DEADSOFTWARE

b3efdc30be82fd2df53e77538f05631c83c185fb
[d2df-sdl.git] / src / game / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_panel, MAPDEF; // TPanel, TDFColor
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 procedure r_Map_Update;
33 procedure r_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor); // unaccelerated
34 procedure r_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
35 procedure r_Map_DrawPanelShadowVolumes (lightX: Integer; lightY: Integer; radius: Integer);
36 procedure r_Map_DrawFlags;
38 procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor);
39 procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer);
41 implementation
43 uses
44 {$INCLUDE ../nogl/noGLuses.inc}
45 SysUtils, Classes, Math, e_log, wadreader, CONFIG, utils, g_language,
46 r_graphics, r_animations, r_textures, g_textures,
47 g_base, g_basic, g_game, g_options,
48 g_map
49 ;
51 var
52 RenTextures: array of record
53 ID: DWORD;
54 Width, Height: WORD;
55 Anim: Boolean;
56 end;
57 FlagFrames: array [FLAG_RED..FLAG_BLUE] of DWORD;
58 FlagAnim: TAnimationState;
60 procedure r_Map_Initialize;
61 begin
62 FlagAnim := TAnimationState.Create(True, 8, 5);
63 end;
65 procedure r_Map_Finalize;
66 begin
67 FlagAnim.Free;
68 FlagAnim := nil;
69 end;
71 procedure r_Map_Load;
72 begin
73 g_Frames_CreateWAD(@FlagFrames[FLAG_RED], 'FRAMES_FLAG_RED', GameWAD + ':TEXTURES\FLAGRED', 64, 64, 5, False);
74 g_Frames_CreateWAD(@FlagFrames[FLAG_BLUE], 'FRAMES_FLAG_BLUE', GameWAD + ':TEXTURES\FLAGBLUE', 64, 64, 5, False);
75 end;
77 procedure r_Map_Free;
78 begin
79 g_Frames_DeleteByName('FRAMES_FLAG_RED');
80 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
81 end;
83 procedure r_Map_LoadTextures;
84 const
85 log = True;
86 var
87 i, n: Integer;
88 WadName, ResName: String;
89 WAD, WADZ: TWADFile;
90 ResData, ReszData: Pointer;
91 ResLen, ReszLen: Integer;
92 cfg: TConfig;
93 TextureResource: String;
94 Width, Height: Integer;
95 FramesCount: Integer;
96 BackAnim: Boolean;
97 begin
98 if Textures <> nil then
99 begin
100 n := Length(Textures);
101 SetLength(RenTextures, n);
102 for i := 0 to n - 1 do
103 begin
104 // e_LogWritefln('r_Map_LoadTextures: -> [%s] :: [%s]', [Textures[i].FullName, Textures[i].TextureName]);
105 RenTextures[i].ID := LongWord(TEXTURE_NONE);
106 RenTextures[i].Width := 0;
107 RenTextures[i].Height := 0;
108 RenTextures[i].Anim := False;
109 case Textures[i].TextureName of
110 TEXTURE_NAME_WATER: RenTextures[i].ID := LongWord(TEXTURE_SPECIAL_WATER);
111 TEXTURE_NAME_ACID1: RenTextures[i].ID := LongWord(TEXTURE_SPECIAL_ACID1);
112 TEXTURE_NAME_ACID2: RenTextures[i].ID := LongWord(TEXTURE_SPECIAL_ACID2);
113 else
114 WadName := g_ExtractWadName(Textures[i].FullName);
115 ResName := g_ExtractFilePathName(Textures[i].FullName);
116 WAD := TWADFile.Create();
117 if WAD.ReadFile(WadName) then
118 begin
119 if WAD.GetResource(ResName, ResData, ResLen, log) then
120 begin
121 if IsWadData(ResData, ResLen) then
122 begin
123 WADz := TWADFile.Create();
124 if WADz.ReadMemory(ResData, ResLen) then
125 begin
