cosmetix
[dd2d.git] / xmain_d2d.d
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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 xmain_d2d is aliced;
20 //version = dont_use_vsync;
22 private:
23 import core.atomic;
24 import core.thread;
25 import core.time;
27 import iv.glbinds;
28 import glutils;
29 import console;
30 import wadarc;
32 import iv.stream;
34 import d2dmap;
35 import d2dadefs;
36 //import d2dactors;
37 import d2dgfx;
38 import d2dfont;
39 import dacs;
41 import d2dunigrid;
43 // `map` is there
44 import dengapi;
46 import d2dparts;
49 // ////////////////////////////////////////////////////////////////////////// //
50 import arsd.color;
51 import arsd.png;
54 // ////////////////////////////////////////////////////////////////////////// //
55 public __gshared bool cheatNoDoors = false;
58 // ////////////////////////////////////////////////////////////////////////// //
59 __gshared SimpleWindow sdwindow;
62 public enum vlWidth = 800;
63 public enum vlHeight = 800;
64 public __gshared int scale = 1;
67 // ////////////////////////////////////////////////////////////////////////// //
68 __gshared bool scanlines = false;
69 __gshared bool doLighting = true;
72 // ////////////////////////////////////////////////////////////////////////// //
73 // interpolation
74 __gshared ubyte[] prevFrameActorsData;
75 __gshared uint[65536] prevFrameActorOfs; // uint.max-1: dead; uint.max: last
76 __gshared MonoTime lastthink = MonoTime.zero; // for interpolator
77 __gshared MonoTime nextthink = MonoTime.zero;
78 __gshared bool frameInterpolation = true;
81 __gshared int[2] mapViewPosX, mapViewPosY; // [0]: previous frame -- for interpolator
84 // this should be screen center
85 public void setMapViewPos (int x, int y) {
86 if (map is null) {
87 mapViewPosX[] = 0;
88 mapViewPosY[] = 0;
89 return;
91 int swdt = vlWidth/scale;
92 int shgt = vlHeight/scale;
93 x -= swdt/2;
94 y -= shgt/2;
95 if (x < 0) x = 0; else if (x >= map.width*8-swdt) x = map.width*8-swdt-1;
96 if (y < 0) y = 0; else if (y >= map.height*8-shgt) y = map.height*8-shgt-1;
97 mapViewPosX[1] = x*scale;
98 mapViewPosY[1] = y*scale;
102 // ////////////////////////////////////////////////////////////////////////// //
103 // attached lights
104 struct AttachedLightInfo {
105 int x, y;
106 float r, g, b;
107 bool uncolored;
108 int radius;
111 __gshared AttachedLightInfo[65536] attachedLights;
112 __gshared uint attachedLightCount = 0;
115 // ////////////////////////////////////////////////////////////////////////// //
116 enum MaxLightRadius = 512;
119 // ////////////////////////////////////////////////////////////////////////// //
120 // for light
121 __gshared FBO[MaxLightRadius+1] fboOccluders, fboShadowMap;
122 __gshared Shader shadToPolar, shadBlur, shadBlurOcc;
124 __gshared FBO fboLevel, fboLevelLight, fboOrigBack;
125 __gshared Shader shadScanlines;
126 __gshared Shader shadLiquidDistort;
129 // ////////////////////////////////////////////////////////////////////////// //
130 void initOpenGL () {
131 glEnable(GL_TEXTURE_2D);
132 glDisable(GL_LIGHTING);
133 glDisable(GL_DITHER);
134 glDisable(GL_BLEND);
135 glDisable(GL_DEPTH_TEST);
137 // create shaders
138 shadScanlines = new Shader("scanlines", loadTextFile("data/shaders/srscanlines.frag"));
140 shadLiquidDistort = new Shader("liquid_distort", loadTextFile("data/shaders/srliquid_distort.frag"));
141 shadLiquidDistort.exec((Shader shad) { shad["tex0"] = 0; });
143 // lights
144 shadToPolar = new Shader("light_topolar", loadTextFile("data/shaders/srlight_topolar.frag"));
146 shadBlur = new Shader("light_blur", loadTextFile("data/shaders/srlight_blur.frag"));
147 shadBlur.exec((Shader shad) {
148 shad["tex0"] = 0;
149 shad["tex1"] = 1;
150 shad["tex2"] = 2;
153 shadBlurOcc = new Shader("light_blur_occ", loadTextFile("data/shaders/srlight_blur_occ.frag"));
154 shadBlurOcc.exec((Shader shad) {
155 shad["tex0"] = 0;
156 shad["tex1"] = 1;
157 shad["tex2"] = 2;
160 //TODO: this sux!
