1 module xmain_d2d
is aliced
;
26 // ////////////////////////////////////////////////////////////////////////// //
31 // ////////////////////////////////////////////////////////////////////////// //
32 __gshared SimpleWindow sdwindow
;
35 public enum vlWidth
= 800;
36 public enum vlHeight
= 800;
37 public __gshared
int scale
= 1;
40 // ////////////////////////////////////////////////////////////////////////// //
41 __gshared
bool scanlines
= false;
42 __gshared
bool doLighting
= true;
45 // ////////////////////////////////////////////////////////////////////////// //
47 __gshared
ubyte[] prevFrameActorsData
;
48 __gshared
uint[65536] prevFrameActorOfs
; // uint.max-1: dead; uint.max: last
49 __gshared MonoTime lastthink
= MonoTime
.zero
; // for interpolator
50 __gshared MonoTime nextthink
= MonoTime
.zero
;
51 __gshared
bool frameInterpolation
= true;
54 __gshared
int[2] mapViewPosX
, mapViewPosY
; // [0]: previous frame -- for interpolator
56 // this should be screen center
57 public void setMapViewPos (int x
, int y
) {
63 int swdt
= vlWidth
/scale
;
64 int shgt
= vlHeight
/scale
;
67 if (x
< 0) x
= 0; else if (x
>= map
.width
*8-swdt
) x
= map
.width
*8-swdt
-1;
68 if (y
< 0) y
= 0; else if (y
>= map
.height
*8-shgt
) y
= map
.height
*8-shgt
-1;
69 mapViewPosX
[1] = x
*scale
;
70 mapViewPosY
[1] = y
*scale
;
74 // ////////////////////////////////////////////////////////////////////////// //
76 struct AttachedLightInfo
{
83 __gshared AttachedLightInfo
[65536] attachedLights
;
84 __gshared
uint attachedLightCount
= 0;
87 // ////////////////////////////////////////////////////////////////////////// //
88 enum MaxLightRadius
= 512;
91 // ////////////////////////////////////////////////////////////////////////// //
93 __gshared FBO
[MaxLightRadius
+1] fboOccluders
, fboShadowMap
;
94 __gshared Shader shadToPolar
, shadBlur
, shadBlurOcc
;
96 __gshared FBO fboLevel
, fboLevelLight
, fboOrigBack
;
97 __gshared Shader shadScanlines
;
98 __gshared Shader shadLiquidDistort
;
101 // ////////////////////////////////////////////////////////////////////////// //
103 glEnable(GL_TEXTURE_2D
);
104 glDisable(GL_LIGHTING
);
105 glDisable(GL_DITHER
);
107 glDisable(GL_DEPTH_TEST
);
110 shadScanlines
= new Shader("scanlines", loadTextFile("data/shaders/srscanlines.frag"));
112 shadLiquidDistort
= new Shader("liquid_distort", loadTextFile("data/shaders/srliquid_distort.frag"));
113 shadLiquidDistort
.exec((Shader shad
) { shad
["tex0"] = 0; });
116 shadToPolar
= new Shader("light_topolar", loadTextFile("data/shaders/srlight_topolar.frag"));
117 shadBlur
= new Shader("light_blur", loadTextFile("data/shaders/srlight_blur.frag"));
118 shadBlur
.exec((Shader shad
) {
123 shadBlurOcc
= new Shader("light_blur_occ", loadTextFile("data/shaders/srlight_blur_occ.frag"));
124 shadBlurOcc
.exec((Shader shad
) {
130 foreach (int sz
; 2..MaxLightRadius
+1) {
131 fboOccluders
[sz
] = new FBO(sz
*2, sz
*2, Texture
.Option
.Clamp
, Texture
.Option
.Linear
); // create occluders FBO
132 fboShadowMap
[sz
] = new FBO(sz
*2, 1, Texture
.Option
.Clamp
); // create 1d shadowmap FBO
136 glMatrixMode(GL_MODELVIEW
);
141 fboLevel
= new FBO(map
.width
*8, map
.height
*8, Texture
.Option
.Nearest
); // final level render will be here
142 fboLevelLight
= new FBO(map
.width
*8, map
.height
*8, Texture
.Option
.Nearest
); // level lights will be rendered here
143 //fboForeground = new FBO(map.width*8, map.height*8, Texture.Option.Nearest); // level foreground
144 fboOrigBack
= new FBO(map
.width
*8, map
.height
*8, Texture
.Option
.Nearest
); // background+foreground
146 shadBlur
.exec((Shader shad
) { shad
["mapPixSize"] = SVec2F(map
.width
*8, map
.height
*8); });
147 shadBlurOcc
.exec((Shader shad
) { shad
["mapPixSize"] = SVec2F(map
.width
*8, map
.height
*8); });
149 glActiveTexture(GL_TEXTURE0
+0);
150 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0);
151 orthoCamera(vlWidth
, vlHeight
);
155 Actor
.resetStorage();
158 // save first snapshot
159 prevFrameActorsData
= new ubyte[](Actor
.actorSize
*65536); // ~15-20 megabytes
160 prevFrameActorOfs
[] = uint.max
; // just for fun
161 Actor
.saveSnapshot(prevFrameActorsData
[], prevFrameActorOfs
.ptr
);
162 mapViewPosX
[0] = mapViewPosX
[1];
163 mapViewPosY
[0] = mapViewPosY
[1];
165 { import core
.memory
: GC
; GC
.collect(); }
169 // ////////////////////////////////////////////////////////////////////////// //
170 void renderLight() (int lightX
, int lightY
, in auto ref SVec4F lcol
, int lightRadius
) {
171 if (lightRadius
< 2) return;
172 if (lightRadius
> MaxLightRadius
) lightRadius
= MaxLightRadius
;
173 int lightSize
= lightRadius
*2;
174 // is this light visible?
