DEADSOFTWARE

removed "potentially visible panels" code in favor of grid
[d2df-sdl.git] / src / game / g_game.pas
index c56bc488529fa761b9efd506474c5e4ffc26ad73..96c9856d3e91ead2ac9bff6c59cc86de6c79db8c 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;
@@ -2634,6 +2632,7 @@ var
   //R: TRect;
   lln: Integer;
   lx, ly, lrad: Integer;
+  ltminx, ltminy, ltmaxx, ltmaxy: Integer;
 begin
   if (p = nil) or (p.FDummy) then
   begin
@@ -2719,79 +2718,107 @@ 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);
 
   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 < 2 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); //!!!
-      glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
-      // draw extruded panels
-      glDisable(GL_TEXTURE_2D);
+      if lrad < 3 then continue;
+
+      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;
+
+    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);
-      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();
+      glDisable(GL_SCISSOR_TEST);
+      glScissor(0, 0, sWidth, sHeight);
     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);
+  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 +2844,6 @@ begin
   }
 
   glPopMatrix();
-  g_Map_ResetPVP();
 
   p.DrawPain();
   p.DrawPickup();