161 foreach (int sz; 2..MaxLightRadius+1) {
162 fboOccluders[sz] = new FBO(sz*2, sz*2, Texture.Option.Clamp, Texture.Option.Linear); // create occluders FBO
163 fboShadowMap[sz] = new FBO(sz*2, 1, Texture.Option.Clamp); // create 1d shadowmap FBO
166 // setup matrices
167 glMatrixMode(GL_MODELVIEW);
168 glLoadIdentity();
170 map.oglBuildMega();
171 mapTilesChanged = 0;
173 fboLevel = new FBO(map.width*8, map.height*8, Texture.Option.Nearest); // final level render will be here
174 fboLevelLight = new FBO(map.width*8, map.height*8, Texture.Option.Nearest); // level lights will be rendered here
175 //fboForeground = new FBO(map.width*8, map.height*8, Texture.Option.Nearest); // level foreground
176 fboOrigBack = new FBO(map.width*8, map.height*8, Texture.Option.Nearest); // background+foreground
178 shadBlur.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*8, map.height*8); });
179 shadBlurOcc.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*8, map.height*8); });
181 glActiveTexture(GL_TEXTURE0+0);
182 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
183 orthoCamera(vlWidth, vlHeight);
185 loadSmFont();
187 Actor.resetStorage();
188 loadMapMonsters();
190 dotInit();
192 // save first snapshot
193 prevFrameActorsData = new ubyte[](Actor.actorSize*65536); // ~15-20 megabytes
194 prevFrameActorOfs[] = uint.max; // just for fun
195 Actor.saveSnapshot(prevFrameActorsData[], prevFrameActorOfs.ptr);
196 mapViewPosX[0] = mapViewPosX[1];
197 mapViewPosY[0] = mapViewPosY[1];
199 { import core.memory : GC; GC.collect(); }
203 // ////////////////////////////////////////////////////////////////////////// //
204 //FIXME: optimize!
205 __gshared uint mapTilesChanged = 0;
208 public void mapDirty (uint layermask) { mapTilesChanged |= layermask; }
210 void rebuildMapMegaTextures () {
211 //fbo.replaceTexture
212 //mapTilesChanged = false;
213 //map.clearMegaTextures();
214 map.oglBuildMega(mapTilesChanged);
215 mapTilesChanged = 0;
219 // ////////////////////////////////////////////////////////////////////////// //
220 __gshared int vportX0, vportY0, vportX1, vportY1;
223 void renderLight() (int lightX, int lightY, in auto ref SVec4F lcol, int lightRadius) {
224 if (lightRadius < 2) return;
225 if (lightRadius > MaxLightRadius) lightRadius = MaxLightRadius;
226 int lightSize = lightRadius*2;
227 // is this light visible?
228 if (lightX <= -lightRadius || lightY <= -lightRadius || lightX-lightRadius >= map.width*8 || lightY-lightRadius >= map.height*8) return;
230 // out of viewport -- do nothing
231 if (lightX+lightRadius < vportX0 || lightY+lightRadius < vportY0) return;
232 if (lightX-lightRadius > vportX1 || lightY-lightRadius > vportY1) return;
234 // draw shadow casters to fboOccludersId, light should be in the center
235 glUseProgram(0);
236 glDisable(GL_BLEND);
237 fboOccluders[lightRadius].exec({
238 //glDisable(GL_BLEND);
239 glColor3f(0.0f, 0.0f, 0.0f);
240 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
241 glClear(GL_COLOR_BUFFER_BIT);
242 orthoCamera(lightSize, lightSize);
243 drawAtXY(map.texgl.ptr[map.LightMask], lightRadius-lightX, lightRadius-lightY);
246 // build 1d shadow map to fboShadowMapId
247 fboShadowMap[lightRadius].exec({
248 shadToPolar.exec((Shader shad) {
249 //glDisable(GL_BLEND);
250 glColor3f(0.0f, 0.0f, 0.0f);
251 shad["lightTexSize"] = SVec2F(lightSize, lightSize);
252 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
253 glClear(GL_COLOR_BUFFER_BIT);
254 orthoCamera(lightSize, 1);
255 drawAtXY(fboOccluders[lightRadius].tex.tid, 0, 0, lightSize, 1);
259 // build light texture for blending
260 fboOccluders[lightRadius].exec({
261 // no need to clear it, shader will take care of that
262 //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
263 //glClear(GL_COLOR_BUFFER_BIT);
264 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
265 //glDisable(GL_BLEND);
266 shadBlur.exec((Shader shad) {
267 shad["lightTexSize"] = SVec2F(lightSize, lightSize);
268 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
269 shad["lightPos"] = SVec2F(lightX, lightY);
270 orthoCamera(lightSize, lightSize);
271 drawAtXY(fboShadowMap[lightRadius].tex.tid, 0, 0, lightSize, lightSize);
275 // blend light texture
276 fboLevelLight.exec({
277 glEnable(GL_BLEND);
278 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
279 orthoCamera(map.width*8, map.height*8);