175 if (lightX
<= -lightRadius || lightY
<= -lightRadius || lightX
-lightRadius
>= map
.width
*8 || lightY
-lightRadius
>= map
.height
*8) return;
177 // draw shadow casters to fboOccludersId, light should be in the center
180 fboOccluders
[lightRadius
].exec({
181 //glDisable(GL_BLEND);
182 glColor3f(0.0f, 0.0f, 0.0f);
183 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
184 glClear(GL_COLOR_BUFFER_BIT
);
185 orthoCamera(lightSize
, lightSize
);
186 drawAtXY(map
.texgl
.ptr
[map
.LightMask
], lightRadius
-lightX
, lightRadius
-lightY
);
189 // build 1d shadow map to fboShadowMapId
190 fboShadowMap
[lightRadius
].exec({
191 shadToPolar
.exec((Shader shad
) {
192 //glDisable(GL_BLEND);
193 glColor3f(0.0f, 0.0f, 0.0f);
194 shad
["lightTexSize"] = SVec2F(lightSize
, lightSize
);
195 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
196 glClear(GL_COLOR_BUFFER_BIT
);
197 orthoCamera(lightSize
, 1);
198 drawAtXY(fboOccluders
[lightRadius
].tex
.tid
, 0, 0, lightSize
, 1);
202 // build light texture for blending
203 fboOccluders
[lightRadius
].exec({
204 // no need to clear it, shader will take care of that
205 //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
206 //glClear(GL_COLOR_BUFFER_BIT);
207 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
208 //glDisable(GL_BLEND);
209 shadBlur
.exec((Shader shad
) {
210 shad
["lightTexSize"] = SVec2F(lightSize
, lightSize
);
211 shad
["lightColor"] = SVec4F(lcol
.x
, lcol
.y
, lcol
.z
, lcol
.w
);
212 shad
["lightPos"] = SVec2F(lightX
, lightY
);
213 orthoCamera(lightSize
, lightSize
);
214 drawAtXY(fboShadowMap
[lightRadius
].tex
.tid
, 0, 0, lightSize
, lightSize
);
218 // blend light texture
221 glBlendFunc(GL_SRC_ALPHA
, GL_ONE
);
222 orthoCamera(map
.width
*8, map
.height
*8);
223 drawAtXY(fboOccluders
[lightRadius
].tex
, lightX
-lightRadius
, lightY
-lightRadius
, mirrorY
:true);
224 // and blend it again, somewhat bigger, with the shader that will touch only occluders
226 shadBlurOcc
.exec((Shader shad
) {
227 shad
["lightTexSize"] = SVec2F(lightSize
, lightSize
);
228 shad
["lightColor"] = SVec4F(lcol
.x
, lcol
.y
, lcol
.z
, lcol
.w
);
229 shad
["lightPos"] = SVec2F(lightX
, lightY
);
230 drawAtXY(fboOccluders
[lightRadius
].tex
.tid
, lightX
-lightRadius
-szmore
, lightY
-lightRadius
-szmore
, lightSize
+szmore
*2, lightSize
+szmore
*2, mirrorY
:true);
236 // ////////////////////////////////////////////////////////////////////////// //
239 enum Phase
{ FadeIn
, Stay
, FadeOut
}
248 private import core
.sync
.mutex
: Mutex
;
250 __gshared Message
[128] messages
;
251 __gshared
uint messagesUsed
= 0;
252 __gshared Mutex messageLock
;
254 shared static this () { messageLock
= new Mutex(); }
257 void addMessage (const(char)[] msgtext
, int pauseMsecs
=3000, bool noreplace
=false) {
259 scope(exit
) messageLock
.unlock();
260 if (msgtext
.length
== 0) return;
262 if (pauseMsecs
<= 50) return;
263 if (messagesUsed
== messages
.length
) {
264 // remove top message
265 foreach (immutable cidx
; 1..messagesUsed
) messages
.ptr
[cidx
-1] = messages
.ptr
[cidx
];
266 messages
.ptr
[0].alpha
= 255;
270 if (!noreplace
&& messagesUsed
== 1) {
271 switch (messages
.ptr
[0].phase
) {
272 case Message
.Phase
.FadeIn
:
273 messages
.ptr
[0].phase
= Message
.Phase
.FadeOut
;
275 case Message
.Phase
.Stay
:
276 messages
.ptr
[0].phase
= Message
.Phase
.FadeOut
;
277 messages
.ptr
[0].alpha
= 255;
282 auto msg
= messages
.ptr
+messagesUsed
;
284 msg
.phase
= Message
.Phase
.FadeIn
;
286 msg
.pauseMsecs
