index 8015bb4ca6740a2fb1704722aa461d19e7f53b0d..46ac2fd3d479ebdd7fc6cd0049970b4159c37650 100644 (file)
interface
+ procedure r_Game_Load;
+ procedure r_Game_Free;
+
+ procedure r_Game_LoadTextures;
+ procedure r_Game_FreeTextures;
+
procedure r_Game_Draw;
procedure r_Game_DrawLoadingStat;
procedure r_Game_DrawMenuBackground (tex: AnsiString);
+ procedure r_Game_SetupScreenSize;
+
+ var
+ gStdFont: DWORD;
+
implementation
uses
{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes,
+{$ENDIF}
SysUtils, Classes, Math,
- e_graphics,
+ g_base, g_basic, r_graphics,
g_system, g_touch,
MAPDEF, xprofiler, utils, wadreader,
- g_textures, e_input, e_sound,
- g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window,
+ e_input, e_sound,
+ g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel,
g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster,
- g_game, r_console, r_gfx, r_items, r_map, r_panel
+ g_game, r_console, r_gfx, r_items, r_map, r_monsters, r_weapons, r_netmaster, r_player, r_textures,
+ r_playermodel
;
var
FPS: Word;
FPSCounter: Word;
FPSTime: LongWord;
+ hasPBarGfx: Boolean;
+
+ BackID: DWORD = DWORD(-1);
+ gBackSize: TDFPoint;
+
+ procedure r_Game_Load;
+ var
+ wl, hl: Integer;
+ wr, hr: Integer;
+ wb, hb: Integer;
+ wm, hm: Integer;
+ begin
+ // early load
+ g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD + ':TEXTURES\TITLE', gTextureFilter);
+ g_Texture_CreateWADEx('INTER', GameWAD + ':TEXTURES\INTER', gTextureFilter);
+ g_Texture_CreateWADEx('ENDGAME_EN', GameWAD + ':TEXTURES\ENDGAME_EN', gTextureFilter);
+ g_Texture_CreateWADEx('ENDGAME_RU', GameWAD + ':TEXTURES\ENDGAME_RU', gTextureFilter);
+ LoadStdFont('STDTXT', 'STDFONT', gStdFont);
+ LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
+ LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont);
+ // game data
+ g_Texture_CreateWADEx('NOTEXTURE', GameWAD + ':TEXTURES\NOTEXTURE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_HUD', GameWAD + ':TEXTURES\HUD');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDAIR', GameWAD + ':TEXTURES\AIRBAR');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDJET', GameWAD + ':TEXTURES\JETBAR');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDBG', GameWAD + ':TEXTURES\HUDBG');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_ARMORHUD', GameWAD + ':TEXTURES\ARMORHUD');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG', GameWAD + ':TEXTURES\FLAGHUD_R_BASE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD + ':TEXTURES\FLAGHUD_R_STOLEN');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD + ':TEXTURES\FLAGHUD_R_DROP');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD + ':TEXTURES\FLAGHUD_B_BASE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD + ':TEXTURES\FLAGHUD_B_STOLEN');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD + ':TEXTURES\FLAGHUD_B_DROP');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD + ':TEXTURES\TALKBUBBLE');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD + ':TEXTURES\PENTA');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD + ':TEXTURES\PLRIND');
+ // bar
+ hasPBarGfx := true;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_MARKER', GameWAD+':TEXTURES\LMARKER') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_MIDDLE', GameWAD+':TEXTURES\LMIDDLE') then hasPBarGfx := false;
+ if not g_Texture_CreateWADEx('UI_GFX_PBAR_RIGHT', GameWAD+':TEXTURES\LRIGHT') then hasPBarGfx := false;
+ if hasPBarGfx then
+ begin
+ g_Texture_GetSize('UI_GFX_PBAR_LEFT', wl, hl);
+ g_Texture_GetSize('UI_GFX_PBAR_RIGHT', wr, hr);
+ g_Texture_GetSize('UI_GFX_PBAR_MIDDLE', wb, hb);
+ g_Texture_GetSize('UI_GFX_PBAR_MARKER', wm, hm);
+ if (wl > 0) and (hl > 0) and (wr > 0) and (hr = hl) and (wb > 0) and (hb = hl) and (wm > 0) and (hm > 0) and (hm <= hl) then
+ begin
+ // yay!