280 drawAtXY(fboOccluders[lightRadius].tex, lightX-lightRadius, lightY-lightRadius, mirrorY:true);
281 // and blend it again, somewhat bigger, with the shader that will touch only occluders
282 enum szmore = 0;
283 shadBlurOcc.exec((Shader shad) {
284 shad["lightTexSize"] = SVec2F(lightSize, lightSize);
285 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
286 shad["lightPos"] = SVec2F(lightX, lightY);
287 drawAtXY(fboOccluders[lightRadius].tex.tid, lightX-lightRadius-szmore, lightY-lightRadius-szmore, lightSize+szmore*2, lightSize+szmore*2, mirrorY:true);
293 // ////////////////////////////////////////////////////////////////////////// //
294 // messages
295 struct Message {
296 enum Phase { FadeIn, Stay, FadeOut }
297 Phase phase;
298 int alpha;
299 int pauseMsecs;
300 MonoTime removeTime;
301 char[256] text;
302 usize textlen;
305 private import core.sync.mutex : Mutex;
307 __gshared Message[128] messages;
308 __gshared uint messagesUsed = 0;
309 __gshared Mutex messageLock;
311 shared static this () { messageLock = new Mutex(); }
314 public void addMessage (const(char)[] msgtext, int pauseMsecs=3000, bool noreplace=false) {
315 messageLock.lock();
316 scope(exit) messageLock.unlock();
317 if (msgtext.length == 0) return;
318 conwriteln(msgtext);
319 if (pauseMsecs <= 50) return;
320 if (messagesUsed == messages.length) {
321 // remove top message
322 foreach (immutable cidx; 1..messagesUsed) messages.ptr[cidx-1] = messages.ptr[cidx];
323 messages.ptr[0].alpha = 255;
324 --messagesUsed;
326 // quick replace
327 if (!noreplace && messagesUsed == 1) {
328 switch (messages.ptr[0].phase) {
329 case Message.Phase.FadeIn:
330 messages.ptr[0].phase = Message.Phase.FadeOut;
331 break;
332 case Message.Phase.Stay:
333 messages.ptr[0].phase = Message.Phase.FadeOut;
334 messages.ptr[0].alpha = 255;
335 break;
336 default:
339 auto msg = messages.ptr+messagesUsed;
340 ++messagesUsed;
341 msg.phase = Message.Phase.FadeIn;
342 msg.alpha = 0;
343 msg.pauseMsecs = pauseMsecs;
344 // copy text
345 if (msgtext.length > msg.text.length) {
346 msg.text = msgtext[0..msg.text.length];
347 msg.textlen = msg.text.length;
348 } else {
349 msg.text[0..msgtext.length] = msgtext[];
350 msg.textlen = msgtext.length;
355 void doMessages (MonoTime curtime) {
356 messageLock.lock();
357 scope(exit) messageLock.unlock();
359 if (messagesUsed == 0) return;
360 glEnable(GL_BLEND);
361 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
363 Message* msg;
365 again:
366 msg = messages.ptr;
367 final switch (msg.phase) {
368 case Message.Phase.FadeIn:
369 if ((msg.alpha += 10) >= 255) {
370 msg.phase = Message.Phase.Stay;
371 msg.removeTime = curtime+dur!"msecs"(msg.pauseMsecs);
372 goto case; // to stay
374 glColor4f(1.0f, 1.0f, 1.0f, msg.alpha/255.0f);
375 break;
376 case Message.Phase.Stay:
377 if (msg.removeTime <= curtime) {
378 msg.alpha = 255;
379 msg.phase = Message.Phase.FadeOut;
380 goto case; // to fade
382 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
383 break;
384 case Message.Phase.FadeOut:
385 if ((msg.alpha -= 10) <= 0) {
386 if (--messagesUsed == 0) return;
387 // remove this message
388 foreach (immutable cidx; 1..messagesUsed+1) messages.ptr[cidx-1] = messages.ptr[cidx];
389 goto again;
391 glColor4f(1.0f, 1.0f, 1.0f, msg.alpha/255.0f);
392 break;
395 smDrawText(10, 10, msg.text[0..msg.textlen]);
399 // ////////////////////////////////////////////////////////////////////////// //
400 mixin(Actor.FieldGetMixin!("classtype", StrId)); // fget_classtype
401 mixin(Actor.FieldGetMixin!("classname", StrId)); // fget_classname
402 mixin(Actor.FieldGetMixin!("x", int));
403 mixin(Actor.FieldGetMixin!("y", int));
404 mixin(Actor.FieldGetMixin!("flags", uint));
405 mixin(Actor.FieldGetMixin!("zAnimstate", StrId));
406 mixin(Actor.FieldGetMixin!("zAnimidx", int));
407 mixin(Actor.FieldGetMixin!("dir", uint));
408 mixin(Actor.FieldGetMixin!("attLightXOfs", int));
409 mixin(Actor.FieldGetMixin!("attLightYOfs", int));
410 mixin(Actor.FieldGetMixin!("attLightRGBX", uint));
412 mixin(Actor.FieldGetPtrMixin!("classtype", StrId)); // fget_classtype
413 mixin(Actor.FieldGetPtrMixin!("classname", StrId)); // fget_classname
414 mixin(Actor.FieldGetPtrMixin!("x", int));
415 mixin(Actor.FieldGetPtrMixin!("y", int));
416 mixin(Actor.FieldGetPtrMixin!("flags", uint));
