X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=49ea34c0d53bf4cf2abe1ab84727745ee3288c82;hb=b5d789f0a119c0e2db9403c2e19e6344b88f582d;hp=6b54fa3a4273f1fd738451366082640d45f38eee;hpb=414c86aa09181c7af8f9eb84aae0d12eb862db3c;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 6b54fa3..49ea34c 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -40,17 +40,13 @@ interface procedure r_Map_Update; - procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer); + procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer); implementation uses + {$I ../../../nogl/noGLuses.inc} Math, SysUtils, - {$IFDEF USE_GLES1} - GLES11, - {$ELSE} - GL, GLEXT, - {$ENDIF} e_log, binheap, MAPDEF, utils, g_options, g_animations, g_basic, g_phys, @@ -1110,21 +1106,23 @@ implementation end; procedure r_Map_DrawParticles (x, y, w, h: Integer); - var i, fx, fy: Integer; + var i, fx, fy: Integer; factor: Single; begin if gpart_dbg_enabled and (Particles <> nil) then begin r_Draw_EnableTexture2D(false); - if (g_dbg_scale < 0.6) then + factor := r_pixel_scale * g_dbg_scale; + if factor < 0.6 then glPointSize(1) - else if (g_dbg_scale > 1.3) then - glPointSize(g_dbg_scale + 1) + else if factor > 1.3 then + glPointSize(factor + 1) else glPointSize(2); glDisable(GL_POINT_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + r_Draw_SetColor(255, 255, 255, 255); glBegin(GL_POINTS); for i := 0 to High(Particles) do begin @@ -1137,6 +1135,7 @@ implementation end; end; glEnd; + r_Draw_SetColor(0, 0, 0, 255); glDisable(GL_BLEND); end; @@ -1383,31 +1382,82 @@ implementation end; end; - procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer); - var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer; + procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer); + (* xx/yy/ww/hh are in map units *) + var iter: TPanelGrid.Iter; p: PPanel; begin - r_Draw_GetRect(l, t, r, b); - glTranslatef(x, y, 0); + plist.Clear; + iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask); + for p in iter do + if ((p^.tag and GridTagDoor) <> 0) = p^.door then + plist.Insert(p^); + iter.Release; + + r_Map_DrawPanelType(PANEL_BACK); + r_Map_DrawPanelType(PANEL_STEP); + r_Map_DrawItems(xx, yy, ww, hh, false); + r_Map_DrawShots(xx, yy, ww, hh); + {$IFDEF ENABLE_SHELLS} + r_Map_DrawShells(xx, yy, ww, hh); + {$ENDIF} + r_Map_DrawPlayers(xx, yy, ww, hh, player); + {$IFDEF ENABLE_GIBS} + r_Map_DrawGibs(xx, yy, ww, hh); + {$ENDIF} + {$IFDEF ENABLE_CORPSES} + r_Map_DrawCorpses(xx, yy, ww, hh); + {$ENDIF} + r_Map_DrawPanelType(PANEL_WALL); + r_Map_DrawMonsters(xx, yy, ww, hh); + r_Map_DrawItems(xx, yy, ww, hh, true); + r_Map_DrawPanelType(PANEL_CLOSEDOOR); + {$IFDEF ENABLE_GFX} + r_Map_DrawParticles(xx, yy, ww, hh); + r_Map_DrawGFX(xx, yy, ww, hh); + {$ENDIF} + r_Map_DrawFlags(xx, yy, ww, hh); + r_Map_DrawPanelType(PANEL_ACID1); + r_Map_DrawPanelType(PANEL_ACID2); + r_Map_DrawPanelType(PANEL_WATER); + r_Map_DrawPanelType(PANEL_FORE); + // TODO draw monsters health bar + // TODO draw players health bar + end; + procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer); + (* w/h/camx/camy are in map units (scaled) *) + const limit = 32767; + var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt; + begin (* camera rect *) - cx := (camx - w) + w div 2; - cy := (camy - h) + h div 2; + cx := camx - w div 2; + cy := camy - h div 2; cw := w; ch := h; (* camera bounds *) if g_dbg_ignore_bounds = false then begin - if cx + cw > gMapInfo.Width then - cx := gMapInfo.Width - cw; - if cy + ch > gMapInfo.Height then - cy := gMapInfo.Height - ch; - if cx < 0 then + if w > gMapInfo.Width then + cx := gMapInfo.Width div 2 - w