some mode useless code
[dd2d.git] / render.d
blobf3b1166a56960893db90d2499757638b1bfe3122
1 /* DooM2D: Midnight on the Firing Line
2 * coded by Ketmar // Invisible Vector <ketmar@ketmar.no-ip.org>
3 * Understanding is not required. Only obedience.
5 * This program is free software: you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation, either version 3 of the License, or
8 * (at your option) any later version.
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
18 module render is aliced;
20 //version = dont_use_vsync;
22 private:
23 import core.atomic;
24 import core.thread;
25 import core.time;
27 import std.concurrency;
29 import iv.glbinds;
30 import glutils;
31 import console;
32 import wadarc;
34 import iv.stream;
36 import d2dmap;
37 import d2dadefs;
38 //import d2dactors;
39 import d2dgfx;
40 import d2dfont;
41 import dacs;
43 import d2dunigrid;
45 // `map` is there
46 import dengapi;
48 import d2dparts;
51 // ////////////////////////////////////////////////////////////////////////// //
52 import arsd.color;
53 import arsd.png;
56 // ////////////////////////////////////////////////////////////////////////// //
57 public __gshared bool cheatNoDoors = false;
58 public __gshared bool cheatNoWallClip = false;
61 // ////////////////////////////////////////////////////////////////////////// //
62 public __gshared SimpleWindow sdwindow;
65 public enum vlWidth = 800;
66 public enum vlHeight = 800;
67 __gshared int scale = 2;
69 public int getScale () nothrow @trusted @nogc { pragma(inline, true); return scale; }
72 // ////////////////////////////////////////////////////////////////////////// //
73 __gshared bool levelLoaded = false;
76 // ////////////////////////////////////////////////////////////////////////// //
77 __gshared bool scanlines = false;
78 __gshared bool doLighting = true;
79 __gshared bool gamePaused = false;
80 shared bool editMode = false;
82 public @property bool inEditMode () nothrow @trusted @nogc { import core.atomic; return atomicLoad(editMode); }
83 @property void inEditMode (bool v) nothrow @trusted @nogc { import core.atomic; atomicStore(editMode, v); }
86 // ////////////////////////////////////////////////////////////////////////// //
87 // interpolation
88 __gshared ubyte[] prevFrameActorsData;
89 __gshared uint[65536] prevFrameActorOfs; // uint.max-1: dead; uint.max: last
90 __gshared MonoTime lastthink = MonoTime.zero; // for interpolator
91 __gshared MonoTime nextthink = MonoTime.zero;
92 __gshared bool frameInterpolation = true;
95 // ////////////////////////////////////////////////////////////////////////// //
96 // attached lights
97 struct AttachedLightInfo {
98 enum Type {
99 Point,
100 Ambient,
102 Type type;
103 int x, y;
104 int w, h; // for ambient lights
105 float r, g, b;
106 bool uncolored;
107 int radius;
110 __gshared AttachedLightInfo[65536] attachedLights;
111 __gshared uint attachedLightCount = 0;
114 // ////////////////////////////////////////////////////////////////////////// //
115 enum MaxLightRadius = 255;
118 // ////////////////////////////////////////////////////////////////////////// //
119 // for light
120 __gshared FBO[MaxLightRadius+1] fboDistMap;
121 __gshared FBO fboOccluders;
122 __gshared Shader shadToPolar, shadBlur, shadBlurOcc, shadAmbient;
123 __gshared TrueColorImage editorImg;
124 __gshared FBO fboEditor;
126 __gshared FBO fboLevel, fboLevelLight, fboOrigBack, fboLMaskSmall;
127 __gshared Shader shadScanlines;
128 __gshared Shader shadLiquidDistort;
131 // ////////////////////////////////////////////////////////////////////////// //
132 // call once!
133 public void initOpenGL () {
134 gloStackClear();
136 glEnable(GL_TEXTURE_2D);
137 glDisable(GL_LIGHTING);
138 glDisable(GL_DITHER);
139 glDisable(GL_BLEND);
140 glDisable(GL_DEPTH_TEST);
142 // create shaders
143 shadScanlines = new Shader("scanlines", loadTextFile("shaders/srscanlines.frag"));
145 shadLiquidDistort = new Shader("liquid_distort", loadTextFile("shaders/srliquid_distort.frag"));
146 shadLiquidDistort.exec((Shader shad) {
147 shad["texLqMap"] = 0;
150 // lights
151 shadToPolar = new Shader("light_trace", loadTextFile("shaders/srlight_trace.frag"));
152 shadToPolar.exec((Shader shad) {
153 shad["texOcc"] = 0;
154 shad["texOccFull"] = 2;
155 shad["texOccSmall"] = 3;
158 shadBlur = new Shader("light_blur", loadTextFile("shaders/srlight_blur.frag"));
159 shadBlur.exec((Shader shad) {
160 shad["texDist"] = 0;
161 shad["texBg"] = 1;
162 shad["texOcc"] = 2;
163 shad["texOccSmall"] = 3;
166 shadBlurOcc = new Shader("light_blur_occ", loadTextFile("shaders/srlight_blur_occ.frag"));
167 shadBlurOcc.exec((Shader shad) {
168 shad["texLMap"] = 0;
169 shad["texBg"] = 1;
170 shad["texOcc"] = 2;
171 shad["texOccSmall"] = 3;
174 shadAmbient = new Shader("light_ambient", loadTextFile("shaders/srlight_ambient.frag"));
175 shadAmbient.exec((Shader shad) {
176 shad["texBg"] = 1;
177 shad["texOcc"] = 2;
178 shad["texOccSmall"] = 3;
181 fboOccluders = new FBO(MaxLightRadius*2, MaxLightRadius*2, Texture.Option.Clamp, Texture.Option.Linear);
182 //TODO: this sux!
