DEADSOFTWARE

render: load sky in render
[d2df-sdl.git] / src / game / opengl / r_game.pas
index 1ea8aeffd331880b7aa33b4cbb449eb366b80ed0..a31c4afccf67c14505a4f7ed56a09e9be0ef3380 100644 (file)
@@ -17,10 +17,21 @@ unit r_game;
 
 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
@@ -35,7 +46,8 @@ implementation
     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, r_monsters, r_weapons, r_netmaster, r_player, r_textures
+    g_game, r_console, r_gfx, r_items, r_map, r_monsters, r_weapons, r_netmaster, r_player, r_textures,
+    r_playermodel
   ;
 
   var
@@ -44,6 +56,145 @@ implementation
     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
@@ -1304,6 +1455,7 @@ begin
   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', @r_Monsters_Draw);