417 mixin(Actor.FieldGetPtrMixin!("zAnimstate", StrId));
418 mixin(Actor.FieldGetPtrMixin!("zAnimidx", int));
419 mixin(Actor.FieldGetPtrMixin!("dir", uint));
420 mixin(Actor.FieldGetPtrMixin!("attLightXOfs", int));
421 mixin(Actor.FieldGetPtrMixin!("attLightYOfs", int));
422 mixin(Actor.FieldGetPtrMixin!("attLightRGBX", uint));
425 // ////////////////////////////////////////////////////////////////////////// //
426 __gshared int lightX = vlWidth/2, lightY = vlHeight/2;
427 __gshared int mapOfsX, mapOfsY;
428 __gshared bool movement = false;
429 __gshared float iLiquidTime = 0.0;
430 __gshared bool altMove = false;
433 void renderScene (MonoTime curtime) {
434 //enum BackIntens = 0.05f;
435 enum BackIntens = 0.0f;
437 float atob = (curtime > lastthink ? cast(float)((curtime-lastthink).total!"msecs")/cast(float)((nextthink-lastthink).total!"msecs") : 1.0f);
438 //{ import core.stdc.stdio; printf("atob=%f\n", cast(double)atob); }
441 int framelen = cast(int)((nextthink-lastthink).total!"msecs");
442 int curfp = cast(int)((curtime-lastthink).total!"msecs");
443 { import core.stdc.stdio; printf("framelen=%d; curfp=%d\n", framelen, curfp); }
447 int mofsx, mofsy;
449 if (altMove || movement || scale == 1) {
450 mofsx = mapOfsX;
451 mofsy = mapOfsY;
452 vportX0 = 0;
453 vportY0 = 0;
454 vportX1 = map.width*8;
455 vportY1 = map.height*8;
456 } else {
457 if (frameInterpolation) {
458 import core.stdc.math : roundf;
459 mofsx = cast(int)(mapViewPosX[0]+roundf((mapViewPosX[1]-mapViewPosX[0])*atob));
460 mofsy = cast(int)(mapViewPosY[0]+roundf((mapViewPosY[1]-mapViewPosY[0])*atob));
461 } else {
462 mofsx = mapViewPosX[1];
463 mofsy = mapViewPosY[1];
465 vportX0 = mofsx/scale;
466 vportY0 = mofsy/scale;
467 vportX1 = vportX0+vlWidth/scale;
468 vportY1 = vportY0+vlHeight/scale;
472 glUseProgram(0);
474 if (mapTilesChanged != 0) rebuildMapMegaTextures();
476 dotDraw(atob);
478 // build background layer
479 fboOrigBack.exec({
480 //glDisable(GL_BLEND);
481 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
482 glClear(GL_COLOR_BUFFER_BIT);
483 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
484 orthoCamera(map.width*8, map.height*8);
485 glEnable(GL_BLEND);
486 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
487 // draw sky
489 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*8, mapOfsY/2-map.MapSize*8, map.MapSize*8, map.MapSize*8);
490 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*8, mapOfsY/2, map.MapSize*8, map.MapSize*8);
491 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2-map.MapSize*8, map.MapSize*8, map.MapSize*8);
492 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2, map.MapSize*8, map.MapSize*8);
494 drawAtXY(map.skytexgl.tid, 0, 0, map.MapSize*8, map.MapSize*8);
495 // draw background
496 drawAtXY(map.texgl.ptr[map.Back], 0, 0);
497 // draw distorted liquid areas
498 shadLiquidDistort.exec((Shader shad) {
499 shad["iDistortTime"] = iLiquidTime;
500 drawAtXY(map.texgl.ptr[map.AllLiquids], 0, 0);
502 // monsters, items; we'll do linear interpolation here
503 // we need this for saved frame anyway, so let's play dirty and speed up the things
504 glColor3f(1.0f, 1.0f, 1.0f);
505 attachedLightCount = 0;
506 Actor.forEach((ActorId me) {
507 if (auto adef = findActorDef(me)) {
508 int actorX, actorY; // current actor position
510 auto ofs = prevFrameActorOfs.ptr[me.id&0xffff];
511 if (frameInterpolation && ofs < uint.max-1 && Actor.isSameSavedActor(me.id, prevFrameActorsData.ptr, ofs)) {
512 import core.stdc.math : roundf;
513 auto xptr = prevFrameActorsData.ptr+ofs;
514 int ox = xptr.fgetp_x;
515 int nx = me.fget_x;
516 int oy = xptr.fgetp_y;
517 int ny = me.fget_y;
518 actorX = cast(int)(ox+roundf((nx-ox)*atob));
519 actorY = cast(int)(oy+roundf((ny-oy)*atob));
520 //conwriteln("actor ", me.id, "; o=(", ox, ",", oy, "); n=(", nx, ",", ny, "); p=(", x, ",", y, ")");
521 } else {
522 actorX = me.fget_x;
523 actorY = me.fget_y;
526 // draw sprite
527 if ((me.fget_flags&AF_NODRAW) == 0) {
528 if (auto isp = adef.animSpr(me.fget_zAnimstate, me.fget_dir, me.fget_zAnimidx)) {
529 drawAtXY(isp.tex, actorX-isp.vga.sx, actorY-isp.vga.sy);
530 } else {
531 //conwriteln("no animation for actor ", me.id, " (", me.classtype!string, ":", me.classname!string, ")");
534 // process attached lights
535 if ((me.fget_flags&AF_NOLIGHT) == 0) {