= pauseMsecs
;
288 if (msgtext
.length
> msg
.text
.length
) {
289 msg
.text
= msgtext
[0..msg
.text
.length
];
290 msg
.textlen
= msg
.text
.length
;
292 msg
.text
[0..msgtext
.length
] = msgtext
[];
293 msg
.textlen
= msgtext
.length
;
298 void doMessages (MonoTime curtime
) {
300 scope(exit
) messageLock
.unlock();
302 if (messagesUsed
== 0) return;
304 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
310 final switch (msg
.phase
) {
311 case Message
.Phase
.FadeIn
:
312 if ((msg
.alpha
+= 10) >= 255) {
313 msg
.phase
= Message
.Phase
.Stay
;
314 msg
.removeTime
= curtime
+dur
!"msecs"(msg
.pauseMsecs
);
315 goto case; // to stay
317 glColor4f(1.0f, 1.0f, 1.0f, msg
.alpha
/255.0f);
319 case Message
.Phase
.Stay
:
320 if (msg
.removeTime
<= curtime
) {
322 msg
.phase
= Message
.Phase
.FadeOut
;
323 goto case; // to fade
325 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
327 case Message
.Phase
.FadeOut
:
328 if ((msg
.alpha
-= 10) <= 0) {
329 if (--messagesUsed
== 0) return;
330 // remove this message
331 foreach (immutable cidx
; 1..messagesUsed
+1) messages
.ptr
[cidx
-1] = messages
.ptr
[cidx
];
334 glColor4f(1.0f, 1.0f, 1.0f, msg
.alpha
/255.0f);
338 smDrawText(10, 10, msg
.text
[0..msg
.textlen
]);
342 // ////////////////////////////////////////////////////////////////////////// //
343 __gshared
int lightX
= vlWidth
/2, lightY
= vlHeight
/2;
344 __gshared
int mapOfsX
, mapOfsY
;
345 __gshared
bool movement
= false;
346 __gshared
float iLiquidTime
= 0.0;
347 __gshared
bool altMove
= false;
350 void renderScene (MonoTime curtime
) {
351 //enum BackIntens = 0.05f;
352 enum BackIntens
= 0.0f;
354 float atob
= (curtime
> lastthink ?
cast(float)((curtime
-lastthink
).total
!"msecs")/cast(float)((nextthink
-lastthink
).total
!"msecs") : 1.0f);
355 //{ import core.stdc.stdio; printf("atob=%f\n", cast(double)atob); }
358 int framelen = cast(int)((nextthink-lastthink).total!"msecs");
359 int curfp = cast(int)((curtime-lastthink).total!"msecs");
360 { import core.stdc.stdio; printf("framelen=%d; curfp=%d\n", framelen, curfp); }
366 // build background layer
368 //glDisable(GL_BLEND);
369 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
370 glClear(GL_COLOR_BUFFER_BIT
);
371 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
372 orthoCamera(map
.width
*8, map
.height
*8);
374 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
377 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*8, mapOfsY/2-map.MapSize*8, map.MapSize*8, map.MapSize*8);
378 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*8, mapOfsY/2, map.MapSize*8, map.MapSize*8);
379 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2-map.MapSize*8, map.MapSize*8, map.MapSize*8);
380 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2, map.MapSize*8, map.MapSize*8);
382 drawAtXY(map
.skytexgl
.tid
, 0, 0, map
.MapSize
*8, map
.MapSize
*8);
384 drawAtXY(map
.texgl
.ptr
[map
.Back
], 0, 0);
385 // draw distorted liquid areas
386 shadLiquidDistort
.exec((Shader shad
) {
387 shad
["iDistortTime"] = iLiquidTime
;
388 drawAtXY(map
.texgl
.ptr
[map
.AllLiquids
], 0, 0);
390 // monsters, items; we'll do linear interpolation here
391 // we need this for saved frame anyway, so let's play dirty and speed up the things
392 uint fxofs
= Actor
.fields
["x"].ofs
;
393 uint fyofs
= Actor
.fields
["y"].ofs
;
394 uint fzAnimstateofs
= Actor
.fields
["zAnimstate"].ofs
;
395 uint fdirofs
= Actor
.fields
["dir"].ofs
;
396 uint fzAnimidxofs
= Actor
.fields
["zAnimidx"].ofs
;
397 uint fclasstypeofs