183 foreach (int sz; 2..MaxLightRadius+1) {
184 fboDistMap[sz] = new FBO(sz*2, 1, Texture.Option.Clamp, Texture.Option.Linear); // create 1d distance map FBO
187 editorImg = new TrueColorImage(vlWidth, vlHeight);
188 editorImg.imageData.colors[] = Color(0, 0, 0, 0);
189 fboEditor = new FBO(vlWidth, vlHeight, Texture.Option.Nearest);
191 // setup matrices
192 glMatrixMode(GL_MODELVIEW);
193 glLoadIdentity();
195 loadSmFont();
196 loadAllMonsterGraphics();
200 // ////////////////////////////////////////////////////////////////////////// //
201 // should be called when OpenGL is initialized
202 void loadMap (string mapname) {
203 mapscripts.runUnloading(); // "map unloading" script
204 clearMapScripts();
206 if (map !is null) map.clear();
207 map = new LevelMap(mapname);
208 curmapname = mapname;
210 ugInit(map.width*TileSize, map.height*TileSize);
212 map.oglBuildMega();
213 mapTilesChanged = 0;
215 if (fboLevel !is null) fboLevel.clear();
216 if (fboLevelLight !is null) fboLevelLight.clear();
217 if (fboOrigBack !is null) fboOrigBack.clear();
218 if (fboLMaskSmall !is null) fboLMaskSmall.clear();
220 fboLevel = new FBO(map.width*TileSize, map.height*TileSize, Texture.Option.Nearest); // final level render will be here
221 fboLevelLight = new FBO(map.width*TileSize, map.height*TileSize, Texture.Option.Nearest); // level lights will be rendered here
222 fboOrigBack = new FBO(map.width*TileSize, map.height*TileSize, Texture.Option.Nearest/*, Texture.Option.Depth*/); // background+foreground
223 fboLMaskSmall = new FBO(map.width, map.height, Texture.Option.Nearest); // small lightmask
225 shadToPolar.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize-1, map.height*TileSize-1); });
226 shadBlur.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize, map.height*TileSize); });
227 shadBlurOcc.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize, map.height*TileSize); });
228 shadAmbient.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize, map.height*TileSize); });
230 glActiveTexture(GL_TEXTURE0+0);
231 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
232 orthoCamera(vlWidth, vlHeight);
234 Actor.resetStorage();
236 setupMapScripts();
237 mapscripts.runInit();
238 loadMapMonsters();
239 dotInit();
240 mapscripts.runLoaded();
242 // save first snapshot
243 if (prevFrameActorsData.length == 0) prevFrameActorsData = new ubyte[](Actor.actorSize*65536); // ~15-20 megabytes
244 prevFrameActorOfs[] = uint.max; // just for fun
245 Actor.saveSnapshot(prevFrameActorsData[], prevFrameActorOfs.ptr);
247 levelLoaded = true;
249 { import core.memory : GC; GC.collect(); }
253 // ////////////////////////////////////////////////////////////////////////// //
254 //FIXME: optimize!
255 __gshared uint mapTilesChanged = 0;
258 //WARNING! this can be called only from DACS, so we don't have to sync it!
259 public void mapDirty (uint layermask) { mapTilesChanged |= layermask; }
262 void rebuildMapMegaTextures () {
263 //fbo.replaceTexture
264 //mapTilesChanged = false;
265 //map.clearMegaTextures();
266 map.oglBuildMega(mapTilesChanged);
267 mapTilesChanged = 0;
271 // ////////////////////////////////////////////////////////////////////////// //
272 // messages
273 struct Message {
274 enum Phase { FadeIn, Stay, FadeOut }
275 Phase phase;
276 int alpha;
277 int pauseMsecs;
278 MonoTime removeTime;
279 char[256] text;
280 usize textlen;
283 private import core.sync.mutex : Mutex;
285 __gshared Message[128] messages;
286 __gshared uint messagesUsed = 0;
288 //__gshared Mutex messageLock;
289 //shared static this () { messageLock = new Mutex(); }
292 void addMessage (const(char)[] msgtext, int pauseMsecs=3000, bool noreplace=false) {
293 //messageLock.lock();
294 //scope(exit) messageLock.unlock();
295 if (msgtext.length == 0) return;
296 conwriteln(msgtext);
297 if (pauseMsecs <= 50) return;
298 if (messagesUsed == messages.length) {
299 // remove top message
300 foreach (immutable cidx; 1..messagesUsed) messages.ptr[cidx-1] = messages.ptr[cidx];
301 messages.ptr[0].alpha = 255;
302 --messagesUsed;
304 // quick replace
305 if (!noreplace && messagesUsed == 1) {
306 switch (messages.ptr[0].phase) {
307 case Message.Phase.FadeIn:
308 messages.ptr[0].phase = Message.Phase.FadeOut;
309 break;
310 case Message.Phase.Stay:
311 messages.ptr[0].phase = Message.Phase.FadeOut;
312 messages.ptr[0].alpha = 255;
313 break;
314 default:
317 auto msg = messages.ptr+messagesUsed;
318 ++messagesUsed;
319 msg.phase = Message.Phase.FadeIn;
320 msg.alpha = 0;
321 msg.pauseMsecs = pauseMsecs;
322 // copy text
323 if (msgtext.length > msg.text.length) {
324 msg.text = msgtext[0..msg.text.length];
325 msg.textlen = msg.text.length;
326 } else {
327 msg.text[0..msgtext.length] = msgtext[];
328 msg.textlen = msgtext.length;
333 void doMessages (MonoTime curtime) {
334 //messageLock.lock();
335 //scope(exit) messageLock.unlock();
337 if (messagesUsed == 0) return;
338 glEnable(GL_BLEND);
339 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
341 Message* msg;
343 again:
344 msg = messages.ptr;
345 final switch (msg.phase) {
346 case Message.Phase.FadeIn:
347 if ((msg.alpha += 10) >= 255) {
348 msg.phase = Message.Phase.Stay;
349 msg.removeTime = curtime+dur!"msecs"(msg.pauseMsecs);
350 goto case; // to stay
352 glColor4f(1.0f, 1.0f, 1.0f, msg.alpha/255.0f);
353 break;
354 case Message.Phase.Stay:
355 if (msg.removeTime <= curtime) {
356 msg.alpha = 255;
357 msg.phase = Message.Phase.FadeOut;
358 goto case; // to fade
360 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
361 break;
362 case Message.Phase.FadeOut:
363 if ((msg.alpha -= 10) <= 0) {
364 if (--messagesUsed == 0) return;
365 // remove this message
366 foreach (immutable cidx; 1..messagesUsed+1) messages.ptr[cidx-1] = messages.ptr[cidx];
367 goto again;
369 glColor4f(1.0f, 1.0f, 1.0f, msg.alpha/255.0f);
370 break;
373 smDrawText(10, 10, msg.text[0..msg.textlen]);
377 // ////////////////////////////////////////////////////////////////////////// //
378 //mixin(Actor.FieldPropMixin!("0drawlistpos", uint));
380 mixin(Actor.FieldGetMixin!("classtype", StrId)); // fget_classtype
381 mixin(Actor.FieldGetMixin!("classname", StrId)); // fget_classname
382 mixin(Actor.FieldGetMixin!("x", int));
383 mixin(Actor.FieldGetMixin!("y", int));
384 mixin(Actor.FieldGetMixin!("radius", int));
385 mixin(Actor.FieldGetMixin!("height", int));
386 mixin(Actor.FieldGetMixin!("flags", uint));
387 mixin(Actor.FieldGetMixin!("zAnimstate", StrId));
388 mixin(Actor.FieldGetMixin!("zAnimidx", int));
389 mixin(Actor.FieldGetMixin!("dir", uint));
390 mixin(Actor.FieldGetMixin!("attLightXOfs", int));
391 mixin(Actor.FieldGetMixin!("attLightYOfs", int));
392 mixin(Actor.FieldGetMixin!("attLightRGBX", uint));
394 //mixin(Actor.FieldGetPtrMixin!("classtype", StrId)); // fget_classtype
395 //mixin(Actor.FieldGetPtrMixin!("classname", StrId)); // fget_classname
396 mixin(Actor.FieldGetPtrMixin!("x", int));
397 mixin(Actor.FieldGetPtrMixin!("y", int));
398 //mixin(Actor.FieldGetPtrMixin!("flags", uint));
399 //mixin(Actor.FieldGetPtrMixin!("zAnimstate", StrId));
400 //mixin(Actor.FieldGetPtrMixin!("zAnimidx", int));
401 //mixin(Actor.FieldGetPtrMixin!("dir", uint));
402 //mixin(Actor.FieldGetPtrMixin!("attLightXOfs", int));
403 //mixin(Actor.FieldGetPtrMixin!("attLightYOfs", int));
404 //mixin(Actor.FieldGetPtrMixin!("attLightRGBX", uint));
407 // ////////////////////////////////////////////////////////////////////////// //
408 __gshared int vportX0, vportY0, vportX1, vportY1;
411 // ////////////////////////////////////////////////////////////////////////// //
412 void renderLightAmbient() (int lightX, int lightY, int lightW, int lightH, in auto ref SVec4F lcol) {
413 //conwriteln("!!!000: (", lightX, ",", lightY, ")-(", lightW, ",", lightH, "): r=", cast(uint)(255.0f*lcol.r), "; g=", cast(uint)(255.0f*lcol.g), "; b=", cast(uint)(255.0f*lcol.b), "; a=", cast(uint)(255.0f*lcol.a));
414 if (lightW < 1 || lightH < 1) return;
415 int lightX1 = lightX+lightW-1;
416 int lightY1 = lightY+lightH-1;
417 // clip light to viewport
418 if (lightX < vportX0) lightX = vportX0;
419 if (lightY < vportY0) lightY = vportY0;
420 if (lightX1 > vportX1) lightX1 = vportX1;
421 if (lightY1 > vportY1) lightY1 = vportY1;
422 // is this light visible?