536 uint alr = me.fget_attLightRGBX;
537 if ((alr&0xff) >= 4) {
538 // yep, add it
539 auto li = attachedLights.ptr+attachedLightCount;
540 ++attachedLightCount;
541 li.x = actorX+me.fget_attLightXOfs;
542 li.y = actorY+me.fget_attLightYOfs;
543 li.r = ((alr>>24)&0xff)/255.0f; // red or intensity
544 if ((alr&0x00_ff_ff_00U) == 0x00_00_01_00U) {
545 li.uncolored = true;
546 } else {
547 li.g = ((alr>>16)&0xff)/255.0f;
548 li.b = ((alr>>8)&0xff)/255.0f;
549 li.uncolored = false;
551 li.radius = (alr&0xff);
552 if (li.radius > MaxLightRadius) li.radius = MaxLightRadius;
555 } else {
556 conwriteln("not found actor ", me.id, " (", me.classtype!string, ":", me.classname!string, ")");
559 // draw dots
560 drawAtXY(texParts, 0, 0);
561 // do liquid coloring
562 drawAtXY(map.texgl.ptr[map.LiquidMask], 0, 0);
563 // foreground -- hide secrets, draw lifts and such
564 drawAtXY(map.texgl.ptr[map.Front], 0, 0);
568 if (doLighting) {
569 // clear light layer
570 fboLevelLight.exec({
571 glDisable(GL_BLEND);
572 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
573 //glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
574 ////glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
575 glClear(GL_COLOR_BUFFER_BIT);
578 // texture 1 is background
579 glActiveTexture(GL_TEXTURE0+1);
580 glBindTexture(GL_TEXTURE_2D, fboOrigBack.tex.tid);
581 // texture 2 is occluders
582 glActiveTexture(GL_TEXTURE0+2);
583 glBindTexture(GL_TEXTURE_2D, map.texgl.ptr[map.LightMask].tid);
584 // done texture assign
585 glActiveTexture(GL_TEXTURE0+0);
587 enum LYOfs = 1;
589 renderLight( 27, 391-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
590 renderLight(542, 424-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
591 renderLight(377, 368-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
592 renderLight(147, 288-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
593 renderLight( 71, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
594 renderLight(249, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
595 renderLight(426, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
596 renderLight(624, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
597 renderLight(549, 298-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
598 renderLight( 74, 304-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
600 renderLight(24*8+4, (24+18)*8-2+LYOfs, SVec4F(0.6f, 0.0f, 0.0f, 1.0f), 128);
602 renderLight(280, 330, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
604 // attached lights
605 foreach (ref li; attachedLights[0..attachedLightCount]) {
606 if (li.uncolored) {
607 renderLight(li.x, li.y, SVec4F(0.0f, 0.0f, 0.0f, li.r), li.radius);
608 } else {
609 renderLight(li.x, li.y, SVec4F(li.r, li.g, li.b, 1.0f), li.radius);
613 foreach (immutable _; 0..1) {
614 renderLight(lightX, lightY, SVec4F(0.3f, 0.3f, 0.0f, 1.0f), 96);
617 glActiveTexture(GL_TEXTURE0+1);
618 glBindTexture(GL_TEXTURE_2D, 0);
619 glActiveTexture(GL_TEXTURE0+2);
620 glBindTexture(GL_TEXTURE_2D, 0);
621 glActiveTexture(GL_TEXTURE0+0);
624 // draw scaled level
626 shadScanlines.exec((Shader shad) {
627 shad["scanlines"] = scanlines;
628 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
629 glClear(GL_COLOR_BUFFER_BIT);
630 orthoCamera(vlWidth, vlHeight);
631 //orthoCamera(map.width*8*scale, map.height*8*scale);
632 //glMatrixMode(GL_MODELVIEW);
633 //glLoadIdentity();
634 //glTranslatef(0.375, 0.375, 0); // to be pixel-perfect
635 // somehow, FBO objects are mirrored; wtf?!
636 drawAtXY(fboLevel.tex.tid, -mapOfsX, -mapOfsY, map.width*8*scale, map.height*8*scale, mirrorY:true);
637 //glLoadIdentity();
642 fboLevelLight.exec({
643 smDrawText(map.width*8/2, map.height*8/2, "Testing...");
648 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
649 glDisable(GL_BLEND);
652 fboOrigBack.exec({
653 //auto img = smfont.ptr[0x39];
654 auto img = fftest;
655 if (img !is null) {
656 //conwriteln("img.sx=", img.sx, "; img.sy=", img.sy, "; ", img.width, "x", img.height);
657 drawAtXY(img.tex, 10-img.sx, 10-img.sy);
662 orthoCamera(vlWidth, vlHeight);
663 auto tex = (doLighting ? fboLevelLight.tex.tid : fboOrigBack.tex.tid);
664 drawAtXY(tex, -mofsx, -mofsy, map.width*8*scale, map.height*8*scale, mirrorY:true);
666 doMessages(curtime);
670 // ////////////////////////////////////////////////////////////////////////// //