= Actor
.fields
["classtype"].ofs
;
398 uint fclassnameofs
= Actor
.fields
["classname"].ofs
;
399 uint fattLightXOfs
= Actor
.fields
["attLightXOfs"].ofs
;
400 uint fattLightYOfs
= Actor
.fields
["attLightYOfs"].ofs
;
401 uint fattLightRGBX
= Actor
.fields
["attLightRGBX"].ofs
;
402 glColor3f(1.0f, 1.0f, 1.0f);
403 attachedLightCount
= 0;
404 Actor
.forEach((ActorId me
) {
405 // `act` is always valid here
406 auto aptr
= me
.data
.ptr
;
407 auto ctstr
= StrId(*cast(uint*)(aptr
+fclasstypeofs
));
408 auto cnstr
= StrId(*cast(uint*)(aptr
+fclassnameofs
));
409 if (auto adef
= findActorDef(ctstr
, cnstr
)) {
410 ctstr
= StrId(*cast(uint*)(aptr
+fzAnimstateofs
));
411 int actorX
, actorY
; // current actor position
413 auto ofs
= prevFrameActorOfs
.ptr
[me
.id
&0xffff];
414 if (frameInterpolation
&& ofs
< uint.max
-1 && Actor
.isSameSavedActor(me
.id
, prevFrameActorsData
.ptr
, ofs
)) {
415 import core
.stdc
.math
: roundf
;
416 auto xptr
= prevFrameActorsData
.ptr
+ofs
;
417 int ox
= *cast(int*)(xptr
+fxofs
);
418 int nx
= *cast(int*)(aptr
+fxofs
);
419 int oy
= *cast(int*)(xptr
+fyofs
);
420 int ny
= *cast(int*)(aptr
+fyofs
);
421 actorX
= cast(int)(ox
+roundf((nx
-ox
)*atob
));
422 actorY
= cast(int)(oy
+roundf((ny
-oy
)*atob
));
423 //conwriteln("actor ", me.id, "; o=(", ox, ",", oy, "); n=(", nx, ",", ny, "); p=(", x, ",", y, ")");
425 actorX
= *cast(int*)(aptr
+fxofs
);
426 actorY
= *cast(int*)(aptr
+fyofs
);
430 if (auto isp
= adef
.animSpr(ctstr
, *cast(uint*)(aptr
+fdirofs
), *cast(int*)(aptr
+fzAnimidxofs
))) {
431 drawAtXY(isp
.tex
, actorX
-isp
.vga
.sx
, actorY
-isp
.vga
.sy
);
433 //conwriteln("no animation for actor ", me.id, " (", me.classtype!string, ":", me.classname!string, ")");
435 // process attached lights
437 uint alr
= *cast(uint*)(aptr
+fattLightRGBX
);
438 if ((alr
&0xff) >= 4) {
440 auto li
= attachedLights
.ptr
+attachedLightCount
;
441 ++attachedLightCount
;
442 li
.x
= actorX
+(*cast(int*)(aptr
+fattLightXOfs
));
443 li
.y
= actorY
+(*cast(int*)(aptr
+fattLightYOfs
));
444 li
.r
= ((alr
>>24)&0xff)/255.0f; // red or intensity
445 if ((alr
&0x00_ff_ff
_00U) == 0x00_00_01_00U) {
448 li
.g
= ((alr
>>16)&0xff)/255.0f;
449 li
.b
= ((alr
>>8)&0xff)/255.0f;
450 li
.uncolored
= false;
452 li
.radius
= (alr
&0xff);
453 if (li
.radius
> MaxLightRadius
) li
.radius
= MaxLightRadius
;
457 conwriteln("not found actor ", me
.id
, " (", me
.classtype
!string
, ":", me
.classname
!string
, ")");
460 // do liquid coloring
461 drawAtXY(map
.texgl
.ptr
[map
.LiquidMask
], 0, 0);
462 // foreground -- hide secrets, draw lifts and such
463 drawAtXY(map
.texgl
.ptr
[map
.Front
], 0, 0);
471 glClearColor(BackIntens
, BackIntens
, BackIntens
, 1.0f);
472 //glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
473 ////glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
474 glClear(GL_COLOR_BUFFER_BIT
);
477 // texture 1 is background
478 glActiveTexture(GL_TEXTURE0
+1);
479 glBindTexture(GL_TEXTURE_2D
, fboOrigBack
.tex
.tid
);
480 // texture 2 is occluders
481 glActiveTexture(GL_TEXTURE0
+2);
482 glBindTexture(GL_TEXTURE_2D
, map
.texgl
.ptr
[map
.LightMask
].tid
);
483 // done texture assign
484 glActiveTexture(GL_TEXTURE0
+0);
488 renderLight( 27, 391-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
489 renderLight(542, 424-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
490 renderLight(377, 368-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
491 renderLight(147, 288-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
