From ebb13957295d3f50ba51ff5b871310570d0d4dfe Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Sun, 13 Aug 2017 14:50:58 +0300 Subject: [PATCH] shitlight experiment real-time lighting based on shadow volumes and stencil buffer basically, the same thing that is used in 3d, but simplified (we only need to draw shadow volumes, and unmarked area is lit) --- src/game/g_game.pas | 142 ++++++++++++++++++++++++++++++++++++++++ src/game/g_map.pas | 22 +++++++ src/game/g_panel.pas | 50 +++++++++++++- src/game/g_textures.pas | 64 +++++++++++++++++- src/game/g_weapons.pas | 41 ++++++++++++ src/game/g_window.pas | 8 +++ 6 files changed, 325 insertions(+), 2 deletions(-) diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 66c1edc..c56bc48 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -309,6 +309,10 @@ var P1MoveButton: Byte = 0; P2MoveButton: Byte = 0; +procedure g_ResetDynlights (); +procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); +procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single); + implementation uses @@ -320,6 +324,76 @@ uses ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt, utils, sfs; +type + TDynLight = record + x, y, radius: Integer; + r, g, b, a: Single; + exploCount: Integer; + exploRadius: Integer; + end; + +var + g_dynLights: array of TDynLight = nil; + g_dynLightCount: Integer = 0; + g_playerLight: Boolean = false; + +procedure g_ResetDynlights (); +var + lnum, idx: Integer; +begin + lnum := 0; + for idx := 0 to g_dynLightCount-1 do + begin + if g_dynLights[idx].exploCount = -666 then + begin + // skip it + end + else + begin + // explosion + Inc(g_dynLights[idx].exploCount); + if (g_dynLights[idx].exploCount < 10) then + begin + g_dynLights[idx].radius := g_dynLights[idx].exploRadius+g_dynLights[idx].exploCount*8; + g_dynLights[idx].a := 0.4+g_dynLights[idx].exploCount/10; + if (g_dynLights[idx].a > 0.8) then g_dynLights[idx].a := 0.8; + if lnum <> idx then g_dynLights[lnum] := g_dynLights[idx]; + Inc(lnum); + end; + end; + end; + g_dynLightCount := lnum; +end; + +procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); +begin + if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024); + g_dynLights[g_dynLightCount].x := x; + g_dynLights[g_dynLightCount].y := y; + g_dynLights[g_dynLightCount].radius := radius; + g_dynLights[g_dynLightCount].r := r; + g_dynLights[g_dynLightCount].g := g; + g_dynLights[g_dynLightCount].b := b; + g_dynLights[g_dynLightCount].a := a; + g_dynLights[g_dynLightCount].exploCount := -666; + Inc(g_dynLightCount); +end; + +procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single); +begin + if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024); + g_dynLights[g_dynLightCount].x := x; + g_dynLights[g_dynLightCount].y := y; + g_dynLights[g_dynLightCount].radius := 0; + g_dynLights[g_dynLightCount].exploRadius := radius; + g_dynLights[g_dynLightCount].r := r; + g_dynLights[g_dynLightCount].g := g; + g_dynLights[g_dynLightCount].b := b; + g_dynLights[g_dynLightCount].a := 0; + g_dynLights[g_dynLightCount].exploCount := 0; + Inc(g_dynLightCount); +end; + type TEndCustomGameStat = record PlayerStat: TPlayerStatArray; @@ -1285,6 +1359,18 @@ begin if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best end; + + // HACK: add dynlight here + if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + begin + g_playerLight := true; + end; + if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then + begin + g_playerLight := false; + end; + + if (g_playerLight) then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6); end; procedure g_Game_Update(); @@ -1295,6 +1381,7 @@ var w: Word; i, b: Integer; begin + g_ResetDynlights(); // Ïîðà âûêëþ÷àòü èãðó: if gExit = EXIT_QUIT then Exit; @@ -1813,6 +1900,8 @@ begin UPSCounter := 0; UPSTime := Time; end; + + if