423 //conwriteln("!!!001: (", lightX, ",", lightY, ")-(", lightX1, ",", lightY1, "): r=", cast(uint)(255.0f*lcol.r), "; g=", cast(uint)(255.0f*lcol.g), "; b=", cast(uint)(255.0f*lcol.b), "; a=", cast(uint)(255.0f*lcol.a));
424 if (lightX1 < lightX || lightY1 < lightY || lightX > vportX1 || lightY > vportY1 || lightX1 < vportX0 || lightY1 < vportY0) return;
425 //conwriteln("!!!002: (", lightX, ",", lightY, ")-(", lightX1, ",", lightY1, "): r=", cast(uint)(255.0f*lcol.r), "; g=", cast(uint)(255.0f*lcol.g), "; b=", cast(uint)(255.0f*lcol.b), "; a=", cast(uint)(255.0f*lcol.a));
427 fboLevelLight.exec({
428 glEnable(GL_BLEND);
429 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
430 //glDisable(GL_BLEND);
431 orthoCamera(map.width*TileSize, map.height*TileSize);
432 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
433 shadAmbient.exec((Shader shad) {
434 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
435 //shad["lightPos"] = SVec2F(lightX, lightY);
436 glRectf(lightX, lightY, lightX1, lightY1);
442 // ////////////////////////////////////////////////////////////////////////// //
443 void renderLight() (int lightX, int lightY, in auto ref SVec4F lcol, int lightRadius) {
444 if (lightRadius < 2) return;
445 if (lightRadius > MaxLightRadius) lightRadius = MaxLightRadius;
446 int lightSize = lightRadius*2;
447 // is this light visible?
448 if (lightX <= -lightRadius || lightY <= -lightRadius || lightX-lightRadius >= map.width*TileSize || lightY-lightRadius >= map.height*TileSize) return;
450 // out of viewport -- do nothing
451 if (lightX+lightRadius < vportX0 || lightY+lightRadius < vportY0) return;
452 if (lightX-lightRadius > vportX1 || lightY-lightRadius > vportY1) return;
454 if (lightX >= 0 && lightY >= 0 && lightX < map.width*TileSize && lightY < map.height*TileSize &&
455 map.teximgs[map.LightMask].imageData.colors.ptr[lightY*(map.width*TileSize)+lightX].a > 190) return;
457 // common color for all the following
458 glDisable(GL_BLEND);
459 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
461 // build 1d distance map to fboShadowMapId
462 fboDistMap.ptr[lightRadius].exec({
463 // no need to clear it, shader will take care of that
464 shadToPolar.exec((Shader shad) {
465 shad["lightTexSize"] = SVec2F(lightSize, lightSize);
466 shad["lightPos"] = SVec2F(lightX, lightY);
467 orthoCamera(lightSize, 1);
468 // it doesn't matter what we will draw here, so just draw filled rect
469 glRectf(0, 0, lightSize, 1);
473 // build light texture for blending
474 fboOccluders.exec({
475 // no need to clear it, shader will take care of that
476 // debug
477 //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
478 //glClear(GL_COLOR_BUFFER_BIT);
479 shadBlur.exec((Shader shad) {
480 shad["lightTexSize"] = SVec2F(lightSize, MaxLightRadius*2); // x: size of distmap; y: size of this texture
481 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
482 shad["lightPos"] = SVec2F(lightX-lightRadius, lightY-lightRadius);
483 orthoCamera(fboOccluders.tex.width, fboOccluders.tex.height);
484 //drawAtXY(fboDistMap[lightRadius].tex.tid, 0, 0, lightSize, lightSize);
485 glBindTexture(GL_TEXTURE_2D, fboDistMap.ptr[lightRadius].tex.tid);
486 glBegin(GL_QUADS);
487 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // top-left
488 glTexCoord2f(1.0f, 0.0f); glVertex2i(lightSize, 0); // top-right
489 glTexCoord2f(1.0f, 1.0f); glVertex2i(lightSize, lightSize); // bottom-right
490 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, lightSize); // bottom-left
491 glEnd();
495 // blend light texture
496 fboLevelLight.exec({
497 glEnable(GL_BLEND);
498 //glDisable(GL_BLEND);
499 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
500 orthoCamera(fboLevelLight.tex.width, fboLevelLight.tex.height);
501 //drawAtXY(fboOccluders.tex, lightX-lightRadius, lightY-lightRadius, mirrorY:true);
502 float occe = 1.0f*lightSize/(MaxLightRadius*2);
503 float occs = 1.0f-occe;
504 int x0 = lightX-lightRadius+0;
505 int y1 = lightY-lightRadius+0;
506 int x1 = lightX+lightRadius-1+1;
507 int y0 = lightY+lightRadius-1+1;
508 glBindTexture(GL_TEXTURE_2D, fboOccluders.tex.tid);
509 glBegin(GL_QUADS);
511 glTexCoord2f(0.0f, 0.0f); glVertex2i(x0, y0); // top-left
512 glTexCoord2f(occe, 0.0f); glVertex2i(x1, y0); // top-right
513 glTexCoord2f(occe, occe); glVertex2i(x1, y1); // bottom-right
514 glTexCoord2f(0.0f, occe); glVertex2i(x0, y1); // bottom-left
516 glTexCoord2f(0.0f, occs); glVertex2i(x0, y0); // top-left
517 glTexCoord2f(occe, occs); glVertex2i(x1, y0); // top-right
518 glTexCoord2f(occe, 1.0f); glVertex2i(x1, y1); // bottom-right
519 glTexCoord2f(0.0f, 1.0f); glVertex2i(x0, y1); // bottom-left
520 glEnd();
522 glBindTexture(GL_TEXTURE_2D, 0);
523 glRectf(x0, y0, x1, y1);
525 // and blend it again, with the shader that will touch only occluders
526 shadBlurOcc.exec((Shader shad) {
527 //shad["lightTexSize"] = SVec2F(lightSize, lightSize);
528 shad["lightTexSize"] = SVec2F(lightSize, fboOccluders.tex.height);
529 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
530 shad["lightPos"] = SVec2F(lightX, lightY);
531 //shad["lightPos"] = SVec2F(lightX-lightRadius, lightY-lightRadius);
532 glBindTexture(GL_TEXTURE_2D, fboOccluders.tex.tid);
533 glBegin(GL_QUADS);
534 glTexCoord2f(0.0f, occs); glVertex2i(x0, y0); // top-left
535 glTexCoord2f(occe, occs); glVertex2i(x1, y0); // top-right
536 glTexCoord2f(occe, 1.0f); glVertex2i(x1, y1); // bottom-right
537 glTexCoord2f(0.0f, 1.0f); glVertex2i(x0, y1); // bottom-left
538 glEnd();
539 //drawAtXY(fboOccluders.tex.tid, lightX-lightRadius, lightY-lightRadius, lightSize, lightSize, mirrorY:true);
545 // ////////////////////////////////////////////////////////////////////////// //
546 __gshared int testLightX = vlWidth/2, testLightY = vlHeight/2;
