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light: use proper scissoring instead of clearing the whole stencil buffer for each...
[d2df-sdl.git] / src / game / g_map.pas
index 6c35e4e00af20320d07888af5b21590dbd3ae7a0..aceb7e3d2069d8b5c95c550b044aa95e4fa37cea 100644 (file)
@@ -55,14 +55,19 @@ type
     Direction:   TDirection;
   end;
 
-
 function  g_Map_Load(Res: String): Boolean;
 function  g_Map_GetMapInfo(Res: String): TMapInfo;
 function  g_Map_GetMapsList(WADName: String): SArray;
 function  g_Map_Exist(Res: String): Boolean;
 procedure g_Map_Free();
 procedure g_Map_Update();
+
+// build "potentially visible panels" set, so we can avoid looping over all level panels again and again
+procedure g_Map_BuildPVP (minx, miny, maxx, maxy: Integer);
+procedure g_Map_ResetPVP ();
+// do not call this without calling `g_Map_BuildPVP()` or `g_Map_ResetPVP()` first!
 procedure g_Map_DrawPanels(PanelType: Word);
+
 procedure g_Map_DrawBack(dx, dy: Integer);
 function  g_Map_CollidePanel(X, Y: Integer; Width, Height: Word;
                              PanelType: Word; b1x3: Boolean): Boolean;
@@ -82,9 +87,13 @@ function  g_Map_HaveFlagPoints(): Boolean;
 procedure g_Map_ResetFlag(Flag: Byte);
 procedure g_Map_DrawFlags();
 
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+
 procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
 procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
 
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
 const
   RESPAWNPOINT_PLAYER1 = 1;
   RESPAWNPOINT_PLAYER2 = 2;
@@ -142,7 +151,14 @@ const
   MUSIC_SIGNATURE = $4953554D; // 'MUSI'
   FLAG_SIGNATURE = $47414C46; // 'FLAG'
 
+type
+  TPanelID = record
+    PWhere: ^TPanelArray;
+    PArrID: Integer;
+  end;
+
 var
+  PanelById:     array of TPanelID;
   Textures:      TLevelTextureArray;
   RespawnPoints: Array of TRespawnPoint;
   FlagPoints:    Array [FLAG_RED..FLAG_BLUE] of PFlagPoint;
@@ -362,6 +378,11 @@ begin
     panels^[len].SaveIt := True;
 
   Result := len;
+
+  len := Length(PanelByID);
+  SetLength(PanelByID, len + 1);
+  PanelByID[len].PWhere := panels;
+  PanelByID[len].PArrID := Result;
 end;
 
 function CreateNullTexture(RecName: String): Integer;
@@ -475,12 +496,11 @@ function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
 var
   WAD: TWADFile;
   TextureWAD: PChar = nil;
-  ttw: PChar = nil;
   TextData: Pointer = nil;
   TextureData: Pointer = nil;
   cfg: TConfig = nil;
   WADName: String;
-  ResLength, rrl: Integer;
+  ResLength: Integer;
   TextureResource: String;
   _width, _height, _framecount, _speed: Integer;
   _backanimation: Boolean;
@@ -940,6 +960,7 @@ begin
       WAD.Free();
       Exit;
     end;
+
     WAD.Free();
 
   // Çàãðóçêà êàðòû:
@@ -1572,6 +1593,8 @@ begin
 
   gDoorMap := nil;
   gLiftMap := nil;
+
+  PanelByID := nil;
 end;
 
 procedure g_Map_Update();
@@ -1659,31 +1682,136 @@ begin
   end;
 end;
 