126 if WADz.GetResource('TEXT/ANIM', ReszData, ReszLen) then
127 begin
128 cfg := TConfig.CreateMem(ReszData, ReszLen);
129 FreeMem(ReszData);
130 if cfg <> nil then
131 begin
132 TextureResource := cfg.ReadStr('', 'resource', '');
133 Width := cfg.ReadInt('', 'framewidth', 0);
134 Height := cfg.ReadInt('', 'frameheight', 0);
135 FramesCount := cfg.ReadInt('', 'framecount', 0);
136 // Speed := cfg.ReadInt('', 'waitcount', 0);
137 BackAnim := cfg.ReadBool('', 'backanimation', False);
138 RenTextures[i].Width := Width;
139 RenTextures[i].Height := Height;
140 if TextureResource <> '' then
141 begin
142 if WADz.GetResource('TEXTURES/' + TextureResource, ReszData, ReszLen) then
143 begin
144 if g_Frames_CreateMemory(@RenTextures[i].ID, '', ReszData, ReszLen, Width, Height, FramesCount, BackAnim) then
145 RenTextures[i].Anim := True
146 else
147 e_LogWritefln('r_Map_LoadTextures: failed to create frames object (%s)', [Textures[i].FullName]);
148 FreeMem(ReszData)
149 end
150 else
151 e_LogWritefln('r_Map_LoadTextures: failed to open animation resources (%s)', [Textures[i].FullName])
152 end
153 else
154 e_LogWritefln('r_Map_LoadTextures: failed to animation has no texture resource string (%s)', [Textures[i].FullName]);
155 cfg.Free
156 end
157 else
158 e_LogWritefln('r_Map_LoadTextures: failed to parse animation description (%s)', [Textures[i].FullName])
159 end
160 else
161 e_LogWritefln('r_Map_LoadTextures: failed to open animation description (%s)', [Textures[i].FullName])
162 end
163 else
164 e_LogWritefln('r_Map_LoadTextures: failed to open animation (%s)', [Textures[i].FullName]);
165 WADz.Free
166 end
167 else
168 begin
169 if e_CreateTextureMem(ResData, ResLen, RenTextures[i].ID) then
170 e_GetTextureSize(RenTextures[i].ID, @RenTextures[i].Width, @RenTextures[i].Height)
171 else
172 e_LogWritefln('r_Map_LoadTextures: failed to create texture (%s)', [Textures[i].FullName])
173 end;
174 FreeMem(ResData);
175 end
176 else
177 e_LogWritefln('r_Map_LoadTextures: failed to open (%s)', [Textures[i].FullName])
178 end
179 else
180 e_LogWritefln('r_Map_LoadTextures: failed to open %s', [WadName]);
181 WAD.Free;
182 end
183 end
184 end
185 end;
187 procedure r_Map_FreeTextures;
188 begin
189 // TODO
190 end;
192 procedure dplClear ();
193 begin
194 if (gDrawPanelList = nil) then gDrawPanelList := TBinHeapPanelDraw.Create() else gDrawPanelList.clear();
195 end;
197 // old algo
198 procedure r_Map_DrawPanels (PanelType: Word; hasAmbient: Boolean; constref ambColor: TDFColor);
200 procedure DrawPanels (constref panels: TPanelArray; drawDoors: Boolean=False);
201 var
202 idx: Integer;
203 begin
204 if (panels <> nil) then
205 begin
206 // alas, no visible set
207 for idx := 0 to High(panels) do
208 begin
209 if not (drawDoors xor panels[idx].Door) then
210 r_Panel_Draw(panels[idx], hasAmbient, ambColor);
211 end;
212 end;
213 end;
215 begin
216 case PanelType of
217 PANEL_WALL: DrawPanels(gWalls);
218 PANEL_CLOSEDOOR: DrawPanels(gWalls, True);
219 PANEL_BACK: DrawPanels(gRenderBackgrounds);
220 PANEL_FORE: DrawPanels(gRenderForegrounds);
221 PANEL_WATER: DrawPanels(gWater);
