X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=49ea34c0d53bf4cf2abe1ab84727745ee3288c82;hb=b5d789f0a119c0e2db9403c2e19e6344b88f582d;hp=812fd85cd59c5c7f114309e002d690208f5daf77;hpb=a0269440c6b9e8f1f0f578f26864804f9a412b13;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 812fd85..49ea34c 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -40,22 +40,18 @@ 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, g_game, g_map, g_panel, g_items, g_monsters, g_weapons, - g_console, + g_console, g_language, {$IFDEF ENABLE_CORPSES} g_corpses, {$ENDIF} @@ -236,6 +232,7 @@ implementation var DebugCameraScale: Single; + FillOutsizeArea: Boolean; SkyTexture: TGLTexture; RenTextures: array of record spec: LongInt; @@ -253,6 +250,8 @@ implementation PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down] VileFire: TGLMultiTexture; InvulPenta: TGLTexture; + IndicatorTexture: TGLTexture; + TalkTexture: TGLTexture; Models: array of record anim: array [TDirection, 0..A_LAST] of record base, mask: TGLMultiTexture; @@ -298,7 +297,7 @@ implementation procedure r_Map_Finalize; begin - plist.Free; + r_Common_FreeAndNil(plist); FlagFrame := 0; end; @@ -309,21 +308,17 @@ implementation begin for a := A_STAND to A_LAST do begin - if Models[i].anim[d, a].base <> nil then - Models[i].anim[d, a].base.Free; - if Models[i].anim[d, a].mask <> nil then - Models[i].anim[d, a].mask.Free; - Models[i].anim[d, a].base := nil; - Models[i].anim[d, a].mask := nil; + r_Common_FreeAndNil(Models[i].anim[d, a].base); + r_Common_FreeAndNil(Models[i].anim[d, a].mask); end; end; {$IFDEF ENABLE_GIBS} if Models[i].gibs.base <> nil then for a := 0 to High(Models[i].gibs.base) do - Models[i].gibs.base[a].Free; + r_Common_FreeAndNil(Models[i].gibs.base[a]); if Models[i].gibs.mask <> nil then for a := 0 to High(Models[i].gibs.mask) do - Models[i].gibs.mask[a].Free; + r_Common_FreeAndNil(Models[i].gibs.mask[a]); Models[i].gibs.base := nil; Models[i].gibs.mask := nil; Models[i].gibs.rect := nil; @@ -345,9 +340,9 @@ implementation Models[i].anim[d, a].base := nil; Models[i].anim[d, a].mask := nil; if m.anim[d, a].resource <> '' then - Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true); + Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true); if m.anim[d, a].mask <> '' then - Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true); + Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true); end end; {$IFDEF ENABLE_GIBS} @@ -361,9 +356,9 @@ implementation SetLength(Models[i].gibs.rect, m.GibsCount); for a := 0 to m.GibsCount - 1 do Models[i].gibs.rect[a] := DefaultGibSize; - if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then + if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then begin - if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then + if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then begin // ok end; @@ -392,6 +387,7 @@ implementation w, h, count, + [TGLHints.txNoRepeat], False ); end @@ -409,142 +405,124 @@ implementation i, j, k: Integer; d: TDirection; b: Boolean; begin // --------- items --------- // + r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1); for i := 0 to ITEM_LAST do begin - Items[i].tex := r_Textures_LoadMultiFromFileAndInfo( + Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo( GameWAD + ':TEXTURES/' + ItemAnim[i].name, ItemAnim[i].w, ItemAnim[i].h, ItemAnim[i].anim.frames, + [TGLHints.txNoRepeat], false ); Items[i].frame := 0; end; // --------- monsters --------- // + r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1); for i := MONSTER_DEMON to MONSTER_MAN do + begin for j := 0 to ANIM_LAST do for d := TDirection.D_LEFT to TDirection.D_RIGHT do r_Map_LoadMonsterAnim(i, j, d); - VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames); + r_Common_StepLoading(1); + end; + VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]); // --------- player models --------- // if PlayerModelsArray <> nil then begin + r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray)); SetLength(Models, Length(PlayerModelsArray)); for i := 0 to High(PlayerModelsArray) do + begin r_Map_LoadModel(i); + r_Common_StepLoading(1); + end; end; // --------- player weapons --------- // + r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST); for i := 1 to WP_LAST do + begin for j := 0 to W_POS_LAST do for k := 0 to W_ACT_LAST do - WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]); + WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]); + r_Common_StepLoading(1); + end; // --------- gfx animations --------- // {$IFDEF ENABLE_GFX} + r_Common_SetLoading('GFX Effects', R_GFX_LAST); for i := 1 to R_GFX_LAST do + begin if GFXAnim[i].anim.frames > 0 then - GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames); + GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]); + end; {$ENDIF} // --------- shots --------- // + r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1); for i := 0 to WEAPON_LAST do + begin if ShotAnim[i].anim.frames > 0 then - ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames); + ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]); + end; // --------- flags --------- // + r_Common_SetLoading('Flags', 2); FlagTextures[FLAG_NONE] := nil; - FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5); - FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5); - // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8); + FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]); + FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]); + // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]); // --------- shells --------- // {$IFDEF ENABLE_SHELLS} + r_Common_SetLoading('Shells', SHELL_LAST + 1); for i := 0 to SHELL_LAST do - ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name); + ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]); {$ENDIF} - // --------- punch --------- // + // --------- other --------- // + r_Common_SetLoading('Effects', 3 * 2 + 3); for b := false to true do begin for i := 0 to 2 do - PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames); + PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]); end; - // --------- other --------- // - InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA'); + InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]); + IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]); + TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]); end; procedure r_Map_Free; var i, j, k: Integer; d: TDirection; b: Boolean; begin - if InvulPenta <> nil then - InvulPenta.Free; - InvulPenta := nil; + r_Common_FreeAndNil(TalkTexture); + r_Common_FreeAndNil(IndicatorTexture); + r_Common_FreeAndNil(InvulPenta); for b := false to true do - begin for i := 0 to 2 do - begin - if PunchTextures[b, i] <> nil then - PunchTextures[b, i].Free; - PunchTextures[b, i] := nil; - end; - end; + r_Common_FreeAndNil(PunchTextures[b, i]); {$IFDEF ENABLE_SHELLS} for i := 0 to SHELL_LAST do - begin - if ShellTextures[i] <> nil then - ShellTextures[i].Free; - ShellTextures[i] := nil; - end; + r_Common_FreeAndNil(ShellTextures[i]); {$ENDIF} for i := 0 to FLAG_LAST do - begin - if FlagTextures[i] <> nil then - FlagTextures[i].Free; - FlagTextures[i] := nil; - end; + r_Common_FreeAndNil(FlagTextures[i]); for i := 0 to WEAPON_LAST do - begin - if ShotTextures[i] <> nil then - ShotTextures[i].Free; - ShotTextures[i] := nil; - end; + r_Common_FreeAndNil(ShotTextures[i]); {$IFDEF ENABLE_GFX} - gfxlist := nil; + SetLength(gfxlist, 0); for i := 0 to R_GFX_LAST do - begin - if GFXTextures[i] <> nil then - GFXTextures[i].Free; - GFXTextures[i] := nil; - end; + r_Common_FreeAndNil(GFXTextures[i]); {$ENDIF} for i := 1 to WP_LAST do - begin for j := 0 to W_POS_LAST do - begin for k := 0 to W_ACT_LAST do - begin - if WeapTextures[i, j, k] <> nil then - WeapTextures[i, j, k].Free; - WeapTextures[i, j, k] := nil; - end; - end; - end; + r_Common_FreeAndNil(WeapTextures[i, j, k]); if Models <> nil then for i := 0 to High(Models) do r_Map_FreeModel(i); for i := MONSTER_DEMON to MONSTER_MAN do - begin for j := 0 to ANIM_LAST do - begin for d := TDirection.D_LEFT to TDirection.D_RIGHT do - begin - if MonTextures[i, j, d] <> nil then - MonTextures[i, j, d].Free; - MonTextures[i, j, d] := nil; - end; - end; - end; + r_Common_FreeAndNil(MonTextures[i, j, d]); for i := 0 to ITEM_LAST do - begin - if Items[i].tex <> nil then - Items[i].tex.Free; - Items[i].tex := nil; - end; + r_Common_FreeAndNil(Items[i].tex); end; procedure r_Map_LoadTextures; @@ -555,6 +533,7 @@ implementation begin n := Length(Textures); SetLength(RenTextures, n); + r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n); for i := 0 to n - 1 do begin txt.anim := DefaultAnimInfo; @@ -565,17 +544,20 @@ implementation TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2; else RenTextures[i].spec := 0; - e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]); - RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt); - e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]); + RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []); if RenTextures[i].tex = nil then - e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]); + e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]) + else + r_Common_StepLoading(1); end; RenTextures[i].anim := txt.anim; end; end; if gMapInfo.SkyFullName <> '' then - SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName); + begin + r_Common_SetLoading(_lc[I_LOAD_SKY], 1); + SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]); + end; plist.Clear; end; @@ -583,14 +565,11 @@ implementation var i: Integer; begin plist.Clear; - if SkyTexture <> nil then - SkyTexture.Free; - SkyTexture := nil; + r_Common_FreeAndNil(SkyTexture); if RenTextures <> nil then for i := 0 to High(RenTextures) do - if RenTextures[i].tex <> nil then - RenTextures[i].tex.Free; - RenTextures := nil; + r_Common_FreeAndNil(RenTextures[i].tex); + SetLength(RenTextures, 0); end; procedure r_Map_DrawPanel (p: TPanel); @@ -647,7 +626,7 @@ implementation end; procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean); - var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture; + var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture; begin if ggItems <> nil then begin @@ -659,9 +638,9 @@ implementation t := Items[it.ItemType].tex; if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then begin - it.obj.Lerp(gLerpFactor, fX, fY); + r_Common_GetObjectPos(it.obj, xx, yy); tex := t.GetTexture(Items[it.ItemType].frame); - r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false); + r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false); end; end; end; @@ -703,29 +682,34 @@ implementation end; procedure r_Map_DrawMonsterAttack (constref mon: TMonster); - var o: TObj; count, frame: LongInt; tex: TGLTexture; + var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture; begin if VileFire <> nil then - if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then - if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then + begin + if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then + begin + if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then begin g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame); tex := VileFire.GetTexture(frame); - r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false); + r_Draw_TextureRepeat(tex, xx + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, yy + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false); end; + end; + end; end; procedure r_Map_DrawMonster (constref mon: TMonster); - var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; + var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; begin m := mon.MonsterType; a := mon.MonsterAnim; d := mon.GameDirection; - mon.obj.Lerp(gLerpFactor, fX, fY); - if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then - r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false); + begin + r_Common_GetObjectPos(mon.obj, xx, yy); + r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false); + end; // TODO draw g_debug_frames end; @@ -834,15 +818,71 @@ implementation end; end; + procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB); + var dot: Integer; + begin + // Outer borders + r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255); + r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255); + // Inner box + r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255); + // TODO Tail + // Dots + dot := 6; + r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255); + r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255); + r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255); + end; + + procedure r_Map_DrawTalkBubble (p: TPlayer); + var xx, yy, x, y: Integer; cb, cf: TRGB; + begin + r_Common_GetPlayerPos(p, xx, yy); + x := xx + p.obj.rect.x + p.obj.rect.width div 2; + y := yy; + cb := _RGB(63, 63, 63); + cf := _RGB(240, 240, 240); + case gChatBubble of + 1: // simple text + begin + r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN); + end; + 2: // adv team color + begin + case p.Team of + TEAM_RED: cb := _RGB(255, 63, 63); + TEAM_BLUE: cb := _RGB(63, 63, 255); + end; + r_Map_DrawBubble(x, y - 18, cb, cf); + end; + 3: // adv player color + begin + cb := p.Model.Color; + cf.R := MIN(cb.R * 2 + 64, 255); + cf.G := MIN(cb.G * 2 + 64, 255); + cf.B := MIN(cb.B * 2 + 64, 255); + if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then + begin + cb.R := MAX(cf.R div 2 - 16, 0); + cb.G := MAX(cf.G div 2 - 16, 0); + cb.B := MAX(cf.B div 2 - 16, 0); + end; + r_Map_DrawBubble(x, y - 18, cb, cf); + end; + 4: // textured + if TalkTexture <> nil then + begin + r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN); + end; + end; + end; + procedure r_Map_DrawPlayer (p, drawed: TPlayer); - var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt; + var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt; begin if p.alive then begin - fX := p.obj.x; fY := p.obj.y; - // TODO fix lerp - //p.obj.Lerp(gLerpFactor, fX, fY); - fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor); + r_Common_GetPlayerPos(p, x, y); (* punch effect *) if p.PunchTime <= gTime then @@ -863,7 +903,7 @@ implementation ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ??? ay := p.Obj.Rect.Y - 11; tex := t.GetTexture(frame); - r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false) + r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; @@ -875,7 +915,7 @@ implementation h := InvulPenta.height; ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ??? ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ??? - r_Draw_Texture(InvulPenta, fx + ax, fy + ay + fSlope, w, h, false, 255, 255, 255, 255, false); + r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false); end; (* invisibility effect *) @@ -891,10 +931,14 @@ implementation alpha := 1; // ??? end; - r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha); + r_Map_DrawPlayerModel(p.Model, x, y, alpha); end; // TODO draw g_debug_frames - // TODO draw chat bubble + + if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then + if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then + r_Map_DrawTalkBubble(p); + // TODO draw aim end; @@ -914,7 +958,7 @@ implementation end; procedure r_Map_DrawGibs (x, y, w, h: Integer); - var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; + var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; begin if gGibs <> nil then begin @@ -925,7 +969,7 @@ implementation p := @gGibs[i].Obj; if g_Obj_Collide(x, y, w, h, p) then begin - p.Lerp(gLerpFactor, fx, fy); + r_Common_GetObjectPos(p^, xx, yy); id := gGibs[i].GibID; m := gGibs[i].ModelID; t := Models[m].gibs.base[id]; @@ -934,11 +978,11 @@ implementation rx := p.Rect.X + p.Rect.Width div 2; ry := p.Rect.Y + p.Rect.Height div 2; ra := gGibs[i].RAngle; - r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra); + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra); t := Models[m].gibs.mask[id]; if t <> nil then - r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra); - // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra); + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra); + // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra); end; end; end; @@ -950,7 +994,7 @@ implementation {$IFDEF ENABLE_CORPSES} procedure r_Map_DrawCorpses (x, y, w, h: Integer); - var i, fX, fY: Integer; p: TCorpse; + var i, xx, yy: Integer; p: TCorpse; begin if gCorpses <> nil then begin @@ -959,8 +1003,8 @@ implementation p := gCorpses[i]; if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then begin - p.obj.Lerp(gLerpFactor, fX, fY); - r_Map_DrawPlayerModel(p.model, fX, fY, 255); + r_Common_GetObjectPos(p.obj, xx, yy); + r_Map_DrawPlayerModel(p.model, xx, yy, 255); end; end; end; @@ -1062,21 +1106,23 @@ implementation end; procedure r_Map_DrawParticles (x, y, w, h: Integer); - var i, fx, fy: Integer; + var i, fx, fy: Integer; factor: Single; begin if gpart_dbg_enabled and (Particles <> nil) then begin - glDisable(GL_TEXTURE_2D); - if (g_dbg_scale < 0.6) then + r_Draw_EnableTexture2D(false); + factor := r_pixel_scale * g_dbg_scale; + if factor < 0.6 then glPointSize(1) - else if (g_dbg_scale > 1.3) then - glPointSize(g_dbg_scale + 1) + else if factor > 1.3 then + glPointSize(factor + 1) else glPointSize(2); glDisable(GL_POINT_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + r_Draw_SetColor(255, 255, 255, 255); glBegin(GL_POINTS); for i := 0 to High(Particles) do begin @@ -1085,10 +1131,11 @@ implementation fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor); fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor); glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha); - glVertex2f(fx, fy); + glVertex2i(fx, fy); end; end; glEnd; + r_Draw_SetColor(0, 0, 0, 255); glDisable(GL_BLEND); end; @@ -1096,7 +1143,7 @@ implementation {$ENDIF} procedure r_Map_DrawShots (x, y, w, h: Integer); - var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; + var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; begin if Shots <> nil then begin @@ -1113,12 +1160,12 @@ implementation WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) end; - Shots[i].Obj.Lerp(gLerpFactor, fX, fY); + r_Common_GetObjectPos(Shots[i].Obj, xx, yy); pX := Shots[i].Obj.Rect.Width div 2; pY := Shots[i].Obj.Rect.Height div 2; g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame); tex := t.GetTexture(frame); - r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); + r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); end; end; end; @@ -1127,7 +1174,7 @@ implementation end; procedure r_Map_DrawFlags (x, y, w, h: Integer); - var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; begin if gGameSettings.GameMode = GM_CTF then begin @@ -1135,12 +1182,12 @@ implementation begin if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then begin - gFlags[i].Obj.Lerp(gLerpFactor, fx, fy); + r_Common_GetObjectPos(gFlags[i].Obj, xx, yy); flip := gFlags[i].Direction = TDirection.D_LEFT; if flip then dx := -1 else dx := +1; t := FlagTextures[i]; tex := t.GetTexture(FlagFrame); - r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) + r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; @@ -1149,7 +1196,7 @@ implementation {$IFDEF ENABLE_SHELLS} procedure r_Map_DrawShells (x, y, w, h: Integer); - var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj; + var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj; begin if gShells <> nil then begin @@ -1166,8 +1213,8 @@ implementation t := ShellTextures[typ]; if t <> nil then begin - p.Lerp(gLerpFactor, fx, fy); - r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); + r_Common_GetObjectPos(p^, xx, yy); + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); end; end; end; @@ -1251,46 +1298,94 @@ 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: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer; + procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer); + var a, ax, ay, fx, fy, xx, yy: Integer; begin - r_Draw_GetRect(l, t, r, b); - r_Draw_SetRect(x, y, x + w, y + h); - glTranslatef(x, y, 0); - - (* camera rect *) - cx := (camx - w) + w div 2; - cy := (camy - h) + h div 2; - cw := w; - ch := h; - - (* camera