547 __gshared bool testLightMoved = false;
548 //__gshared int mapOfsX, mapOfsY;
549 //__gshared bool movement = false;
550 __gshared float iLiquidTime = 0.0;
551 //__gshared bool altMove = false;
554 void renderScene (MonoTime curtime) {
555 //enum BackIntens = 0.05f;
556 enum BackIntens = 0.0f;
558 gloStackClear();
559 float atob = (curtime > lastthink ? cast(float)((curtime-lastthink).total!"msecs")/cast(float)((nextthink-lastthink).total!"msecs") : 1.0f);
560 //{ import core.stdc.stdio; printf("atob=%f\n", cast(double)atob); }
563 int framelen = cast(int)((nextthink-lastthink).total!"msecs");
564 int curfp = cast(int)((curtime-lastthink).total!"msecs");
565 { import core.stdc.stdio; printf("framelen=%d; curfp=%d\n", framelen, curfp); }
569 int mofsx, mofsy; // camera offset, will be set in background layer builder
571 if (mapTilesChanged != 0) rebuildMapMegaTextures();
573 if (!dotsAtTexture) dotDraw(atob);
575 // build background layer
576 fboOrigBack.exec({
577 //glDisable(GL_BLEND);
578 //glClearDepth(1.0f);
579 //glDepthFunc(GL_LESS);
580 //glDepthFunc(GL_NEVER);
581 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
582 glClear(GL_COLOR_BUFFER_BIT/*|GL_DEPTH_BUFFER_BIT*/);
583 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
584 orthoCamera(map.width*TileSize, map.height*TileSize);
586 glEnable(GL_BLEND);
587 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
588 // draw sky
590 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*TileSize, mapOfsY/2-map.MapSize*TileSize, map.MapSize*TileSize, map.MapSize*TileSize);
591 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*TileSize, mapOfsY/2, map.MapSize*TileSize, map.MapSize*TileSize);
592 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2-map.MapSize*TileSize, map.MapSize*TileSize, map.MapSize*TileSize);
593 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2, map.MapSize*TileSize, map.MapSize*TileSize);
595 drawAtXY(map.skytexgl.tid, 0, 0, map.MapSize*TileSize, map.MapSize*TileSize);
596 // draw background
597 drawAtXY(map.texgl.ptr[map.Back], 0, 0);
598 // draw distorted liquid areas
599 shadLiquidDistort.exec((Shader shad) {
600 shad["iDistortTime"] = iLiquidTime;
601 drawAtXY(map.texgl.ptr[map.AllLiquids], 0, 0);
603 // monsters, items; we'll do linear interpolation here
604 glColor3f(1.0f, 1.0f, 1.0f);
605 //glEnable(GL_DEPTH_TEST);
606 attachedLightCount = 0;
608 // who cares about memory?!
609 // draw order: players, items, monsters, other
610 static struct DrawInfo {
611 ActorDef adef;
612 ActorId aid;
613 int actorX, actorY;
614 @disable this (this); // no copies
616 enum { Players, Items, Monsters, Other }
617 __gshared DrawInfo[65536][4] drawlists;
618 __gshared uint[4] dlpos;
619 DrawInfo camchickdi;
621 dlpos[] = 0;
623 Actor.forEach((ActorId me) {
624 //me.fprop_0drawlistpos = 0;
625 if (auto adef = findActorDef(me)) {
626 uint dlnum = Other;
627 switch (adef.classtype.get) {
628 case "monster": dlnum = (adef.classname.get != "Player" ? Monsters : Players); break;
629 case "item": dlnum = Items; break;
630 default: dlnum = Other; break;
632 int actorX, actorY; // current actor position
634 auto ofs = prevFrameActorOfs.ptr[me.id&0xffff];
635 if (frameInterpolation && ofs < uint.max-1 && Actor.isSameSavedActor(me.id, prevFrameActorsData.ptr, ofs)) {
636 import core.stdc.math : roundf;
637 auto xptr = prevFrameActorsData.ptr+ofs;
638 int ox = xptr.fgetp_x;
639 int nx = me.fget_x;
640 int oy = xptr.fgetp_y;
641 int ny = me.fget_y;
642 actorX = cast(int)(ox+roundf((nx-ox)*atob));
643 actorY = cast(int)(oy+roundf((ny-oy)*atob));
644 //conwriteln("actor ", me.id, "; o=(", ox, ",", oy, "); n=(", nx, ",", ny, "); p=(", x, ",", y, ")");
645 } else {
646 actorX = me.fget_x;
647 actorY = me.fget_y;
650 if (me.id == cameraChick.id) {
651 camchickdi.adef = adef;
652 camchickdi.aid = me;
653 camchickdi.actorX = actorX;
654 camchickdi.actorY = actorY;
656 // draw sprite
657 if ((me.fget_flags&AF_NODRAW) == 0) {
658 //auto dl = &drawlists[dlnum][dlpos.ptr[dlnum]];
659 //me.fprop_0drawlistpos = (dlpos.ptr[dlnum]&0xffff)|((dlnum&0xff)<<16);
660 auto dl = drawlists.ptr[dlnum].ptr+dlpos.ptr[dlnum];
661 ++dlpos.ptr[dlnum];
662 dl.adef = adef;
663 dl.aid = me;
664 dl.actorX = actorX;
665 dl.actorY = actorY;
667 // process attached lights
668 if ((me.fget_flags&AF_NOLIGHT) == 0) {
669 uint alr = me.fget_attLightRGBX;
670 bool isambient = (me.fget_classtype.get == "light" && me.fget_classname.get == "Ambient");
671 if ((alr&0xff) >= 4 || (isambient && me.fget_radius >= 1 && me.fget_height >= 1)) {
672 //if (isambient) conwriteln("isambient: ", isambient, "; x=", me.fget_x, "; y=", me.fget_y, "; w=", me.fget_radius, "; h=", me.fget_height);
673 // yep, add it
674 auto li = attachedLights.ptr+attachedLightCount;
675 ++attachedLightCount;
676 li.type = (!isambient ? AttachedLightInfo.Type.Point : AttachedLightInfo.Type.Ambient);
677 li.x = actorX+me.fget_attLightXOfs;
678 li.y = actorY+me.fget_attLightYOfs;
679 li.r = ((alr>>24)&0xff)/255.0f; // red or intensity
680 if ((alr&0x00_ff_ff_00U) == 0x00_00_01_00U) {
681 li.uncolored = true;
682 } else {
683 li.g = ((alr>>16)&0xff)/255.0f;
684 li.b = ((alr>>8)&0xff)/255.0f;
685 li.uncolored = false;
687 li.radius = (alr&0xff);
688 if (li.radius > MaxLightRadius) li.radius = MaxLightRadius;
689 if (isambient) {
690 li.w = me.fget_radius;
691 li.h = me.fget_height;
695 } else {
696 conwriteln("not found actor ", me.id, " (", me.classtype!string, ":", me.classname!string, ")");
700 // draw actor lists
701 foreach_reverse (uint dlnum; 0..drawlists.length) {
702 auto dl = drawlists.ptr[dlnum].ptr;
703 if (dlnum == Players) dl += dlpos.ptr[dlnum]-1;
704 foreach (uint idx; 0..dlpos.ptr[dlnum]) {
705 auto me = dl.aid;