+ end
+ else
+ hasPBarGfx := false;
+ end;
+ end;
+
+ procedure r_Game_Free;
+ begin
+ g_Texture_Delete('NOTEXTURE');
+ g_Texture_Delete('TEXTURE_PLAYER_HUD');
+ g_Texture_Delete('TEXTURE_PLAYER_HUDBG');
+ g_Texture_Delete('TEXTURE_PLAYER_ARMORHUD');
+ g_Texture_Delete('TEXTURE_PLAYER_REDFLAG');
+ g_Texture_Delete('TEXTURE_PLAYER_REDFLAG_S');
+ g_Texture_Delete('TEXTURE_PLAYER_REDFLAG_D');
+ g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG');
+ g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG_S');
+ g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG_D');
+ g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
+ g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
+ end;
+
+procedure r_Game_SetupScreenSize;
+const
+ RES_FACTOR = 4.0 / 3.0;
+var
+ s: Single;
+ rf: Single;
+ bw, bh: Word;
+begin
+// Размер экранов игроков:
+ gPlayerScreenSize.X := gScreenWidth-196;
+ if (gPlayer1 <> nil) and (gPlayer2 <> nil) then
+ gPlayerScreenSize.Y := gScreenHeight div 2
+ else
+ gPlayerScreenSize.Y := gScreenHeight;
+
+// Размер заднего плана:
+ if BackID <> DWORD(-1) then
+ begin
+ s := SKY_STRETCH;
+ if (gScreenWidth*s > gMapInfo.Width) or
+ (gScreenHeight*s > gMapInfo.Height) then
+ begin
+ gBackSize.X := gScreenWidth;
+ gBackSize.Y := gScreenHeight;
+ end
+ else
+ begin
+ e_GetTextureSize(BackID, @bw, @bh);
+ rf := Single(bw) / Single(bh);
+ if (rf > RES_FACTOR) then bw := Round(Single(bh) * RES_FACTOR)
+ else if (rf < RES_FACTOR) then bh := Round(Single(bw) / RES_FACTOR);
+ s := Max(gScreenWidth / bw, gScreenHeight / bh);
+ if (s < 1.0) then s := 1.0;
+ gBackSize.X := Round(bw*s);
+ gBackSize.Y := Round(bh*s);
+ end;
+ end;
+end;
+
+ procedure r_Game_LoadTextures;
+ begin
+ g_Texture_CreateWADEx('TEXTURE_endpic', EndPicPath, gTextureFilter);
+ if gMapInfo.SkyFullName <> '' then
+ g_Texture_CreateWAD(BackID, gMapInfo.SkyFullName, gTextureFilter);
+ r_Game_SetupScreenSize;
+ end;
+
+ procedure r_Game_FreeTextures;
+ begin
+ g_Texture_Delete('TEXTURE_endpic');
+ if BackID <> DWORD(-1) then
+ begin
+ gBackSize.X := 0;
+ gBackSize.Y := 0;
+ e_DeleteTexture(BackID);
+ BackID := DWORD(-1);
+ end
+ end;
+
+procedure r_Map_DrawBack(dx, dy: Integer);
+begin
+ if gDrawBackGround and (BackID <> DWORD(-1)) then
+ e_DrawSize(BackID, dx, dy, 0, False, False, gBackSize.X, gBackSize.Y)
+ else
+ e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
+end;
function GetActivePlayer_ByID(ID: Integer): TPlayer;
var
else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
end;
-procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
+procedure DrawMinimap(p: TPlayer; RenderRect: TRect);
var
a, aX, aY, aX2, aY2, Scale, ScaleSz: Integer;
e_AmbientQuad(sX, sY, sWidth, sHeight, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
end;
+// ////////////////////////////////////////////////////////////////////////// //
+var
+ ltexid: GLuint = 0;
+
+function g_Texture_Light (): Integer;
+const
+ Radius: Integer = 128;
+var
+ tex, tpp: PByte;
+ x, y, a: Integer;
+ dist: Double;
+begin
+ if ltexid = 0 then
+ begin
+ GetMem(tex, (Radius*2)*(Radius*2)*4);
+ tpp := tex;
+ for y := 0 to Radius*2-1 do
+ begin
+ for x := 0 to Radius*2-1 do
+ begin
+ dist := 1.0-sqrt((x-Radius)*(x-Radius)+(y-Radius)*(y-Radius))/Radius;
+ if (dist < 0) then
+ begin
+ tpp^ := 0; Inc(tpp);
+ tpp^ := 0; Inc(tpp);
+ tpp^ := 0; Inc(tpp);
+ tpp^ := 0; Inc(tpp);
+ end
+ else
+ begin
+ //tc.setPixel(x, y, Color(cast(int)(dist*255), cast(int)(dist*255), cast(int)(dist*255)));
+ if (dist > 0.5) then dist := 0.5;
+ a := round(dist*255);
+ if (a < 0) then a := 0 else if (a > 255) then a := 255;
+ tpp^ := 255; Inc(tpp);
+ tpp^ := 255; Inc(tpp);
+ tpp^ := 255; Inc(tpp);
+ tpp^ := Byte(a); Inc(tpp);
+ end;
+ end;
+ end;
+
+ glGenTextures(1, @ltexid);
+ //if (tid == 0) assert(0, "VGL: can't create screen texture");
+
+ glBindTexture(GL_TEXTURE_2D, ltexid);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ //GLfloat[4] bclr = 0.0;
+ //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Radius*2, Radius*2, 0, GL_RGBA{gltt}, GL_UNSIGNED_BYTE, tex);
+ end;
+
+ result := ltexid;
+end;
// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this!