222 PANEL_ACID1: DrawPanels(gAcid1);
223 PANEL_ACID2: DrawPanels(gAcid2);
224 PANEL_STEP: DrawPanels(gSteps);
225 end;
226 end;
228 // new algo
229 procedure r_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
230 var
231 mwit: PPanel;
232 it: TPanelGrid.Iter;
233 begin
234 dplClear();
235 it := mapGrid.forEachInAABB(x0, y0, wdt, hgt, GridDrawableMask);
236 for mwit in it do if (((mwit^.tag and GridTagDoor) <> 0) = mwit^.Door) then gDrawPanelList.insert(mwit^);
237 it.release();
238 // list will be rendered in `g_game.DrawPlayer()`
239 end;
241 procedure r_Map_DrawPanelShadowVolumes (lightX: Integer; lightY: Integer; radius: Integer);
242 var
243 mwit: PPanel;
244 it: TPanelGrid.Iter;
245 begin
246 it := mapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, (GridTagWall or GridTagDoor));
247 for mwit in it do r_Panel_DrawShadowVolume(mwit^, lightX, lightY, radius);
248 it.release();
249 end;
251 procedure r_Map_DrawFlags;
252 var i, dx: Integer; Mirror: TMirrorType; f: PFlag;
253 begin
254 if gGameSettings.GameMode = GM_CTF then
255 begin
256 for i := FLAG_RED to FLAG_BLUE do
257 begin
258 f := @gFlags[i];
259 if not (f.State in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
260 begin
261 if f.Direction = TDirection.D_LEFT then
262 Mirror := TMirrorType.Horizontal
263 else
264 Mirror := TMirrorType.None;
265 dx := IfThen(f.Direction = TDirection.D_LEFT, -1, +1);
266 r_AnimationState_Draw(FlagFrames[i], FlagAnim, f.Obj.X + dx, f.Obj.Y + 1, Mirror);
267 if g_debug_Frames then
268 e_DrawQuad(f.Obj.X + f.Obj.Rect.X, f.Obj.Y + f.Obj.Rect.Y, f.Obj.X + f.Obj.Rect.X + f.Obj.Rect.Width - 1, f.Obj.Y + f.Obj.Rect.Y + f.Obj.Rect.Height - 1, 0, 255, 0)
269 end
270 end
271 end
272 end;
274 procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor);
275 var xx, yy: Integer; NoTextureID, TextureID, FramesID: DWORD; NW, NH: Word; Texture: Cardinal; IsAnim: Boolean; w, h: Integer;
276 begin
277 if {p.Enabled and} (p.FCurTexture >= 0) and (p.Width > 0) and (p.Height > 0) and (p.Alpha < 255) {and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then
278 begin
279 Texture := p.TextureIDs[p.FCurTexture].Texture;
280 IsAnim := RenTextures[Texture].Anim;
281 if IsAnim then
282 begin
283 if p.TextureIDs[p.FCurTexture].AnTex <> nil then
284 begin
285 FramesID := RenTextures[Texture].ID;
286 w := RenTextures[Texture].Width;
287 h := RenTextures[Texture].Height;
288 for xx := 0 to p.Width div w - 1 do
289 for yy := 0 to p.Height div h - 1 do
290 r_AnimationState_Draw(FramesID, p.TextureIDs[p.FCurTexture].AnTex, p.X + xx * w, p.Y + yy * h, TMirrorType.None);
291 end
292 end
293 else
294 begin
295 TextureID := RenTextures[Texture].ID;
296 w := RenTextures[Texture].Width;
297 h := RenTextures[Texture].Height;
298 case TextureID of
299 LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(p.X, p.Y, p.X + p.Width - 1, p.Y + p.Height - 1, 0, 0, 255, 0, TBlending.Filter);
300 LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(p.X, p.Y, p.X + p.Width - 1, p.Y + p.Height - 1, 0, 230, 0, 0, TBlending.Filter);
