From: DeaDDooMER Date: Wed, 8 Jun 2022 07:37:03 +0000 (+0300) Subject: gl: draw shots X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=66d24fe86a421fc4c3c99df6304f42a933e68785;p=d2df-sdl.git gl: draw shots --- diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index cf80f59..3653963 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -100,6 +100,7 @@ const WEAPON_BARON_FIRE = 24; WEAPON_MANCUB_FIRE = 25; WEAPON_SKEL_FIRE = 26; + WEAPON_LAST = WEAPON_SKEL_FIRE; WP_FIRST = WEAPON_KASTET; WP_LAST = WEAPON_FLAMETHROWER; diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index cd146a7..5a0c7af 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -111,6 +111,40 @@ implementation (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 @@ -133,6 +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 @@ -148,6 +183,8 @@ implementation *) end; + StubShotAnim: TAnimState; + {$IFDEF ENABLE_GFX} GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; gfxlist: array of record @@ -170,12 +207,14 @@ implementation procedure r_Map_Initialize; begin + StubShotAnim := TAnimState.Create(true, 1, 1); plist := TBinHeapPanelDraw.Create(); end; procedure r_Map_Finalize; begin - plist.Free + plist.Free; + StubShotAnim.Invalidate; end; procedure r_Map_LoadModel (i: Integer); @@ -321,13 +360,24 @@ implementation // --------- gfx animations --------- // {$IFDEF ENABLE_GFX} for i := 1 to R_GFX_LAST do - GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].count, GFXAnim[i].back); + 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 @@ -801,6 +851,39 @@ implementation 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 @@ -826,7 +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 diff --git a/src/game/renders/opengl/r_render.pas b/src/game/renders/opengl/r_render.pas index 98b5d8b..e40b600 100644 --- a/src/game/renders/opengl/r_render.pas +++ b/src/game/renders/opengl/r_render.pas @@ -170,7 +170,7 @@ implementation glColor4ub(255, 255, 255, 255); - e_LogWritefln('r_render_draw: %sx%s', [gScreenWidth, gScreenHeight]); + //e_LogWritefln('r_render_draw: %sx%s', [gScreenWidth, gScreenHeight]); if gGameOn or (gState = STATE_FOLD) then begin