X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=8aa98c68cef328bdf3623d39f78f0863865aca12;hp=693798382f8943bdb8cfbf2858d7fca05e9e4af8;hb=f9e8d196fa4a326a07524214ae42575d024b5486;hpb=2249a689b020a4e0d2860e58eafde84010e8f3f4 diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 6937983..8aa98c6 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -2634,6 +2634,7 @@ var //R: TRect; lln: Integer; lx, ly, lrad: Integer; + ltminx, ltminy, ltmaxx, ltmaxy: Integer; begin if (p = nil) or (p.FDummy) then begin @@ -2739,54 +2740,82 @@ begin 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 < 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); - // clear stencil buffer - //glClear(GL_STENCIL_BUFFER_BIT); //!!! - 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_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(); + + 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; - // done - glDisable(GL_STENCIL_TEST); - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); + 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); + glDisable(GL_SCISSOR_TEST); + glScissor(0, 0, sWidth, sHeight); + end; end; g_Map_DrawPanels(PANEL_FORE);