671 // returns time slept
672 int sleepAtMaxMsecs (int msecs) {
673 if (msecs > 0) {
674 import core.sys.posix.signal : timespec;
675 import core.sys.posix.time : nanosleep;
676 timespec ts = void, tpassed = void;
677 ts.tv_sec = 0;
678 ts.tv_nsec = msecs*1000*1000+(500*1000); // milli to nano
679 nanosleep(&ts, &tpassed);
680 return (ts.tv_nsec-tpassed.tv_nsec)/(1000*1000);
681 } else {
682 return 0;
687 // ////////////////////////////////////////////////////////////////////////// //
688 // rendering thread
689 shared int diedie = 0;
691 enum D2DFrameTime = 55; // milliseconds
692 enum MinFrameTime = 1000/60; // ~60 FPS
694 void renderThread () {
695 try {
696 MonoTime curtime = MonoTime.currTime;
698 lastthink = curtime; // for interpolator
699 nextthink = curtime+dur!"msecs"(D2DFrameTime);
700 MonoTime nextvframe = curtime;
702 enum MaxFPSFrames = 16;
703 float frtimes = 0.0f;
704 int framenum = 0;
705 int prevFPS = -1;
706 int hushFrames = 6; // ignore first `hushFrames` frames overtime
707 MonoTime prevFrameStartTime = curtime;
709 bool vframeWasLost = false;
711 // "D2D frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
712 bool doThinkFrame () {
713 if (curtime >= nextthink) {
714 lastthink = curtime;
715 while (nextthink <= curtime) nextthink += dur!"msecs"(D2DFrameTime);
716 // save snapshot and other data for interpolator
717 Actor.saveSnapshot(prevFrameActorsData[], prevFrameActorOfs.ptr);
718 mapViewPosX[0] = mapViewPosX[1];
719 mapViewPosY[0] = mapViewPosY[1];
720 // process actors
721 doActorsThink();
722 dotThink();
723 // some timing
724 auto tm = MonoTime.currTime;
725 int thinkTime = cast(int)((tm-curtime).total!"msecs");
726 if (thinkTime > 9) { import core.stdc.stdio; printf("spent on thinking: %d msecs\n", thinkTime); }
727 curtime = tm;
728 return true;
729 } else {
730 return false;
734 // "video frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
735 bool doVFrame () {
736 version(dont_use_vsync) {
737 // timer
738 enum doCheckTime = true;
739 } else {
740 // vsync
741 __gshared bool prevLost = false;
742 bool doCheckTime = vframeWasLost;
743 if (vframeWasLost) {
744 if (!prevLost) {
745 { import core.stdc.stdio; printf("frame was lost!\n"); }
747 prevLost = true;
748 } else {
749 prevLost = false;
752 if (doCheckTime) {
753 if (curtime < nextvframe) return false;
754 version(dont_use_vsync) {
755 if (curtime > nextvframe) {
756 auto overtime = cast(int)((curtime-nextvframe).total!"msecs");
757 if (overtime > 2500) {
758 if (hushFrames) {
759 --hushFrames;
760 } else {
761 { import core.stdc.stdio; printf(" spent whole %d msecs\n", overtime); }
767 while (nextvframe <= curtime) nextvframe += dur!"msecs"(MinFrameTime);
768 bool ctset = false;
770 sdwindow.mtLock();
771 scope(exit) sdwindow.mtUnlock();
772 ctset = sdwindow.setAsCurrentOpenGlContextNT;
774 // if we can't set context, pretend that videoframe was processed; this should solve problem with vsync and invisible window
775 if (ctset) {
776 // render scene
777 iLiquidTime = cast(float)((curtime-MonoTime.zero).total!"msecs"%10000000)/18.0f*0.04f;
778 renderScene(curtime);
779 sdwindow.mtLock();
780 scope(exit) sdwindow.mtUnlock();
781 sdwindow.swapOpenGlBuffers();
782 glFinish();
783 sdwindow.releaseCurrentOpenGlContext();
784 vframeWasLost = false;
785 } else {
786 vframeWasLost = true;
787 { import core.stdc.stdio; printf("xframe was lost!\n"); }
789 curtime = MonoTime.currTime;
790 return true;
793 for (;;) {
794 if (sdwindow.closed) break;
795 if (atomicLoad(diedie) > 0) break;
797 curtime = MonoTime.currTime;
798 auto fstime = curtime;
800 doThinkFrame(); // this will fix curtime if necessary
801 if (doVFrame()) {
802 if (!vframeWasLost) {
803 // fps
804 auto frameTime = cast(float)(curtime-prevFrameStartTime).total!"msecs"/1000.0f;
805 prevFrameStartTime = curtime;
806 frtimes += frameTime;
807 if (++framenum >= MaxFPSFrames || frtimes >= 3.0f) {
808 import std.string : format;
809 int newFPS = cast(int)(cast(float)MaxFPSFrames/frtimes+0.5);
810 if (newFPS != prevFPS) {
811 sdwindow.title = "%s / FPS:%s".format("D2D", newFPS);
812 prevFPS = newFPS;
814 framenum = 0;
815 frtimes = 0.0f;
820 curtime = MonoTime.currTime;
822 // now sleep until next "video" or "think" frame
823 if (nextthink > curtime && nextvframe > curtime) {
824 // let's decide
