPanel; + it: TPanelGrid.Iter; +begin + it := mapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, (GridTagWall or GridTagDoor)); + for mwit in it do mwit^.DrawShadowVolume(lightX, lightY, radius); + it.release(); +end; + +procedure r_Map_DrawBack(dx, dy: Integer); +begin + if gDrawBackGround and (BackID <> DWORD(-1)) then + e_DrawSize(BackID, dx, dy, 0, False, False, gBackSize.X, gBackSize.Y) + else + e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0); +end; + +procedure r_Map_DrawFlags(); +var + i, dx: Integer; + tx, ty: Integer; + Mirror: TMirrorType; +begin + if gGameSettings.GameMode <> GM_CTF then + Exit; + + for i := FLAG_RED to FLAG_BLUE do + with gFlags[i] do + if State <> FLAG_STATE_CAPTURED then + begin + if State = FLAG_STATE_NONE then + continue; + + Obj.lerp(gLerpFactor, tx, ty); + + if Direction = TDirection.D_LEFT then + begin + Mirror := TMirrorType.Horizontal; + dx := -1; + end + else + begin + Mirror := TMirrorType.None; + dx := 1; + end; + + Animation.Draw(tx + dx, ty + 1, Mirror); + + if g_debug_Frames then + begin + e_DrawQuad(Obj.X+Obj.Rect.X, + Obj.Y+Obj.Rect.Y, + Obj.X+Obj.Rect.X+Obj.Rect.Width-1, + Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, + 0, 255, 0); + end; + end; +end; + +end.