492 renderLight( 71, 200-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
493 renderLight(249, 200-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
494 renderLight(426, 200-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
495 renderLight(624, 200-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
496 renderLight(549, 298-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
497 renderLight( 74, 304-0+LYOfs
, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
499 renderLight(24*8+4, (24+18)*8-2+LYOfs
, SVec4F(0.6f, 0.0f, 0.0f, 1.0f), 128);
502 foreach (ref li
; attachedLights
[0..attachedLightCount
]) {
504 renderLight(li
.x
, li
.y
, SVec4F(0.0f, 0.0f, 0.0f, li
.r
), li
.radius
);
506 renderLight(li
.x
, li
.y
, SVec4F(li
.r
, li
.g
, li
.b
, 1.0f), li
.radius
);
510 foreach (immutable _
; 0..1) {
511 renderLight(lightX
, lightY
, SVec4F(0.3f, 0.3f, 0.0f, 1.0f), 96);
514 glActiveTexture(GL_TEXTURE0
+1);
515 glBindTexture(GL_TEXTURE_2D
, 0);
516 glActiveTexture(GL_TEXTURE0
+2);
517 glBindTexture(GL_TEXTURE_2D
, 0);
518 glActiveTexture(GL_TEXTURE0
+0);
523 shadScanlines.exec((Shader shad) {
524 shad["scanlines"] = scanlines;
525 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
526 glClear(GL_COLOR_BUFFER_BIT);
527 orthoCamera(vlWidth, vlHeight);
528 //orthoCamera(map.width*8*scale, map.height*8*scale);
529 //glMatrixMode(GL_MODELVIEW);
531 //glTranslatef(0.375, 0.375, 0); // to be pixel-perfect
532 // somehow, FBO objects are mirrored; wtf?!
533 drawAtXY(fboLevel.tex.tid, -mapOfsX, -mapOfsY, map.width*8*scale, map.height*8*scale, mirrorY:true);
540 smDrawText(map.width*8/2, map.height*8/2, "Testing...");
545 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0);
550 //auto img = smfont.ptr[0x39];
553 //conwriteln("img.sx=", img.sx, "; img.sy=", img.sy, "; ", img.width, "x", img.height);
554 drawAtXY(img.tex, 10-img.sx, 10-img.sy);
561 if (altMove || movement || scale
== 1) {
565 if (frameInterpolation
) {
566 import core
.stdc
.math
: roundf
;
567 mofsx
= cast(int)(mapViewPosX
[0]+roundf((mapViewPosX
[1]-mapViewPosX
[0])*atob
));
568 mofsy
= cast(int)(mapViewPosY
[0]+roundf((mapViewPosY
[1]-mapViewPosY
[0])*atob
));
570 mofsx
= mapViewPosX
[1];
571 mofsy
= mapViewPosY
[1];
575 orthoCamera(vlWidth
, vlHeight
);
576 auto tex
= (doLighting ? fboLevelLight
.tex
.tid
: fboOrigBack
.tex
.tid
);
577 drawAtXY(fboLevelLight
.tex
.tid
, -mofsx
, -mofsy
, map
.width
*8*scale
, map
.height
*8*scale
, mirrorY
:true);
583 // ////////////////////////////////////////////////////////////////////////// //
584 // returns time slept
585 int sleepAtMaxMsecs (int msecs
) {
587 import core
.sys
.posix
.signal
: timespec
;
588 import core
.sys
.posix
.time
: nanosleep
;
589 timespec ts
= void, tpassed
= void;
591 ts
.tv_nsec
= msecs
*1000*1000+(500*1000); // milli to nano
592 nanosleep(&ts
, &tpassed
);
593 return (ts
.tv_nsec
-tpassed
.tv_nsec
)/(1000*1000);
600 // ////////////////////////////////////////////////////////////////////////// //
602 shared int diedie
= 0;
604 enum D2DFrameTime
= 55; // milliseconds
605 enum MinFrameTime
= 1000/60; // ~60 FPS
607 void renderThread () {
609 version(use_vsync
) {} else MonoTime ltt
= MonoTime
.currTime
;
611 MonoTime curtime
= MonoTime
.currTime
;
613 lastthink
= curtime
; // for interpolator
614 nextthink
= curtime
+dur
!"msecs"(D2DFrameTime
);
615 MonoTime nextvframe
= curtime
;
617 enum MaxFPSFrames
= 16;
618 float frtimes
= 0.0f;
621 int hushFrames
= 6; // ignore first `hushFrames` frames overtime