div 2 + else if cx + cw > gMapInfo.Width then + cx := gMapInfo.Width - cw + else if cx < 0 then cx := 0; - if cy < 0 then + + if h > gMapInfo.Height then + cy := gMapInfo.Height div 2 - h div 2 + else if cy + ch > gMapInfo.Height then + cy := gMapInfo.Height - ch + else if cy < 0 then cy := 0; end; + acx := cx; + acy := cy; + acw := cw; + ach := ch; + (* map bounds *) xx := cx; yy := cy; @@ -1421,7 +1471,12 @@ implementation xx := 0; if yy < 0 then yy := 0; + axx := xx; + ayy := yy; + aww := ww; + ahh := hh; +{ (* view bounds *) ml := x; mt := y; mr := x + w; mb := y + h; if FillOutsizeArea and (DebugCameraScale = 1.0) then @@ -1432,15 +1487,8 @@ implementation mb := MIN(cy + mb, gMapInfo.Height - 1) - cy; end; r_Draw_SetRect(ml, mt, mr, mb); +} - plist.Clear; - iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask); - for p in iter do - if ((p^.tag and GridTagDoor) <> 0) = p^.door then - plist.Insert(p^); - iter.Release; - - glPushMatrix; if DebugCameraScale <> 1.0 then begin glTranslatef(cw div 2, ch div 2, 0); @@ -1455,50 +1503,47 @@ implementation end; glTranslatef(-cx, -cy, 0); - r_Map_DrawPanelType(PANEL_BACK); - r_Map_DrawPanelType(PANEL_STEP); - r_Map_DrawItems(xx, yy, ww, hh, false); - r_Map_DrawShots(xx, yy, ww, hh); - {$IFDEF ENABLE_SHELLS} - r_Map_DrawShells(xx, yy, ww, hh); - {$ENDIF} - r_Map_DrawPlayers(xx, yy, ww, hh, player); - {$IFDEF ENABLE_GIBS} - r_Map_DrawGibs(xx, yy, ww, hh); - {$ENDIF} - {$IFDEF ENABLE_CORPSES} - r_Map_DrawCorpses(xx, yy, ww, hh); - {$ENDIF} - r_Map_DrawPanelType(PANEL_WALL); - r_Map_DrawMonsters(xx, yy, ww, hh); - r_Map_DrawItems(xx, yy, ww, hh, true); - r_Map_DrawPanelType(PANEL_CLOSEDOOR); - {$IFDEF ENABLE_GFX} - r_Map_DrawParticles(xx, yy, ww, hh); - r_Map_DrawGFX(xx, yy, ww, hh); - {$ENDIF} - r_Map_DrawFlags(xx, yy, ww, hh); - r_Map_DrawPanelType(PANEL_ACID1); - r_Map_DrawPanelType(PANEL_ACID2); - r_Map_DrawPanelType(PANEL_WATER); - r_Map_DrawPanelType(PANEL_FORE); - // TODO draw monsters health bar - // TODO draw players health bar - if gGameSettings.GameMode <> GM_SINGLE then - r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch); + r_Map_DrawGame(xx, yy, ww, hh, player); + if FillOutsizeArea and (DebugCameraScale = 1.0) then + begin + r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0 - 1, 0, 0, 0, 255); + r_Draw_FillRect(0 - limit, 0, 0 - 1, gMapInfo.Height + limit, 0, 0, 0, 255); + r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255); + r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255); + end; + glTranslatef(cx, cy, 0); + end; + + procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer); + var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer; + begin + glPushMatrix; + r_Draw_GetRect(l, t, r, b); + glTranslatef(x, y, 0); + glScalef(g_dbg_scale, g_dbg_scale, 0); + + r_Draw_SetRect(x, y, x + w, y + h); + r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh); + acx := cx; + acy := cy; + r_Draw_SetRect(x, y, x + w, y + h); + if DebugCameraScale <> 1.0 then begin - r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255); - r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255); + r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255); + r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255); end; - glPopMatrix; - r_Map_DrawScreenEffects(x, y, w, h, player); + if gGameSettings.GameMode <> GM_SINGLE then + r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch); // TODO draw g_debug_player - glTranslatef(-x, -y, 0); + //glTranslatef(-x, -y, 0); r_Draw_SetRect(l, t, r, b); + glPopMatrix; + + r_Map_DrawScreenEffects(x, y, w, h, player); end; procedure r_Map_Update;