706 if (auto isp = dl.adef.animSpr(me.fget_zAnimstate, me.fget_dir, me.fget_zAnimidx)) {
707 //drawAtXY(isp.tex, dl.actorX-isp.vga.sx, dl.actorY-isp.vga.sy);
708 isp.drawAtXY(dl.actorX, dl.actorY);
710 if (dlnum != Players) ++dl; else --dl;
714 // camera movement
715 if (/*altMove || movement ||*/ scale == 1 || !cameraChick.valid) {
716 mofsx = 0;
717 mofsy = 0;
718 vportX0 = 0;
719 vportY0 = 0;
720 vportX1 = map.width*TileSize;
721 vportY1 = map.height*TileSize;
722 } else {
723 int tiltHeight = /*getMapViewHeight()*/(vlHeight/scale)/4;
724 int vy = cameraChick.looky!int;
725 if (vy < -tiltHeight) vy = -tiltHeight; else if (vy > tiltHeight) vy = tiltHeight;
726 int swdt = vlWidth/scale;
727 int shgt = vlHeight/scale;
728 int x = camchickdi.actorX-swdt/2;
729 int y = (camchickdi.actorY+vy)-shgt/2;
730 if (x < 0) x = 0; else if (x >= map.width*TileSize-swdt) x = map.width*TileSize-swdt-1;
731 if (y < 0) y = 0; else if (y >= map.height*TileSize-shgt) y = map.height*TileSize-shgt-1;
732 mofsx = x*2;
733 mofsy = y*2;
734 vportX0 = mofsx/scale;
735 vportY0 = mofsy/scale;
736 vportX1 = vportX0+vlWidth/scale;
737 vportY1 = vportY0+vlHeight/scale;
740 //glDisable(GL_DEPTH_TEST);
741 // draw dots
742 if (dotsAtTexture) drawAtXY(texParts, 0, 0); else dotDraw(atob);
743 // do liquid coloring
744 drawAtXY(map.texgl.ptr[map.LiquidMask], 0, 0);
745 // foreground -- hide secrets, draw lifts and such
746 drawAtXY(map.texgl.ptr[map.Front], 0, 0);
749 enum r = 255;
750 enum g = 0;
751 enum b = 0;
752 enum a = 255;
753 glBindTexture(GL_TEXTURE_2D, 0);
754 glColor4f(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
755 glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
756 if (cameraChick.valid) {
757 glBegin(GL_POINTS);
758 glVertex2i(camchickdi.actorX, camchickdi.actorY-70);
759 glEnd();
760 //glRectf(camchickdi.actorX, camchickdi.actorY-70, camchickdi.actorX+4, camchickdi.actorY-70+4);
762 //glRectf(0, 0, 300, 300);
763 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
769 if (doLighting) {
770 glDisable(GL_BLEND);
771 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
773 // make smaller occluder texture, so we can trace faster
774 //assert(fboLMaskSmall.tex.width == map.width);
775 //assert(fboLMaskSmall.tex.height == map.height);
776 fboLMaskSmall.exec({
777 orthoCamera(map.width, map.height);
778 drawAtXY(map.texgl.ptr[map.LightMask].tid, 0, 0, map.width, map.height, mirrorY:true);
781 // clear light layer
782 fboLevelLight.exec({
783 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
784 //glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
785 ////glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
786 glClear(GL_COLOR_BUFFER_BIT);
789 // texture 1 is background
790 glActiveTexture(GL_TEXTURE0+1);
791 glBindTexture(GL_TEXTURE_2D, fboOrigBack.tex.tid);
792 // texture 2 is occluders
793 glActiveTexture(GL_TEXTURE0+2);
794 glBindTexture(GL_TEXTURE_2D, map.texgl.ptr[map.LightMask].tid);
795 // texture 3 is small occluder map
796 glActiveTexture(GL_TEXTURE0+3);
797 glBindTexture(GL_TEXTURE_2D, fboLMaskSmall.tex.tid);
798 // done texture assign
799 glActiveTexture(GL_TEXTURE0+0);
802 enum LYOfs = 1;
804 renderLight( 27, 391-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
805 renderLight(542, 424-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
806 renderLight(377, 368-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
807 renderLight(147, 288-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
808 renderLight( 71, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
809 renderLight(249, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
810 renderLight(426, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
811 renderLight(624, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
812 renderLight(549, 298-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
813 renderLight( 74, 304-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
815 renderLight(24*TileSize+4, (24+18)*TileSize-2+LYOfs, SVec4F(0.6f, 0.0f, 0.0f, 1.0f), 128);
817 renderLight(280, 330, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
820 // attached lights
821 foreach (ref li; attachedLights[0..attachedLightCount]) {
822 if (li.type == AttachedLightInfo.Type.Ambient) {
823 //conwriteln("ambient: x=", li.x, "; y=", li.y, "; w=", li.w, "; h=", li.h);
824 // ambient light
825 if (li.uncolored) {
826 renderLightAmbient(li.x, li.y, li.w, li.h, SVec4F(0.0f, 0.0f, 0.0f, li.r));
827 } else {
828 renderLightAmbient(li.x, li.y, li.w, li.h, SVec4F(li.r, li.g, li.b, 1.0f));
830 } else if (li.type == AttachedLightInfo.Type.Point) {
831 // point light
832 if (li.uncolored) {
833 renderLight(li.x, li.y, SVec4F(0.0f, 0.0f, 0.0f, li.r), li.radius);
834 } else {
835 renderLight(li.x, li.y, SVec4F(li.r, li.g, li.b, 1.0f), li.radius);
841 if (testLightMoved) {
842 testLightX = testLightX/scale+mofsx/scale;
843 testLightY = testLightY/scale+mofsy/scale;
844 testLightMoved = false;
846 foreach (immutable _; 0..1) {
847 renderLight(testLightX, testLightY, SVec4F(0.3f, 0.3f, 0.0f, 1.0f), 96);
851 glActiveTexture(GL_TEXTURE0+1);
852 glBindTexture(GL_TEXTURE_2D, 0);
853 glActiveTexture(GL_TEXTURE0+2);
854 glBindTexture(GL_TEXTURE_2D, 0);
855 glActiveTexture(GL_TEXTURE0+3);
856 glBindTexture(GL_TEXTURE_2D, 0);
857 glActiveTexture(GL_TEXTURE0+0);
860 // draw scaled level
862 shadScanlines.exec((Shader shad) {
863 shad["scanlines"] = scanlines;
864 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
865 glClear(GL_COLOR_BUFFER_BIT);
866 orthoCamera(vlWidth, vlHeight);
867 //orthoCamera(map.width*TileSize*scale, map.height*TileSize*scale);
868 //glMatrixMode(GL_MODELVIEW);
869 //glLoadIdentity();
870 //glTranslatef(0.375, 0.375, 0); // to be pixel-perfect
871 // somehow, FBO objects are mirrored; wtf?!