622 MonoTime prevFrameStartTime
= curtime
;
624 bool vframeWasLost
= false;
626 // "D2D frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
627 bool doThinkFrame () {
628 if (curtime
>= nextthink
) {
630 while (nextthink
<= curtime
) nextthink
+= dur
!"msecs"(D2DFrameTime
);
631 // save snapshot and other datafor interpolator
632 Actor
.saveSnapshot(prevFrameActorsData
[], prevFrameActorOfs
.ptr
);
633 mapViewPosX
[0] = mapViewPosX
[1];
634 mapViewPosY
[0] = mapViewPosY
[1];
638 auto tm
= MonoTime
.currTime
;
639 int thinkTime
= cast(int)((tm
-curtime
).total
!"msecs");
640 if (thinkTime
> 9) { import core
.stdc
.stdio
; printf("spent on thinking: %d msecs\n", thinkTime
); }
648 // "video frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
651 __gshared
bool prevLost
= false;
652 bool doCheckTime
= vframeWasLost
;
655 { import core
.stdc
.stdio
; printf("frame was lost!\n"); }
662 enum doCheckTime
= true;
665 if (curtime
< nextvframe
) return false;
666 version(use_vsync
) {} else {
667 if (curtime
> nextvframe
) {
668 auto overtime
= cast(int)((curtime
-nextvframe
).total
!"msecs");
669 if (overtime
> 2500) {
673 { import core
.stdc
.stdio
; printf(" spent whole %d msecs\n", overtime
); }
679 while (nextvframe
<= curtime
) nextvframe
+= dur
!"msecs"(MinFrameTime
);
683 scope(exit
) sdwindow
.mtUnlock();
684 ctset
= sdwindow
.setAsCurrentOpenGlContextNT
;
686 // if we can't set context, pretend that videoframe was processed; this should solve problem with vsync and invisible window
689 iLiquidTime
= cast(float)((curtime
-MonoTime
.zero
).total
!"msecs"%10000000)/18.0f*0.04f;
690 renderScene(curtime
);
692 scope(exit
) sdwindow
.mtUnlock();
693 sdwindow
.swapOpenGlBuffers();
695 sdwindow
.releaseCurrentOpenGlContext();
696 vframeWasLost
= false;
698 vframeWasLost
= true;
699 { import core
.stdc
.stdio
; printf("xframe was lost!\n"); }
701 curtime
= MonoTime
.currTime
;
706 if (sdwindow
.closed
) break;
707 if (atomicLoad(diedie
) > 0) break;
709 curtime
= MonoTime
.currTime
;
710 auto fstime
= curtime
;
712 doThinkFrame(); // this will fix curtime if necessary
714 if (!vframeWasLost
) {
716 auto frameTime
= cast(float)(curtime
-prevFrameStartTime
).total
!"msecs"/1000.0f;
717 prevFrameStartTime
= curtime
;
718 frtimes
+= frameTime
;
719 if (++framenum
>= MaxFPSFrames || frtimes
>= 3.0f) {
720 import std
.string
: format
;
721 int newFPS
= cast(int)(cast(float)MaxFPSFrames
/frtimes
+0.5);
722 if (newFPS
!= prevFPS
) {
723 sdwindow
.title
= "%s / FPS:%s".format("D2D", newFPS
);
732 curtime
= MonoTime
.currTime
;
734 // now sleep until next "video" or "think" frame
735 if (nextthink
> curtime
&& nextvframe
> curtime
) {
737 immutable nextVideoFrameSleep
= cast(int)((nextvframe
-curtime
).total
!"msecs");
738 immutable nextThinkFrameSleep
= cast(int)((nextthink
-curtime
).total
!"msecs");
739 immutable sleepTime
= (nextVideoFrameSleep
< nextThinkFrameSleep ? nextVideoFrameSleep
: nextThinkFrameSleep
);
740 sleepAtMaxMsecs(sleepTime
);
741 //curtime = MonoTime.currTime;
744 } catch (Exception e
) {
745 import core
.stdc
.stdio
;
746 fprintf(stderr
, "FUUUUUUUUUUUUUUUUUUUUUUUUUU\n");
748 if (sdwindow
.closed
) break;
749 if (atomicLoad(diedie
) > 0) break;
750 //{ import core.stdc.stdio; printf(" spent only %d msecs\n", cast(int)((time-ltt).total!"msecs")); }
751 sleepAtMaxMsecs(100);
754 atomicStore(diedie
, 2);
758 // ////////////////////////////////////////////////////////////////////////// //
759 void closeWindow () {
760 if (atomicLoad(diedie
) != 2) {