bounds *) - if g_dbg_ignore_bounds = false then + if (p <> nil) and p.Alive and (p.Spectator = 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 - cx := 0; - if cy < 0 then - cy := 0; + r_Common_GetPlayerPos(p, fx, fy); + case gPlayerIndicatorStyle of + 0: + if IndicatorTexture <> nil then + begin + ax := IndicatorTexture.width div 2; + ay := IndicatorTexture.height div 2; + if (p.obj.x + p.obj.rect.x) < cx then + begin + a := 90; + xx := fx + p.obj.rect.x + p.obj.rect.width; + yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2; + end + else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then + begin + a := 270; + xx := fx + p.obj.rect.x - IndicatorTexture.height; + yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2; + end + else if (p.obj.y - IndicatorTexture.height) < cy then + begin + a := 180; + xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2; + yy := fy + p.obj.rect.y + p.obj.rect.height; + end + else + begin + a := 0; + xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2; + yy := fy - IndicatorTexture.height; + end; + xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width); + yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height); + r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a); + end; + 1: + begin + xx := fx + p.obj.rect.x + p.obj.rect.width div 2; + yy := fy; + r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN); + end; + end; end; + end; - (* map bounds *) - xx := cx; - yy := cy; - ww := cw; - hh := ch; - if xx + ww > gMapInfo.Width then - xx := gMapInfo.Width - ww; - if yy + hh > gMapInfo.Height then - yy := gMapInfo.Height - hh; - if xx < 0 then - xx := 0; - if yy < 0 then - yy := 0; + procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer); + var i: Integer; p: TPlayer; + begin + case gPlayerIndicator of + 1: + if player <> nil then + begin + r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch); + end; + 2: + if gPlayers <> nil then + begin + for i := 0 to HIGH(gPlayers) do + begin + p := gPlayers[i]; + if p <> nil then + begin + if (player <> nil) and (p = player) then + begin + r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch); + end + else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then + begin + case gPlayerIndicatorStyle of + 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch); + 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch); + end; + end; + end; + end; + end; + end; + end; + 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 plist.Clear; iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask); for p in iter do @@ -1298,21 +1393,6 @@ implementation plist.Insert(p^); iter.Release; - glPushMatrix; - if DebugCameraScale <> 1.0 then - begin - glTranslatef(cw div 2, ch div 2, 0); - glScalef(DebugCameraScale, DebugCameraScale, 1); - glTranslatef(-w div 2, -h div 2, 0); - end; - - if SkyTexture <> nil then - begin - r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh); - r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false); - end; - - glTranslatef(-cx, -cy, 0); r_Map_DrawPanelType(PANEL_BACK); r_Map_DrawPanelType(PANEL_STEP); r_Map_DrawItems(xx, yy, ww, hh, false); @@ -1342,21 +1422,128 @@ implementation r_Map_DrawPanelType(PANEL_FORE); // TODO draw monsters health bar // TODO draw players health bar - // TODO draw players indicators + 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 div 2; + cy := camy - h div 2; + cw := w; + ch := h; + + (* camera bounds *) + if g_dbg_ignore_bounds = false then + begin + 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 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; + ww := cw; + hh := ch; + if xx + ww > gMapInfo.Width then + xx := gMapInfo.Width - ww; + if yy + hh > gMapInfo.Height then + yy := gMapInfo.Height - hh; + if xx < 0 then + 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 + begin + ml := MAX(cx + ml, 0) - cx; + mt := MAX(cy + mt, 0) - cy; + mr := MIN(cx + mr, gMapInfo.Width - 1) - cx; + mb := MIN(cy + mb, gMapInfo.Height - 1) - cy; + end; + r_Draw_SetRect(ml, mt, mr, mb); +} + 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); + glTranslatef(cw div 2, ch div 2, 0); + glScalef(DebugCameraScale, DebugCameraScale, 1); + glTranslatef(-w div 2, -h div 2, 0); end; - glPopMatrix; - r_Map_DrawScreenEffects(x, y, w, h, player); + if SkyTexture <> nil then + begin + r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh); + r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false); + end; + + glTranslatef(-cx, -cy, 0); + 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(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; + + if gGameSettings.GameMode <> GM_SINGLE then + r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch); - // TODO draw minimap (gShowMap) // 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; @@ -1371,5 +1558,7 @@ implementation initialization conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', ''); + conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', ''); DebugCameraScale := 1.0; + FillOutsizeArea := true; end.