872 drawAtXY(fboLevel.tex.tid, -mapOfsX, -mapOfsY, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
873 //glLoadIdentity();
878 fboLevelLight.exec({
879 smDrawText(map.width*TileSize/2, map.height*TileSize/2, "Testing...");
884 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
885 glDisable(GL_BLEND);
888 fboOrigBack.exec({
889 //auto img = smfont.ptr[0x39];
890 auto img = fftest;
891 if (img !is null) {
892 //conwriteln("img.sx=", img.sx, "; img.sy=", img.sy, "; ", img.width, "x", img.height);
893 drawAtXY(img.tex, 10-img.sx, 10-img.sy);
900 { // http://stackoverflow.com/questions/7207422/setting-up-opengl-multiple-render-targets
901 GLenum[1] buffers = [ GL_BACK_LEFT, /*GL_COLOR_ATTACHMENT0_EXT*/ ];
902 //GLenum[1] buffers = [ GL_NONE, /*GL_COLOR_ATTACHMENT0_EXT*/ ];
903 glDrawBuffers(1, buffers.ptr);
908 orthoCamera(vlWidth, vlHeight);
909 auto tex = (doLighting ? fboLevelLight.tex.tid : fboOrigBack.tex.tid);
910 drawAtXY(tex, -mofsx, -mofsy, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
912 //drawAtXY(map.texgl.ptr[map.LightMask].tid, -mofsx, -mofsy, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
913 //drawAtXY(fboLMaskSmall.tex.tid, 0, 0, map.width*TileSize, map.height*TileSize);
915 if (inEditMode) {
916 glEnable(GL_BLEND);
917 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
918 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
919 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
920 editorUpdateImage();
921 fboEditor.tex.setFromImage(editorImg);
922 drawAtXY(fboEditor.tex, 0, 0);
923 glDisable(GL_BLEND);
926 doMessages(curtime);
930 // ////////////////////////////////////////////////////////////////////////// //
931 // returns time slept
932 int sleepAtMaxMsecs (int msecs) {
933 if (msecs > 0) {
934 import core.sys.posix.signal : timespec;
935 import core.sys.posix.time : nanosleep;
936 timespec ts = void, tpassed = void;
937 ts.tv_sec = 0;
938 ts.tv_nsec = msecs*1000*1000+(500*1000); // milli to nano
939 nanosleep(&ts, &tpassed);
940 return (ts.tv_nsec-tpassed.tv_nsec)/(1000*1000);
941 } else {
942 return 0;
947 // ////////////////////////////////////////////////////////////////////////// //
948 mixin(import("editor.d"));
951 // ////////////////////////////////////////////////////////////////////////// //
952 // rendering thread
953 shared int diedie = 0;
955 enum D2DFrameTime = 55; // milliseconds
956 enum MinFrameTime = 1000/60; // ~60 FPS
958 public void renderThread (Tid starterTid) {
959 enum BoolOptVarMsgMixin(string varname) =
960 "if (msg.toggle) msg.value = !"~varname~";\n"~
961 "if ("~varname~" != msg.value) "~varname~" = msg.value; else msg.showMessage = false;\n";
963 send(starterTid, 42);
964 try {
965 MonoTime curtime = MonoTime.currTime;
967 lastthink = curtime; // for interpolator
968 nextthink = curtime+dur!"msecs"(D2DFrameTime);
969 MonoTime nextvframe = curtime;
971 enum MaxFPSFrames = 16;
972 float frtimes = 0.0f;
973 int framenum = 0;
974 int prevFPS = -1;
975 int hushFrames = 6; // ignore first `hushFrames` frames overtime
976 MonoTime prevFrameStartTime = curtime;
978 bool vframeWasLost = false;
980 void resetFrameTimers () {
981 MonoTime curtime = MonoTime.currTime;
982 lastthink = curtime; // for interpolator
983 nextthink = curtime+dur!"msecs"(D2DFrameTime);
984 nextvframe = curtime;
987 void loadNewLevel (string name) {
989 if (levelLoaded) {
990 conwriteln("ERROR: can't load new levels yet");
991 return;
994 if (name.length == 0) {
995 conwriteln("ERROR: can't load empty level!");
997 conwriteln("loading map '", name, "'");
998 loadMap(name);
999 resetFrameTimers();
1002 void receiveMessages () {
1003 for (;;) {
1004 import core.time : Duration;
1005 //conwriteln("rendering thread: waiting for messages...");
1006 auto got = receiveTimeout(
1007 Duration.zero, // don't wait
1008 (TMsgMessage msg) {
1009 addMessage(msg.text[0..msg.textlen], msg.pauseMsecs, msg.noreplace);
1011 (TMsgLoadLevel msg) {
1012 nextmapname = null; // clear "exit" flag
1013 loadNewLevel(msg.mapfile[0..msg.textlen].idup);
1015 (TMsgSkipLevel msg) {
1016 string mn = genNextMapName(0);
1017 if (mn.length) {
1018 nextmapname = null; // clear "exit" flag
1019 loadNewLevel(mn);
1022 (TMsgIntOption msg) {
1023 final switch (msg.type) with (TMsgIntOption.Type) {
1024 case Scale:
1025 if (msg.value >= 1 && msg.value <= 2) scale = msg.value;
1026 break;
1029 (TMsgBoolOption msg) {
1030 final switch (msg.type) with (TMsgBoolOption.Type) {
1031 case Interpolation: mixin(BoolOptVarMsgMixin!"frameInterpolation"); break;
1032 case Lighting: mixin(BoolOptVarMsgMixin!"doLighting"); break;
1033 case Pause: mixin(BoolOptVarMsgMixin!"gamePaused"); break;
1034 case EditMode:
1035 if (msg.toggle) msg.value = !inEditMode;
1036 if (inEditMode != msg.value) {
1037 inEditMode = msg.value;
1038 if (msg.value) sdwindow.hideCursor(); else sdwindow.showCursor();
1039 } else {
1040 msg.showMessage = false;
1042 break;
1043 mixin(BoolOptVarMsgMixin!"inEditMode"); break;
1044 case CheatNoDoors: mixin(BoolOptVarMsgMixin!"cheatNoDoors"); break;
1045 case CheatNoWallClip: mixin(BoolOptVarMsgMixin!"cheatNoWallClip"); break;
1047 if (msg.showMessage) {
1048 char[128] mbuf;
1049 uint msgpos;