gGameOn then g_Weapon_AddDynLights(); end; procedure g_Game_LoadData(); @@ -2543,6 +2632,8 @@ procedure DrawPlayer(p: TPlayer); var px, py, a, b, c, d: Integer; //R: TRect; + lln: Integer; + lx, ly, lrad: Integer; begin if (p = nil) or (p.FDummy) then begin @@ -2652,6 +2743,57 @@ begin g_Player_DrawHealth(); end; + 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); + + 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 < 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); + 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(); + 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; + if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, p.GameY + PLAYER_RECT_CY - 4, diff --git a/src/game/g_map.pas b/src/game/g_map.pas index e67e535..e080bca 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -92,6 +92,8 @@ 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; @@ -1792,6 +1794,26 @@ begin 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 + begin + panels[a].DrawShadowVolume(lightX, lightY, radius); + end; + end; + end; + +begin + drawPanels(gWalls); + drawPanels(gRenderForegrounds); +end; + procedure g_Map_DrawBack(dx, dy: Integer); begin if gDrawBackGround and (BackID <> DWORD(-1)) then diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas index 5034697..af9d35f 100644 --- a/src/game/g_panel.pas +++ b/src/game/g_panel.pas @@ -62,6 +62,7 @@ type destructor Destroy(); override; procedure Draw(); + procedure DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer); procedure Update(); procedure SetFrame(Frame: Integer; Count: Byte); procedure NextTexture(AnimLoop: Byte = 0); @@ -80,7 +81,7 @@ implementation uses SysUtils, g_basic, g_map, MAPDEF, g_game, e_graphics, - g_console, g_language, e_log; + g_console, g_language, e_log, GL; const PANEL_SIGNATURE = $4C4E4150; // 'PANL' @@ -309,6 +310,53 @@ begin end; end; +procedure TPanel.DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer); + procedure extrude (x: Integer; y: Integer); + begin + glVertex2i(x+(x-lightX)*500, y+(y-lightY)*500); + //e_WriteLog(Format(' : (%d,%d)', [x+(x-lightX)*300, y+(y-lightY)*300]), MSG_WARNING); + end; + + procedure drawLine (x0: Integer; y0: Integer; x1: Integer; y1: Integer); + begin + // does this side facing the light? + if ((x1-x0)*(lightY-y0)-(lightX-x0)*(y1-y0) >= 0) then exit; + //e_WriteLog(Format('lightpan: (%d,%d)-(%d,%d)', [x0, y0, x1, y1]), MSG_WARNING); + // this edge is facing the light, extrude and draw it + glVertex2i(x0, y0); + glVertex2i(x1, y1); + extrude(x1, y1); + extrude(x0, y0); + end; + +begin + if radius < 4 then exit; + if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight) then + begin + if not FTextureIDs[FCurTexture].Anim then + begin + case FTextureIDs[FCurTexture].Tex of + TEXTURE_SPECIAL_WATER: exit; + TEXTURE_SPECIAL_ACID1: exit; + TEXTURE_SPECIAL_ACID2: exit; + TEXTURE_NONE: exit; + end; + end; + if (X+Width < lightX-radius) then exit; + if (Y+Height < lightY-radius) then exit; + if (X > lightX+radius) then exit; + if (Y > lightY+radius) then exit; + //e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending); + + glBegin(GL_QUADS); + drawLine(x, y, x+width, y); // top + drawLine(x+width, y, x+width, y+height); // right + drawLine(x+width, y+height, x, y+height); // bottom + drawLine(x, y+height, x, y); // left + glEnd(); + end; +end; + procedure TPanel.Update(); begin if Enabled and (FCurTexture >= 0) and diff --git a/src/game/g_textures.pas b/src/game/g_textures.pas index 93d8c63..9d9720c 100644 --- a/src/game/g_textures.pas +++ b/src/game/g_textures.pas @@ -108,11 +108,13 @@ procedure g_Frames_DeleteAll(); procedure DumpTextureNames(); +function g_Texture_Light(): Integer; + implementation uses g_game, e_log, g_basic, SysUtils, g_console, wadreader, - g_language; + g_language, GL; type _TTexture = record @@ -843,4 +845,64 @@ begin Mem.ReadBoolean(FRevert); end; + +var + ltexid: Integer = 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; + end. diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 4df78ad..baf7108 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -88,6 +88,8 @@ procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter); procedure g_Weapon_LoadState(var Mem: TBinMemoryReader); +procedure g_Weapon_AddDynLights(); + const WEAPON_KASTET = 0; WEAPON_SAW = 1; @@ -1820,6 +1822,7 @@ begin Anim := TAnimation.Create(TextureID, False, 8); Anim.Blending := False; g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim); + g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0); Anim.Free(); end; end @@ -1830,6 +1833,7 @@ begin Anim := TAnimation.Create(TextureID, False, 6); Anim.Blending := False; g_GFX_OnceAnim(cx-64, cy-64, Anim); + g_DynLightExplosion(cx, cy, 64, 1, 0, 0); Anim.Free(); end; end; @@ -1887,6 +1891,7 @@ begin Anim.Blending := False; g_GFX_OnceAnim(cx-16, cy-16, Anim); Anim.Free(); + g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5); end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y); @@ -1971,6 +1976,7 @@ begin end; g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE); Anim.Free(); + //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3); end; end; @@ -2000,6 +2006,7 @@ begin Anim.Blending := False; g_GFX_OnceAnim(cx-64, cy-64, Anim); Anim.Free(); + g_DynLightExplosion(cx, cy, 96, 0, 1, 0); end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); @@ -2424,4 +2431,38 @@ begin end; end; + +procedure g_Weapon_AddDynLights(); +var + i: Integer; +begin + if Shots = nil then Exit; + for i := 0 to High(Shots) do + begin + if Shots[i].ShotType = 0 then continue; + if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or + (Shots[i].ShotType = WEAPON_BARON_FIRE) or + (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or + (Shots[i].ShotType = WEAPON_SKEL_FIRE) or + (Shots[i].ShotType = WEAPON_IMP_FIRE) or + (Shots[i].ShotType = WEAPON_CACO_FIRE) or + (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or + (Shots[i].ShotType = WEAPON_BSP_FIRE) or + (Shots[i].ShotType = WEAPON_PLASMA) or + (Shots[i].ShotType = WEAPON_BFG) or + (Shots[i].ShotType = WEAPON_FLAMETHROWER) or + false then + begin + if (Shots[i].ShotType = WEAPON_PLASMA) then + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 0.3, 1, 0.4) + else if (Shots[i].ShotType = WEAPON_BFG) then + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 1, 0, 0.5) + else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 42, 1, 0.8, 0, 0.4) + else + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 1, 0, 0, 0.4); + end; + end; +end; + end. diff --git a/src/game/g_window.pas b/src/game/g_window.pas index 9d27d57..6dfa778 100644 --- a/src/game/g_window.pas +++ b/src/game/g_window.pas @@ -38,6 +38,7 @@ function g_Window_SetSize(W, H: Word; FScreen: Boolean): Boolean; var gwin_dump_extensions: Boolean = false; + gwin_has_stencil: Boolean = false; implementation @@ -640,6 +641,7 @@ begin SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1); // lights; it is enough to have 1-bit stencil buffer for lighting SDL_GL_SetSwapInterval(v); end; @@ -687,6 +689,7 @@ end; function SDLMain(): Integer; var idx: Integer; + ltmp: Integer; begin {$IFDEF HEADLESS} e_NoGraphics := True; @@ -709,6 +712,11 @@ begin if ParamStr(idx) = '--opengl-dump-exts' then gwin_dump_extensions := true; end; + SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, @ltmp); + e_WriteLog(Format('stencil buffer size: %d', [ltmp]), MSG_WARNING); + + gwin_has_stencil := (ltmp > 0); + if not glHasExtension('GL_ARB_texture_non_power_of_two') then begin e_WriteLog('Driver DID''T advertised NPOT textures support', MSG_WARNING); -- 2.29.2