825 immutable nextVideoFrameSleep = cast(int)((nextvframe-curtime).total!"msecs");
826 immutable nextThinkFrameSleep = cast(int)((nextthink-curtime).total!"msecs");
827 immutable sleepTime = (nextVideoFrameSleep < nextThinkFrameSleep ? nextVideoFrameSleep : nextThinkFrameSleep);
828 sleepAtMaxMsecs(sleepTime);
829 //curtime = MonoTime.currTime;
832 } catch (Exception e) {
833 import core.stdc.stdio;
834 fprintf(stderr, "FUUUUUUUUUUUUUUUUUUUUUUUUUU\n");
835 for (;;) {
836 if (sdwindow.closed) break;
837 if (atomicLoad(diedie) > 0) break;
838 sleepAtMaxMsecs(100);
841 atomicStore(diedie, 2);
845 // ////////////////////////////////////////////////////////////////////////// //
846 void closeWindow () {
847 if (atomicLoad(diedie) != 2) {
848 atomicStore(diedie, 1);
849 while (atomicLoad(diedie) != 2) {}
851 if (!sdwindow.closed) {
852 flushGui();
853 sdwindow.close();
858 // ////////////////////////////////////////////////////////////////////////// //
859 __gshared Thread renderTid;
862 void main (string[] args) {
863 FuncPool.dumpCode = false;
864 FuncPool.dumpCodeSize = false;
865 dacsDumpSemantic = false;
866 dacsOptimize = 9;
867 //version(rdmd) { dacsOptimize = 0; }
868 bool compileOnly = false;
870 for (usize idx = 1; idx < args.length; ++idx) {
871 bool remove = true;
872 if (args[idx] == "--dump-code") FuncPool.dumpCode = true;
873 else if (args[idx] == "--dump-code-size") FuncPool.dumpCodeSize = true;
874 else if (args[idx] == "--dump-semantic") dacsDumpSemantic = true;
875 else if (args[idx] == "--dump-all") { FuncPool.dumpCode = true; FuncPool.dumpCodeSize = true; dacsDumpSemantic = true; }
876 else if (args[idx] == "--compile") compileOnly = true;
877 else if (args[idx] == "--compile-only") compileOnly = true;
878 else if (args[idx] == "--messages") ++dacsMessages;
879 else if (args[idx] == "--no-copro") dacsOptimizeNoCoPro = true;
880 else if (args[idx] == "--no-deadass") dacsOptimizeNoDeadAss = true;
881 else if (args[idx] == "--no-purekill") dacsOptimizeNoPureKill = true;
882 else if (args[idx].length > 2 && args[idx][0..2] == "-O") {
883 import std.conv : to;
884 ubyte olevel = to!ubyte(args[idx][2..$]);
885 dacsOptimize = olevel;
887 else remove = false;
888 if (remove) {
889 foreach (immutable c; idx+1..args.length) args.ptr[c-1] = args.ptr[c];
890 args.length -= 1;
891 --idx; //hack
895 static void setDP () {
896 version(rdmd) {
897 setDataPath("data");
898 } else {
899 import std.file : thisExePath;
900 import std.path : dirName;
901 setDataPath(thisExePath.dirName);
903 addPK3(getDataPath~"base.pk3"); loadWadScripts();
904 //addWad("/home/ketmar/k8prj/doom2d-tl/data/doom2d.wad"); loadWadScripts();
905 //addWad("/home/ketmar/k8prj/doom2d-tl/data/meat.wad"); loadWadScripts();
906 //addWad("/home/ketmar/k8prj/doom2d-tl/data/megadm.wad"); loadWadScripts();
907 //addWad("/home/ketmar/k8prj/doom2d-tl/data/megadm1.wad"); loadWadScripts();
908 //addWad("/home/ketmar/k8prj/doom2d-tl/data/superdm.wad"); loadWadScripts();
909 //addWad("/home/ketmar/k8prj/doom2d-tl/data/zadoomka.wad"); loadWadScripts();
910 scriptLoadingComplete();
913 setDP();
915 if (compileOnly) return;
917 try {
918 registerAPI();
919 loadPalette();
921 setOpenGLContextVersion(3, 2); // up to GLSL 150
922 //openGLContextCompatible = false;
924 map = new LevelMap("maps/map01.d2m");
925 ugInit(map.width*8, map.height*8);
927 scale = 2;
929 //mapOfsX = 8*26;
930 //mapOfsY = 8*56;
931 map.getThingPos(1/*ThingId.Player1*/, &mapOfsX, &mapOfsY);
932 // fix viewport
934 mapOfsX = (mapOfsX*2)-vlWidth/2;
935 if (mapOfsX+vlWidth > map.width*16) mapOfsX = map.width*16-vlWidth;
936 if (mapOfsX < 0) mapOfsX = 0;
937 mapOfsY = (mapOfsY*2)-vlHeight/2;
938 if (mapOfsY+vlHeight > map.height*16) mapOfsY = map.height*16-vlHeight;
939 if (mapOfsY < 0) mapOfsY = 0;
941 setMapViewPos(mapOfsX, mapOfsY);
942 mapOfsX = mapViewPosX[1];
943 mapOfsY = mapViewPosY[1];
945 sdwindow = new SimpleWindow(vlWidth, vlHeight, "D2D", OpenGlOptions.yes, Resizablity.fixedSize);
947 sdwindow.visibleForTheFirstTime = delegate () {
948 sdwindow.setAsCurrentOpenGlContext(); // make this window active
949 glbindLoadFunctions();
952 import core.stdc.stdio;
953 printf("GL version: %s\n", glGetString(GL_VERSION));
954 GLint l, h;
955 glGetIntegerv(GL_MAJOR_VERSION, &h);
956 glGetIntegerv(GL_MINOR_VERSION, &l);
957 printf("version: %d.%d\n", h, l);