1050 void putStr(T) (T s) if (is(T : const(char)[])) {
1051 foreach (char ch; s) {
1052 if (msgpos >= mbuf.length) break;
1053 mbuf.ptr[msgpos++] = ch;
1056 putStr("Option \"");
1057 { import std.conv : to; putStr(to!string(msg.type)); }
1058 putStr("\": O");
1059 if (msg.value) putStr("N"); else putStr("FF");
1060 addMessage(mbuf[0..msgpos]);
1063 (TMsgTestLightMove msg) {
1064 testLightX = msg.x;
1065 testLightY = msg.y;
1066 testLightMoved = true;
1068 (TMsgMouseEvent msg) { editorMouseEvent(msg); },
1069 (TMsgKeyEvent msg) { editorKeyEvent(msg); },
1070 (Variant v) {
1071 conwriteln("WARNING: unknown thread message received and ignored");
1074 if (!got) {
1075 // no more messages
1076 //conwriteln("rendering thread: no more messages");
1077 break;
1080 if (nextmapname.length) {
1081 string mn = nextmapname;
1082 nextmapname = null; // clear "exit" flag
1083 loadNewLevel(mn);
1087 // "D2D frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
1088 bool doThinkFrame () {
1089 if (curtime >= nextthink) {
1090 lastthink = curtime;
1091 while (nextthink <= curtime) nextthink += dur!"msecs"(D2DFrameTime);
1092 if (levelLoaded) {
1093 if (!gamePaused) {
1094 // save snapshot and other data for interpolator
1095 Actor.saveSnapshot(prevFrameActorsData[], prevFrameActorOfs.ptr);
1097 if (!gamePaused && !inEditMode) {
1098 // process actors
1099 doActorsThink();
1100 dotThink();
1103 // some timing
1104 auto tm = MonoTime.currTime;
1105 int thinkTime = cast(int)((tm-curtime).total!"msecs");
1106 if (thinkTime > 9) { import core.stdc.stdio; printf("spent on thinking: %d msecs\n", thinkTime); }
1107 curtime = tm;
1108 return true;
1109 } else {
1110 return false;
1114 // "video frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
1115 bool doVFrame () {
1116 version(dont_use_vsync) {
1117 // timer
1118 enum doCheckTime = true;
1119 } else {
1120 // vsync
1121 __gshared bool prevLost = false;
1122 bool doCheckTime = vframeWasLost;
1123 if (vframeWasLost) {
1124 if (!prevLost) {
1125 { import core.stdc.stdio; printf("frame was lost!\n"); }
1127 prevLost = true;
1128 } else {
1129 prevLost = false;
1132 if (doCheckTime) {
1133 if (curtime < nextvframe) return false;
1134 version(dont_use_vsync) {
1135 if (curtime > nextvframe) {
1136 auto overtime = cast(int)((curtime-nextvframe).total!"msecs");
1137 if (overtime > 2500) {
1138 if (hushFrames) {
1139 --hushFrames;
1140 } else {
1141 { import core.stdc.stdio; printf(" spent whole %d msecs\n", overtime); }
1147 while (nextvframe <= curtime) nextvframe += dur!"msecs"(MinFrameTime);
1148 bool ctset = false;
1150 sdwindow.mtLock();
1151 scope(exit) sdwindow.mtUnlock();
1152 ctset = sdwindow.setAsCurrentOpenGlContextNT;
1154 // if we can't set context, pretend that videoframe was processed; this should solve problem with vsync and invisible window
1155 if (ctset) {
1156 // render scene
1157 iLiquidTime = cast(float)((curtime-MonoTime.zero).total!"msecs"%10000000)/18.0f*0.04f;
1158 receiveMessages(); // here, 'cause we need active OpenGL context for some messages
1159 if (levelLoaded) {
1160 renderScene(curtime);
1161 } else {
1162 //renderLoading(curtime);
1164 sdwindow.mtLock();
1165 scope(exit) sdwindow.mtUnlock();
1166 sdwindow.swapOpenGlBuffers();
1167 glFinish();
1168 sdwindow.releaseCurrentOpenGlContext();
1169 vframeWasLost = false;
1170 } else {
1171 vframeWasLost = true;
1172 { import core.stdc.stdio; printf("xframe was lost!\n"); }
1174 curtime = MonoTime.currTime;
1175 return true;
1178 for (;;) {
1179 if (sdwindow.closed) break;
1180 if (atomicLoad(diedie) > 0) break;
1182 curtime = MonoTime.currTime;
1183 auto fstime = curtime;
1185 doThinkFrame(); // this will fix curtime if necessary
1186 if (doVFrame()) {
1187 if (!vframeWasLost) {
1188 // fps
1189 auto frameTime = cast(float)(curtime-prevFrameStartTime).total!"msecs"/1000.0f;
1190 prevFrameStartTime = curtime;
1191 frtimes += frameTime;
1192 if (++framenum >= MaxFPSFrames || frtimes >= 3.0f) {
1193 import std.string : format;
1194 int newFPS = cast(int)(cast(float)MaxFPSFrames/frtimes+0.5);
1195 if (newFPS != prevFPS) {
1196 sdwindow.title = "%s / FPS:%s".format("D2D", newFPS);
1197 prevFPS = newFPS;
1199 framenum = 0;
1200 frtimes = 0.0f;
1205 curtime = MonoTime.currTime;
1207 // now sleep until next "video" or "think" frame
1208 if (nextthink > curtime && nextvframe > curtime) {
1209 // let's decide
1210 immutable nextVideoFrameSleep = cast(int)((nextvframe-curtime).total!"msecs");
1211 immutable nextThinkFrameSleep = cast(int)((nextthink-curtime).total!"msecs");
1212 immutable sleepTime = (nextVideoFrameSleep < nextThinkFrameSleep ? nextVideoFrameSleep : nextThinkFrameSleep);
1213 sleepAtMaxMsecs(sleepTime);
1214 //curtime = MonoTime.currTime;
1217 } catch (Throwable e) {
1218 // here, we are dead and fucked (the exact order doesn't matter)
1219 import core.stdc.stdlib : abort;
1220 import core.stdc.stdio : fprintf, stderr;
1221 import core.memory : GC;
1222 GC.disable(); // yeah
1223 thread_suspendAll(); // stop right here, you criminal scum!
1224 auto s = e.toString();
1225 fprintf(stderr, "\n=== FATAL ===\n%.*s\n", cast(uint)s.length, s.ptr);
1226 abort(); // die, you bitch!