+
+var
+  pvpset: array of PPanel = nil; // potentially lit panels
+  pvpb, pvpe: array [0..7] of Integer; // start/end (inclusive) of the correspoinding type panels in pvpset
+  pvpcount: Integer = -1; // to avoid constant reallocations
+
+function pvpType (panelType: Word): Integer;
+begin
+  case panelType of
+    PANEL_WALL, PANEL_CLOSEDOOR: result := 0; // gWalls
+    PANEL_BACK: result := 1; // gRenderBackgrounds
+    PANEL_FORE: result := 2; // gRenderForegrounds
+    PANEL_WATER: result := 3; // gWater
+    PANEL_ACID1: result := 4; // gAcid1
+    PANEL_ACID2: result := 5; // gAcid2
+    PANEL_STEP: result := 6; // gSteps
+    else result := -1;
+  end;
+end;
+
+procedure g_Map_ResetPVP ();
+begin
+  pvpcount := -1; // special
+end;
+
+procedure g_Map_BuildPVP (minx, miny, maxx, maxy: Integer);
+var
+  idx: Integer;
+  tpc: Integer;
+
+  procedure checkPanels (var panels: TPanelArray; stp: Integer);
+  var
+    idx, x, y, w, h: Integer;
+  begin
+    if panels = nil then exit;
+    tpc := tpc+Length(panels);
+    if (stp < 0) or (stp > 6) then exit;
+    pvpb[stp] := pvpcount;
+    for idx := 0 to High(panels) do
+    begin
+      w := panels[idx].Width;
+      h := panels[idx].Height;
+      if (w < 1) or (h < 1) then continue;
+      x := panels[idx].X;
+      y := panels[idx].Y;
+      if (x > maxx) or (y > maxy) then continue;
+      if (x+w <= minx) or (y+h <= miny) then continue;
+      if pvpcount = length(pvpset) then SetLength(pvpset, pvpcount+32768);
+      pvpset[pvpcount] := @panels[idx];
+      Inc(pvpcount);
+    end;
+    pvpe[stp] := pvpcount-1;
+  end;
+
+begin
+  //e_WriteLog(Format('visible rect: (%d,%d)-(%d,%d)', [minx, miny, maxx, maxy]), MSG_NOTIFY);
+  pvpcount := 0;
+  for idx := 0 to High(pvpb) do begin pvpb[idx] := 0; pvpe[idx] := -1; end;
+  tpc := 0;
+  checkPanels(gWalls, 0);
+  checkPanels(gRenderBackgrounds, 1);
+  checkPanels(gRenderForegrounds, 2);
+  checkPanels(gWater, 3);
+  checkPanels(gAcid1, 4);
+  checkPanels(gAcid2, 5);
+  checkPanels(gSteps, 6);
+  //e_WriteLog(Format('total panels: %d; visible panels: %d', [tpc, pvpcount]), MSG_NOTIFY);
+end;
+
 procedure g_Map_DrawPanels(PanelType: Word);
 
-  procedure DrawPanels(var panels: TPanelArray;
-                       drawDoors: Boolean = False);
+  procedure DrawPanels (stp: Integer; var panels: TPanelArray; drawDoors: Boolean=False);
   var
-    a: Integer;
+    idx: Integer;
+  begin
+    if (panels <> nil) and (stp >= 0) and (stp <= 6) then
+    begin
+      if pvpcount < 0 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();
+        end;
+      end
+      else
+      begin
+        // wow, use visible set
+        if pvpb[stp] <= pvpe[stp] then
+        begin
+          for idx := pvpb[stp] to pvpe[stp] do
+          begin
+            if not (drawDoors xor pvpset[idx].Door) then pvpset[idx].Draw();
+          end;
+        end;
+      end;
+    end;
+  end;
 
+begin
+  case PanelType of
+    PANEL_WALL:       DrawPanels(0, gWalls);
+    PANEL_CLOSEDOOR:  DrawPanels(0, gWalls, True);
+    PANEL_BACK:       DrawPanels(1, gRenderBackgrounds);
+    PANEL_FORE:       DrawPanels(2, gRenderForegrounds);
+    PANEL_WATER:      DrawPanels(3, gWater);
+    PANEL_ACID1:      DrawPanels(4, gAcid1);
+    PANEL_ACID2:      DrawPanels(5, gAcid2);
+    PANEL_STEP:       DrawPanels(6, gSteps);
+  end;
+end;
+
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
+  procedure drawPanels (var panels: TPanelArray);
+  var
+    a: Integer;
   begin
     if panels <> nil then
+    begin
       for a := 0 to High(panels) do
-        if not (drawDoors xor panels[a].Door) then
-          panels[a].Draw();
+      begin
+        panels[a].DrawShadowVolume(lightX, lightY, radius);
+      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;
+  drawPanels(gWalls);
+  //drawPanels(gRenderForegrounds);
 end;
 
 procedure g_Map_DrawBack(dx, dy: Integer);
@@ -2287,4 +2415,15 @@ begin
 ///// /////
 end;
 
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+var
+  Arr: TPanelArray;
+begin
+  Result := nil;
+  if (PanelID < 0) or (PanelID > High(PanelByID)) then Exit;
+  Arr := PanelByID[PanelID].PWhere^;
+  PanelArrayID := PanelByID[PanelID].PArrID;
+  Result := Addr(Arr[PanelByID[PanelID].PArrID]);
+end;
+
 end.