958 printf("shader version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
959 GLint svcount;
960 glGetIntegerv(GL_NUM_SHADING_LANGUAGE_VERSIONS, &svcount);
961 if (svcount > 0) {
962 printf("%d shader versions supported:\n", svcount);
963 foreach (GLuint n; 0..svcount) printf(" %d: %s\n", n, glGetStringi(GL_SHADING_LANGUAGE_VERSION, n));
966 GLint ecount;
967 glGetIntegerv(GL_NUM_EXTENSIONS, &ecount);
968 if (ecount > 0) {
969 printf("%d extensions supported:\n", ecount);
970 foreach (GLuint n; 0..ecount) printf(" %d: %s\n", n, glGetStringi(GL_EXTENSIONS, n));
975 // check if we have sufficient shader version here
977 bool found = false;
978 GLint svcount;
979 glGetIntegerv(GL_NUM_SHADING_LANGUAGE_VERSIONS, &svcount);
980 if (svcount > 0) {
981 foreach (GLuint n; 0..svcount) {
982 import core.stdc.string : strncmp;
983 auto v = glGetStringi(GL_SHADING_LANGUAGE_VERSION, n);
984 if (v is null) continue;
985 if (strncmp(v, "120", 3) != 0) continue;
986 if (v[3] > ' ') continue;
987 found = true;
988 break;
991 if (!found) assert(0, "can't find OpenGL GLSL 120");
993 auto adr = glGetProcAddress("glTexParameterf");
994 if (adr is null) assert(0);
997 version(dont_use_vsync) {
998 sdwindow.vsync = false;
999 } else {
1000 sdwindow.vsync = true;
1002 //sdwindow.useGLFinish = false;
1003 initOpenGL();
1004 //sdwindow.redrawOpenGlScene();
1005 if (!sdwindow.releaseCurrentOpenGlContext()) { import core.stdc.stdio; printf("can't release OpenGL context(1)\n"); }
1006 if (!renderTid) {
1007 renderTid = new Thread(&renderThread);
1008 renderTid.start();
1012 //sdwindow.redrawOpenGlScene = delegate () { renderScene(); };
1014 enum MSecsPerFrame = 1000/30; /* 30 is FPS */
1016 uint[8] frameTimes = 1000;
1017 enum { Left, Right, Up, Down }
1018 bool[4] pressed = false;
1020 sdwindow.eventLoop(MSecsPerFrame,
1021 delegate () {
1022 if (sdwindow.closed) return;
1023 if (pressed[Left]) mapOfsX -= 8;
1024 if (pressed[Right]) mapOfsX += 8;
1025 if (pressed[Up]) mapOfsY -= 8;
1026 if (pressed[Down]) mapOfsY += 8;
1027 import std.math : cos, sin;
1028 __gshared float itime = 0.0;
1029 itime += 0.02;
1030 if (movement) {
1031 mapOfsX = cast(int)(800.0/2.0+cos(itime)*220.0);
1032 mapOfsY = cast(int)(800.0/2.0+120.0+sin(itime)*160.0);
1034 if (scale == 1) mapOfsX = mapOfsY = 0;
1035 //sdwindow.redrawOpenGlSceneNow();
1037 delegate (KeyEvent event) {
1038 if (sdwindow.closed) return;
1039 if (event.pressed && event.key == Key.Escape) { closeWindow(); return; }
1040 switch (event.key) {
1041 case Key.X: if (event.pressed) altMove = !altMove; break;
1042 case Key.Left: if (altMove) pressed[Left] = event.pressed; break;
1043 case Key.Right: if (altMove) pressed[Right] = event.pressed; break;
1044 case Key.Up: if (altMove) pressed[Up] = event.pressed; break;
1045 case Key.Down: if (altMove) pressed[Down] = event.pressed; break;
1046 default:
1048 if (!altMove) {
1049 switch (event.key) {
1050 case Key.Left: case Key.Pad4: plrKeyUpDown(0, PLK_LEFT, event.pressed); break;
1051 case Key.Right: case Key.Pad6: plrKeyUpDown(0, PLK_RIGHT, event.pressed); break;
1052 case Key.Up: case Key.Pad8: plrKeyUpDown(0, PLK_UP, event.pressed); break;
1053 case Key.Down: case Key.Pad2: plrKeyUpDown(0, PLK_DOWN, event.pressed); break;
1054 case Key.Alt: plrKeyUpDown(0, PLK_JUMP, event.pressed); break;
1055 case Key.Ctrl: plrKeyUpDown(0, PLK_FIRE, event.pressed); break;
1056 case Key.Shift: plrKeyUpDown(0, PLK_USE, event.pressed); break;
1057 default:
1061 delegate (MouseEvent event) {
1062 lightX = event.x/scale;
1063 lightY = event.y/scale;
1064 lightX += mapOfsX/scale;
1065 lightY += mapOfsY/scale;
1067 delegate (dchar ch) {
1068 if (ch == 'q') { closeWindow(); return; }
1069 if (ch == 's') scanlines = !scanlines;
1070 if (ch == '1') scale = 1;
1071 if (ch == '2') scale = 2;
1072 if (ch == 'D') cheatNoDoors = !cheatNoDoors;
1073 if (ch == 'i') {
1074 frameInterpolation = !frameInterpolation;
1075 if (frameInterpolation) addMessage("Interpolation: ON"); else addMessage("Interpolation: OFF");
1077 if (ch == 'l') {
1078 doLighting = !doLighting;
1079 if (doLighting) addMessage("Lighting: ON"); else addMessage("Lighting: OFF");
1081 if (ch == ' ') movement = !movement;
1084 } catch (Exception e) {
1085 import std.stdio : stderr;
1086 stderr.writeln("FUUUUUUUUUUUU\n", e.toString);
1088 closeWindow();
1089 flushGui();