1228 import core.stdc.stdio;
1229 fprintf(stderr, "FUUUUUUUUUUUUUUUUUUUUUUUUUU\n");
1230 import std.stdio : stderr;
1231 writeln(
1232 for (;;) {
1233 if (sdwindow.closed) break;
1234 if (atomicLoad(diedie) > 0) break;
1235 sleepAtMaxMsecs(100);
1239 atomicStore(diedie, 2);
1243 // ////////////////////////////////////////////////////////////////////////// //
1244 __gshared Tid renderTid;
1245 shared bool renderThreadStarted = false;
1248 public void startRenderThread () {
1249 if (!cas(&renderThreadStarted, false, true)) {
1250 assert(0, "render thread already started!");
1252 renderTid = spawn(&renderThread, thisTid);
1253 setMaxMailboxSize(renderTid, 1024, OnCrowding.throwException); //FIXME
1254 // wait for "i'm ready" signal
1255 receive(
1256 (int ok) {
1257 if (ok != 42) assert(0, "wtf?!");
1260 conwriteln("rendering thread started");
1264 // ////////////////////////////////////////////////////////////////////////// //
1265 public void closeWindow () {
1266 if (atomicLoad(diedie) != 2) {
1267 atomicStore(diedie, 1);
1268 while (atomicLoad(diedie) != 2) {}
1270 if (!sdwindow.closed) {
1271 flushGui();
1272 sdwindow.close();
1277 // ////////////////////////////////////////////////////////////////////////// //
1278 // thread messages
1281 // ////////////////////////////////////////////////////////////////////////// //
1282 struct TMsgMouseEvent {
1283 MouseEventType type;
1284 int x, y;
1285 int dx, dy;
1286 MouseButton button; /// See $(LREF MouseButton)
1287 int modifierState; /// See $(LREF ModifierState)
1290 public void postMouseEvent() (in auto ref MouseEvent evt) {
1291 if (!atomicLoad(renderThreadStarted)) return;
1292 TMsgMouseEvent msg;
1293 msg.type = evt.type;
1294 msg.x = evt.x;
1295 msg.y = evt.y;
1296 msg.dx = evt.dx;
1297 msg.dy = evt.dy;
1298 msg.button = evt.button;
1299 msg.modifierState = evt.modifierState;
1300 send(renderTid, msg);
1304 // ////////////////////////////////////////////////////////////////////////// //
1305 struct TMsgKeyEvent {
1306 Key key;
1307 uint hardwareCode;
1308 bool pressed;
1309 dchar character;
1310 uint modifierState;
1313 public void postKeyEvent() (in auto ref KeyEvent evt) {
1314 if (!atomicLoad(renderThreadStarted)) return;
1315 TMsgKeyEvent msg;
1316 msg.key = evt.key;
1317 msg.pressed = evt.pressed;
1318 msg.character = evt.character;
1319 msg.modifierState = evt.modifierState;
1320 send(renderTid, msg);
1324 // ////////////////////////////////////////////////////////////////////////// //
1325 struct TMsgTestLightMove {
1326 int x, y;
1329 public void postTestLightMove (int x, int y) {
1330 if (!atomicLoad(renderThreadStarted)) return;
1331 auto msg = TMsgTestLightMove(x, y);
1332 send(renderTid, msg);
1336 // ////////////////////////////////////////////////////////////////////////// //
1337 struct TMsgMessage {
1338 char[256] text;
1339 uint textlen;
1340 int pauseMsecs;
1341 bool noreplace;
1344 public void postAddMessage (const(char)[] msgtext, int pauseMsecs=3000, bool noreplace=false) {
1345 if (!atomicLoad(renderThreadStarted)) return;
1346 if (msgtext.length > TMsgMessage.text.length) msgtext = msgtext[0..TMsgMessage.text.length];
1347 TMsgMessage msg;
1348 msg.textlen = cast(uint)msgtext.length;
1349 if (msg.textlen) msg.text[0..msg.textlen] = msgtext[0..msg.textlen];
1350 msg.pauseMsecs = pauseMsecs;
1351 msg.noreplace = noreplace;
1352 send(renderTid, msg);
1356 // ////////////////////////////////////////////////////////////////////////// //
1357 struct TMsgLoadLevel {
1358 char[1024] mapfile;
1359 uint textlen;
1362 public void postLoadLevel (const(char)[] mapfile) {
1363 if (!atomicLoad(renderThreadStarted)) return;
1364 if (mapfile.length > TMsgLoadLevel.mapfile.length) mapfile = mapfile[0..TMsgLoadLevel.mapfile.length];
1365 TMsgLoadLevel msg;
1366 msg.textlen = cast(uint)mapfile.length;
1367 if (msg.textlen) msg.mapfile[0..msg.textlen] = mapfile[0..msg.textlen];
1368 send(renderTid, msg);
1372 // ////////////////////////////////////////////////////////////////////////// //
1373 struct TMsgSkipLevel {
1376 public void postSkipLevel () {
1377 if (!atomicLoad(renderThreadStarted)) return;
1378 TMsgSkipLevel msg;
1379 send(renderTid, msg);
1383 // ////////////////////////////////////////////////////////////////////////// //
1384 struct TMsgIntOption {
1385 enum Type {
1386 Scale,
1388 Type type;
1389 int value;
1390 bool showMessage;
1394 struct TMsgBoolOption {
1395 enum Type {
1396 Interpolation,
1397 Lighting,
1398 Pause,
1399 EditMode,
1400 CheatNoDoors,
1401 CheatNoWallClip,
1403 Type type;
1404 bool value;
1405 bool toggle;
1406 bool showMessage;
1410 bool strCaseEqu (const(char)[] s0, const(char)[] s1) {
1411 if (s0.length != s1.length) return false;
1412 foreach (immutable idx, char ch; s0) {
1413 if (ch >= 'A' && ch <= 'Z') ch += 32;
1414 char c1 = s1.ptr[idx];
1415 if (c1 >= 'A' && c1 <= 'Z') c1 += 32;
1416 if (ch != c1) return false;
1418 return true;
1422 public bool postToggleOption (const(char)[] name, bool showMessage=false) { /*pragma(inline, true);*/ return postSetOption(name, true, showMessage:showMessage, toggle:true); }
1424 public bool postSetOption(T) (const(char)[] name, T value, bool showMessage=false, bool toggle=false) if ((is(T == int) || is(T == bool))) {
1425 if (!atomicLoad(renderThreadStarted)) return false;
1426 if (name.length == 0 || name.length > 127) return false;
1427 static if (is(T == int)) {
1428 TMsgIntOption msg;
1429 foreach (string oname; __traits(allMembers, TMsgIntOption.Type)) {
1430 if (strCaseEqu(oname, name)) {
1431 msg.type = __traits(getMember, TMsgIntOption.Type, oname);
1432 msg.value = value;
1433 msg.showMessage = showMessage;
1434 send(renderTid, msg);
1435 return true;
1438 } else static if (is(T == bool)) {
1439 TMsgBoolOption msg;
1440 foreach (string oname; __traits(allMembers, TMsgBoolOption.Type)) {
1441 if (strCaseEqu(oname, name)) {
1442 msg.type = __traits(getMember, TMsgBoolOption.Type, oname);
1443 msg.value = value;
1444 msg.toggle = toggle;
1445 msg.showMessage = showMessage;
1446 send(renderTid, msg);
1447 return true;
1450 } else {
1451 static assert(0, "invalid option type '"~T.stringof~"'");
1453 return false;