761 atomicStore(diedie
, 1);
762 while (atomicLoad(diedie
) != 2) {}
764 if (!sdwindow
.closed
) {
771 // ////////////////////////////////////////////////////////////////////////// //
772 __gshared Thread renderTid
;
775 void main (string
[] args
) {
776 FuncPool
.dumpCode
= false;
777 FuncPool
.dumpCodeSize
= false;
778 dacsDumpSemantic
= false;
780 //version(rdmd) { dacsOptimize = 0; }
781 bool compileOnly
= false;
783 for (usize idx
= 1; idx
< args
.length
; ++idx
) {
785 if (args
[idx
] == "--dump-code") FuncPool
.dumpCode
= true;
786 else if (args
[idx
] == "--dump-code-size") FuncPool
.dumpCodeSize
= true;
787 else if (args
[idx
] == "--dump-semantic") dacsDumpSemantic
= true;
788 else if (args
[idx
] == "--dump-all") { FuncPool
.dumpCode
= true; FuncPool
.dumpCodeSize
= true; dacsDumpSemantic
= true; }
789 else if (args
[idx
] == "--compile") compileOnly
= true;
790 else if (args
[idx
] == "--compile-only") compileOnly
= true;
791 else if (args
[idx
] == "--messages") ++dacsMessages
;
792 else if (args
[idx
] == "--no-copro") dacsOptimizeNoCoPro
= true;
793 else if (args
[idx
] == "--no-deadass") dacsOptimizeNoDeadAss
= true;
794 else if (args
[idx
] == "--no-purekill") dacsOptimizeNoPureKill
= true;
795 else if (args
[idx
].length
> 2 && args
[idx
][0..2] == "-O") {
796 import std
.conv
: to
;
797 ubyte olevel
= to
!ubyte(args
[idx
][2..$]);
798 dacsOptimize
= olevel
;
802 foreach (immutable c
; idx
+1..args
.length
) args
.ptr
[c
-1] = args
.ptr
[c
];
808 static void setDP () {
812 import std
.file
: thisExePath
;
813 import std
.path
: dirName
;
814 setDataPath(thisExePath
.dirName
);
816 addPK3(getDataPath
~"base.pk3"); loadWadScripts();
817 //addWad("/home/ketmar/k8prj/doom2d-tl/data/doom2d.wad"); loadWadScripts();
818 //addWad("/home/ketmar/k8prj/doom2d-tl/data/meat.wad"); loadWadScripts();
819 //addWad("/home/ketmar/k8prj/doom2d-tl/data/megadm.wad"); loadWadScripts();
820 //addWad("/home/ketmar/k8prj/doom2d-tl/data/megadm1.wad"); loadWadScripts();
821 //addWad("/home/ketmar/k8prj/doom2d-tl/data/superdm.wad"); loadWadScripts();
822 //addWad("/home/ketmar/k8prj/doom2d-tl/data/zadoomka.wad"); loadWadScripts();
823 scriptLoadingComplete();
828 if (compileOnly
) return;
834 setOpenGLContextVersion(3, 2); // up to GLSL 150
835 //openGLContextCompatible = false;
837 map
= new LevelMap("maps/map01.d2m");
841 map
.getThingPos(1/*ThingId.Player1*/, &mapOfsX
, &mapOfsY
);
843 mapOfsX
= (mapOfsX
*2)-vlWidth
/2;
844 if (mapOfsX
+vlWidth
> map
.width
*16) mapOfsX
= map
.width
*16-vlWidth
;
845 if (mapOfsX
< 0) mapOfsX
= 0;
846 mapOfsY
= (mapOfsY
*2)-vlHeight
/2;
847 if (mapOfsY
+vlHeight
> map
.height
*16) mapOfsY
= map
.height
*16-vlHeight
;
848 if (mapOfsY
< 0) mapOfsY
= 0;
851 sdwindow
= new SimpleWindow(vlWidth
, vlHeight
, "D2D", OpenGlOptions
.yes
, Resizablity
.fixedSize
);
853 sdwindow
.visibleForTheFirstTime
= delegate () {
854 sdwindow
.setAsCurrentOpenGlContext(); // make this window active
855 glbindLoadFunctions();
858 import core.stdc.stdio;
859 printf("GL version: %s\n", glGetString(GL_VERSION));
861 glGetIntegerv(GL_MAJOR_VERSION, &h);
862 glGetIntegerv(GL_MINOR_VERSION, &l);
863 printf("version: %d.%d\n", h, l);
864 printf("shader version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
866 glGetIntegerv(GL_NUM_SHADING_LANGUAGE_VERSIONS, &svcount);
868 printf("%d shader versions supported:\n", svcount);
869 foreach (GLuint n; 0..svcount) printf(" %d: %s\n", n, glGetStringi(GL_SHADING_LANGUAGE_VERSION, n));
873 glGetIntegerv(GL_NUM_EXTENSIONS, &ecount);