301 LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(p.X, p.Y, p.X + p.Width - 1, p.Y + p.Height - 1, 230, 0, 0, 0, TBlending.Filter);
302 LongWord(TEXTURE_NONE):
303 if g_Texture_Get('NOTEXTURE', NoTextureID) then
304 begin
305 e_GetTextureSize(NoTextureID, @NW, @NH);
306 e_DrawFill(NoTextureID, p.X, p.Y, p.Width div NW, p.Height div NH, 0, False, False);
307 end
308 else
309 begin
310 xx := p.X + (p.Width div 2);
311 yy := p.Y + (p.Height div 2);
312 e_DrawFillQuad(p.X, p.Y, xx, yy, 255, 0, 255, 0);
313 e_DrawFillQuad(xx, p.Y, p.X + p.Width - 1, yy, 255, 255, 0, 0);
314 e_DrawFillQuad(p.X, yy, xx, p.Y + p.Height - 1, 255, 255, 0, 0);
315 e_DrawFillQuad(xx, yy, p.X + p.Width - 1, p.Y + p.Height - 1, 255, 0, 255, 0);
316 end;
317 else
318 if not p.movingActive then
319 e_DrawFill(TextureID, p.X, p.Y, p.Width div w, p.Height div h, p.Alpha, True, p.Blending, hasAmbient)
320 else
321 e_DrawFillX(TextureID, p.X, p.Y, p.Width, p.Height, p.Alpha, True, p.Blending, g_dbg_scale, hasAmbient);
322 if hasAmbient then
323 e_AmbientQuad(p.X, p.Y, p.Width, p.Height, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
324 end
325 end
326 end
327 end;
329 procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer);
330 var Texture: Cardinal;
332 procedure extrude (x: Integer; y: Integer);
333 begin
334 glVertex2i(x + (x - lightX) * 500, y + (y - lightY) * 500);
335 //e_WriteLog(Format(' : (%d,%d)', [x + (x - lightX) * 300, y + (y - lightY) * 300]), MSG_WARNING);
336 end;
338 procedure drawLine (x0: Integer; y0: Integer; x1: Integer; y1: Integer);
339 begin
340 // does this side facing the light?
341 if ((x1 - x0) * (lightY - y0) - (lightX - x0) * (y1 - y0) >= 0) then exit;
342 //e_WriteLog(Format('lightpan: (%d,%d)-(%d,%d)', [x0, y0, x1, y1]), MSG_WARNING);
343 // this edge is facing the light, extrude and draw it
344 glVertex2i(x0, y0);
345 glVertex2i(x1, y1);
346 extrude(x1, y1);
347 extrude(x0, y0);
348 end;
350 begin
351 if radius < 4 then exit;
352 if p.Enabled and (p.FCurTexture >= 0) and (p.Width > 0) and (p.Height > 0) and (p.Alpha < 255) {and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then
353 begin
354 Texture := p.TextureIDs[p.FCurTexture].Texture;
355 if not RenTextures[Texture].Anim then
356 begin
357 case RenTextures[Texture].ID of
358 LongWord(TEXTURE_SPECIAL_WATER): exit;
359 LongWord(TEXTURE_SPECIAL_ACID1): exit;
360 LongWord(TEXTURE_SPECIAL_ACID2): exit;
361 LongWord(TEXTURE_NONE): exit;
362 end;
363 end;
364 if (p.X + p.Width < lightX - radius) then exit;
365 if (p.Y + p.Height < lightY - radius) then exit;
366 if (p.X > lightX + radius) then exit;
367 if (p.Y > lightY + radius) then exit;
368 //e_DrawFill(TextureIDs[FCurTexture].Tex, X, Y, Width div TextureWidth, Height div TextureHeight, Alpha, True, Blending);
369 glBegin(GL_QUADS);
370 drawLine(p.x, p.y, p.x + p.width, p.y); // top
371 drawLine(p.x + p.width, p.y, p.x + p.width, p.y + p.height); // right
372 drawLine(p.x + p.width, p.y + p.height, p.x, p.y + p.height); // bottom
373 drawLine(p.x, p.y + p.height, p.x, p.y); // left
374 glEnd;
375 end
376 end;
378 procedure r_Map_Update;
379 begin
380 FlagAnim.Update
381 end;
383 end.