//FIXME: broken for splitscreen mode
drawPanelType('*back', PANEL_BACK, g_rlayer_back);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
drawOther('items', @r_Items_Draw);
- drawOther('weapons', @g_Weapon_Draw);
- drawOther('shells', @g_Player_DrawShells);
- drawOther('drawall', @g_Player_DrawAll);
- drawOther('corpses', @g_Player_DrawCorpses);
+ drawOther('weapons', @r_Weapon_Draw);
+ drawOther('shells', @r_Player_DrawShells);
+ drawOther('drawall', @r_Player_DrawAll);
+ drawOther('gibs', @r_PlayerModel_DrawGibs);
+ drawOther('corpses', @r_Player_DrawCorpses);
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
- drawOther('monsters', @g_Monsters_Draw);
+ drawOther('monsters', @r_Monsters_Draw);
drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
drawOther('gfx', @r_GFX_Draw);
if g_debug_HealthBar then
begin
- g_Monsters_DrawHealth();
- g_Player_DrawHealth();
+ r_Monsters_DrawHealth();
+ r_Player_DrawHealth();
end;
if (profileFrameDraw <> nil) then profileFrameDraw.mainEnd(); // map rendering
if (gGameSettings.GameMode <> GM_SINGLE) and (gPlayerIndicator > 0) then
case gPlayerIndicator of
1:
- p.DrawIndicator(_RGB(255, 255, 255));
+ r_Player_DrawIndicator(p, _RGB(255, 255, 255));
2:
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
- if gPlayers[i] = p then p.DrawIndicator(_RGB(255, 255, 255))
+ if gPlayers[i] = p then
+ r_Player_DrawIndicator(p, _RGB(255, 255, 255))
else if (gPlayers[i].Team = p.Team) and (gPlayers[i].Team <> TEAM_NONE) then
if gPlayerIndicatorStyle = 1 then
- gPlayers[i].DrawIndicator(_RGB(192, 192, 192))
- else gPlayers[i].DrawIndicator(gPlayers[i].GetColor);
+ r_Player_DrawIndicator(gPlayers[i], _RGB(192, 192, 192))
+ else
+ r_Player_DrawIndicator(gPlayers[i], gPlayers[i].GetColor);
end;
{
glPopMatrix();
- p.DrawPain();
- p.DrawPickup();
- p.DrawRulez();
+ r_Player_DrawPain(p);
+ r_Player_DrawPickup(p);
+ r_Player_DrawRulez(p);
if gShowMap then DrawMinimap(p, _TRect(0, 0, 128, 128));
if g_Debug_Player then
- g_Player_DrawDebug(p);
- p.DrawGUI();
+ r_Player_DrawDebug(p);
+ r_Player_DrawGUI(p);
end;
procedure drawProfilers ();
back: string;
plView1, plView2: TPlayer;
Split: Boolean;
+ MsgLineLength: Integer;
+ MsgText: String;
begin
if gExit = EXIT_QUIT then Exit;
- Time := sys_GetTicks() {div 1000};
+ Time := GetTickCount64() {div 1000};
FPSCounter := FPSCounter+1;
if Time - FPSTime >= 1000 then
begin
w := 0;
h := 0;
e_CharFont_GetSizeFmt(gMenuFont, MessageText, w, h);
+ MsgLineLength := (gScreenWidth - 204) div e_CharFont_GetMaxWidth(gMenuFont);
+ MsgText := b_Text_Wrap(b_Text_Format(MessageText), MsgLineLength);
if Split then
e_CharFont_PrintFmt(gMenuFont, (gScreenWidth div 2)-(w div 2),
- (gScreenHeight div 2)-(h div 2), MessageText)
+ (gScreenHeight div 2)-(h div 2), MsgText)
else
e_CharFont_PrintFmt(gMenuFont, (gScreenWidth div 2)-(w div 2),
- Round(gScreenHeight / 2.75)-(h div 2), MessageText);
+ Round(gScreenHeight / 2.75)-(h div 2), MsgText);
end;
if IsDrawStat or (gSpectMode = SPECT_STATS) then
// end;
r_Game_DrawMenuBackground('MENU_BACKGROUND');
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
- g_Serverlist_Draw(slCurrent, slTable);
+ r_Serverlist_Draw(slCurrent, slTable);
end;
end;