875 printf("%d extensions supported:\n", ecount);
876 foreach (GLuint n; 0..ecount) printf(" %d: %s\n", n, glGetStringi(GL_EXTENSIONS, n));
881 // check if we have sufficient shader version here
885 glGetIntegerv(GL_NUM_SHADING_LANGUAGE_VERSIONS
, &svcount
);
887 foreach (GLuint n
; 0..svcount
) {
888 import core
.stdc
.string
: strncmp
;
889 auto v
= glGetStringi(GL_SHADING_LANGUAGE_VERSION
, n
);
890 if (v
is null) continue;
891 if (strncmp(v
, "120", 3) != 0) continue;
892 if (v
[3] > ' ') continue;
897 if (!found
) assert(0, "can't find OpenGL GLSL 120");
899 auto adr
= glGetProcAddress("glTexParameterf");
900 if (adr
is null) assert(0);
904 sdwindow
.vsync
= true;
906 sdwindow
.vsync
= false;
908 //sdwindow.useGLFinish = false;
910 //sdwindow.redrawOpenGlScene();
911 if (!sdwindow
.releaseCurrentOpenGlContext()) { import core
.stdc
.stdio
; printf("can't release OpenGL context(1)\n"); }
913 renderTid
= new Thread(&renderThread
);
918 //sdwindow.redrawOpenGlScene = delegate () { renderScene(); };
920 enum MSecsPerFrame
= 1000/30; /* 30 is FPS */
922 uint[8] frameTimes
= 1000;
923 enum { Left
, Right
, Up
, Down
}
924 bool[4] pressed
= false;
926 sdwindow
.eventLoop(MSecsPerFrame
,
928 if (sdwindow
.closed
) return;
929 if (pressed
[Left
]) mapOfsX
-= 8;
930 if (pressed
[Right
]) mapOfsX
+= 8;
931 if (pressed
[Up
]) mapOfsY
-= 8;
932 if (pressed
[Down
]) mapOfsY
+= 8;
933 import std
.math
: cos
, sin
;
934 __gshared
float itime
= 0.0;
937 mapOfsX
= cast(int)(800.0/2.0+cos(itime
)*220.0);
938 mapOfsY
= cast(int)(800.0/2.0+120.0+sin(itime
)*160.0);
940 if (scale
== 1) mapOfsX
= mapOfsY
= 0;
941 //sdwindow.redrawOpenGlSceneNow();
943 delegate (KeyEvent event
) {
944 if (sdwindow
.closed
) return;
945 if (event
.pressed
&& event
.key
== Key
.Escape
) { closeWindow(); return; }
947 case Key
.X
: if (event
.pressed
) altMove
= !altMove
; break;
948 case Key
.Left
: if (altMove
) pressed
[Left
] = event
.pressed
; break;
949 case Key
.Right
: if (altMove
) pressed
[Right
] = event
.pressed
; break;
950 case Key
.Up
: if (altMove
) pressed
[Up
] = event
.pressed
; break;
951 case Key
.Down
: if (altMove
) pressed
[Down
] = event
.pressed
; break;
956 case Key
.Left
: case Key
.Pad4
: plrKeyUpDown(0, PLK_LEFT
, event
.pressed
); break;
957 case Key
.Right
: case Key
.Pad6
: plrKeyUpDown(0, PLK_RIGHT
, event
.pressed
); break;
958 case Key
.Up
: case Key
.Pad8
: plrKeyUpDown(0, PLK_UP
, event
.pressed
); break;
959 case Key
.Down
: case Key
.Pad2
: plrKeyUpDown(0, PLK_DOWN
, event
.pressed
); break;
960 case Key
.Alt
: plrKeyUpDown(0, PLK_JUMP
, event
.pressed
); break;
961 case Key
.Ctrl
: plrKeyUpDown(0, PLK_FIRE
, event
.pressed
); break;
962 case Key
.Shift
: plrKeyUpDown(0, PLK_USE
, event
.pressed
); break;
967 delegate (MouseEvent event
) {
968 lightX
= event
.x
/scale
;
969 lightY
= event
.y
/scale
;
970 lightX
+= mapOfsX
/scale
;
971 lightY
+= mapOfsY
/scale
;
973 delegate (dchar ch
) {
974 if (ch
== 'q') { closeWindow(); return; }
975 if (ch
== 's') scanlines
= !scanlines
;
976 if (ch
== '1') scale
= 1;
977 if (ch
== '2') scale
= 2;
979 frameInterpolation
= !frameInterpolation
;
980 if (frameInterpolation
) addMessage("Interpolation: ON"); else addMessage("Interpolation: OFF");
983 doLighting
= !doLighting
;
984 if (doLighting
) addMessage("Lighting: ON"); else addMessage("Lighting: OFF");
986 if (ch
== ' ') movement
= !movement
;
989 } catch (Exception e
) {
990 import std
.stdio
: stderr
;
991 stderr
.writeln("FUUUUUUUUUUUU\n", e
.toString
);