DEADSOFTWARE

replaced "pvs" for lights with grid
[d2df-sdl.git] / src / game / g_game.pas
index c56bc488529fa761b9efd506474c5e4ffc26ad73..206d6e4d8301b561a14fb27b460731e9e78ad84c 100644 (file)
@@ -2601,29 +2601,27 @@ begin
 
   glTranslatef(-x, -y, 0);
 
-  g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1);
-  g_Map_DrawPanels(PANEL_BACK);
-  g_Map_DrawPanels(PANEL_STEP);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
   g_Items_Draw();
   g_Weapon_Draw();
   g_Player_DrawShells();
   g_Player_DrawAll();
   g_Player_DrawCorpses();
-  g_Map_DrawPanels(PANEL_WALL);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
   g_Monsters_Draw();
-  g_Map_DrawPanels(PANEL_CLOSEDOOR);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
   g_GFX_Draw();
   g_Map_DrawFlags();
-  g_Map_DrawPanels(PANEL_ACID1);
-  g_Map_DrawPanels(PANEL_ACID2);
-  g_Map_DrawPanels(PANEL_WATER);
-  g_Map_DrawPanels(PANEL_FORE);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
   if g_debug_HealthBar then
   begin
     g_Monsters_DrawHealth();
     g_Player_DrawHealth();
   end;
-  g_Map_ResetPVP();
 
   glPopMatrix();
 end;
@@ -2719,38 +2717,32 @@ begin
 
   glTranslatef(a, b+p.IncCam, 0);
 
-  g_Map_BuildPVP(sX, sY, sX+sWidth-1, sY+sHeight-1);
-
-  g_Map_DrawPanels(PANEL_BACK);
-  g_Map_DrawPanels(PANEL_STEP);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
   g_Items_Draw();
   g_Weapon_Draw();
   g_Player_DrawShells();
   g_Player_DrawAll();
   g_Player_DrawCorpses();
-  g_Map_DrawPanels(PANEL_WALL);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
   g_Monsters_Draw();
-  g_Map_DrawPanels(PANEL_CLOSEDOOR);
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
   g_GFX_Draw();
   g_Map_DrawFlags();
-  g_Map_DrawPanels(PANEL_ACID1);
-  g_Map_DrawPanels(PANEL_ACID2);
-  g_Map_DrawPanels(PANEL_WATER);
-  g_Map_DrawPanels(PANEL_FORE);
-  if g_debug_HealthBar then
-  begin
-    g_Monsters_DrawHealth();
-    g_Player_DrawHealth();
-  end;
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
+  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
     // setup OpenGL parameters
     glStencilMask($FFFFFFFF);
     glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF);
     glEnable(GL_STENCIL_TEST);
-    //!glEnable(GL_SCISSOR_TEST);
-    //glClear(GL_STENCIL_BUFFER_BIT);
+    glEnable(GL_SCISSOR_TEST);
+    glClear(GL_STENCIL_BUFFER_BIT);
     glStencilFunc(GL_EQUAL, 0, $ff);
 
     for lln := 0 to g_dynLightCount-1 do
@@ -2758,11 +2750,16 @@ begin
       lx := g_dynLights[lln].x;
       ly := g_dynLights[lln].y;
       lrad := g_dynLights[lln].radius;
-      if lrad < 2 then continue;
+      if lrad < 3 then continue;
+
+      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-cameraOfsX)-lrad+2, v_height-(ly-cameraOfsY)-lrad-1+2, lrad*2-4, lrad*2-4);
-      // clear stencil buffer
-      glClear(GL_STENCIL_BUFFER_BIT); //!!!
+      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);
@@ -2771,7 +2768,6 @@ begin
       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);
@@ -2787,11 +2783,19 @@ begin
         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((lx-cameraOfsX)-radius+2, v_height-(ly-cameraOfsY)-radius-1+2, radius*2-4, radius*2-4);
+    glScissor(0, 0, sWidth, sHeight);
+  end;
+
+  g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
+  if g_debug_HealthBar then
+  begin
+    g_Monsters_DrawHealth();
+    g_Player_DrawHealth();
   end;
 
   if p.FSpectator then
@@ -2817,7 +2821,6 @@ begin
   }
 
   glPopMatrix();
-  g_Map_ResetPVP();
 
   p.DrawPain();
   p.DrawPickup();