more HUD api (text rendering)
[dd2d.git] / render.d
blob2a7b8721d203dc2167684c0f8ed403c4b08d82c0
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 loadBfFont();
197 loadAllMonsterGraphics();
201 // ////////////////////////////////////////////////////////////////////////// //
202 // should be called when OpenGL is initialized
203 void loadMap (string mapname) {
204 mapscripts.runUnloading(); // "map unloading" script
205 clearMapScripts();
207 if (map !is null) map.clear();
208 map = new LevelMap(mapname);
209 curmapname = mapname;
211 ugInit(map.width*TileSize, map.height*TileSize);
213 map.oglBuildMega();
214 mapTilesChanged = 0;
216 if (fboLevel !is null) fboLevel.clear();
217 if (fboLevelLight !is null) fboLevelLight.clear();
218 if (fboOrigBack !is null) fboOrigBack.clear();
219 if (fboLMaskSmall !is null) fboLMaskSmall.clear();
221 fboLevel = new FBO(map.width*TileSize, map.height*TileSize, Texture.Option.Nearest); // final level render will be here
222 fboLevelLight = new FBO(map.width*TileSize, map.height*TileSize, Texture.Option.Nearest); // level lights will be rendered here
223 fboOrigBack = new FBO(map.width*TileSize, map.height*TileSize, Texture.Option.Nearest/*, Texture.Option.Depth*/); // background+foreground
224 fboLMaskSmall = new FBO(map.width, map.height, Texture.Option.Nearest); // small lightmask
226 shadToPolar.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize-1, map.height*TileSize-1); });
227 shadBlur.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize, map.height*TileSize); });
228 shadBlurOcc.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize, map.height*TileSize); });
229 shadAmbient.exec((Shader shad) { shad["mapPixSize"] = SVec2F(map.width*TileSize, map.height*TileSize); });
231 glActiveTexture(GL_TEXTURE0+0);
232 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
233 orthoCamera(vlWidth, vlHeight);
235 Actor.resetStorage();
237 setupMapScripts();
238 mapscripts.runInit();
239 loadMapMonsters();
240 dotInit();
241 mapscripts.runLoaded();
243 // save first snapshot
244 if (prevFrameActorsData.length == 0) prevFrameActorsData = new ubyte[](Actor.actorSize*65536); // ~15-20 megabytes
245 prevFrameActorOfs[] = uint.max; // just for fun
246 Actor.saveSnapshot(prevFrameActorsData[], prevFrameActorOfs.ptr);
248 levelLoaded = true;
250 { import core.memory : GC; GC.collect(); }
254 // ////////////////////////////////////////////////////////////////////////// //
255 //FIXME: optimize!
256 __gshared uint mapTilesChanged = 0;
259 //WARNING! this can be called only from DACS, so we don't have to sync it!
260 public void mapDirty (uint layermask) { mapTilesChanged |= layermask; }
263 void rebuildMapMegaTextures () {
264 //fbo.replaceTexture
265 //mapTilesChanged = false;
266 //map.clearMegaTextures();
267 map.oglBuildMega(mapTilesChanged);
268 mapTilesChanged = 0;
269 dotsAwake(); // let dormant dots fall
273 // ////////////////////////////////////////////////////////////////////////// //
274 // messages
275 struct Message {
276 enum Phase { FadeIn, Stay, FadeOut }
277 Phase phase;
278 int alpha;
279 int pauseMsecs;
280 MonoTime removeTime;
281 char[256] text;
282 usize textlen;
285 private import core.sync.mutex : Mutex;
287 __gshared Message[128] messages;
288 __gshared uint messagesUsed = 0;
290 //__gshared Mutex messageLock;
291 //shared static this () { messageLock = new Mutex(); }
294 void addMessage (const(char)[] msgtext, int pauseMsecs=3000, bool noreplace=false) {
295 //messageLock.lock();
296 //scope(exit) messageLock.unlock();
297 if (msgtext.length == 0) return;
298 conwriteln(msgtext);
299 if (pauseMsecs <= 50) return;
300 if (messagesUsed == messages.length) {
301 // remove top message
302 foreach (immutable cidx; 1..messagesUsed) messages.ptr[cidx-1] = messages.ptr[cidx];
303 messages.ptr[0].alpha = 255;
304 --messagesUsed;
306 // quick replace
307 if (!noreplace && messagesUsed == 1) {
308 switch (messages.ptr[0].phase) {
309 case Message.Phase.FadeIn:
310 messages.ptr[0].phase = Message.Phase.FadeOut;
311 break;
312 case Message.Phase.Stay:
313 messages.ptr[0].phase = Message.Phase.FadeOut;
314 messages.ptr[0].alpha = 255;
315 break;
316 default:
319 auto msg = messages.ptr+messagesUsed;
320 ++messagesUsed;
321 msg.phase = Message.Phase.FadeIn;
322 msg.alpha = 0;
323 msg.pauseMsecs = pauseMsecs;
324 // copy text
325 if (msgtext.length > msg.text.length) {
326 msg.text = msgtext[0..msg.text.length];
327 msg.textlen = msg.text.length;
328 } else {
329 msg.text[0..msgtext.length] = msgtext[];
330 msg.textlen = msgtext.length;
335 void doMessages (MonoTime curtime) {
336 //messageLock.lock();
337 //scope(exit) messageLock.unlock();
339 if (messagesUsed == 0) return;
340 glEnable(GL_BLEND);
341 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
343 Message* msg;
345 again:
346 msg = messages.ptr;
347 final switch (msg.phase) {
348 case Message.Phase.FadeIn:
349 if ((msg.alpha += 10) >= 255) {
350 msg.phase = Message.Phase.Stay;
351 msg.removeTime = curtime+dur!"msecs"(msg.pauseMsecs);
352 goto case; // to stay
354 glColor4f(1.0f, 1.0f, 1.0f, msg.alpha/255.0f);
355 break;
356 case Message.Phase.Stay:
357 if (msg.removeTime <= curtime) {
358 msg.alpha = 255;
359 msg.phase = Message.Phase.FadeOut;
360 goto case; // to fade
362 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
363 break;
364 case Message.Phase.FadeOut:
365 if ((msg.alpha -= 10) <= 0) {
366 if (--messagesUsed == 0) return;
367 // remove this message
368 foreach (immutable cidx; 1..messagesUsed+1) messages.ptr[cidx-1] = messages.ptr[cidx];
369 goto again;
371 glColor4f(1.0f, 1.0f, 1.0f, msg.alpha/255.0f);
372 break;
375 smDrawText(10, 10, msg.text[0..msg.textlen]);
379 // ////////////////////////////////////////////////////////////////////////// //
380 //mixin(Actor.FieldPropMixin!("0drawlistpos", uint));
382 mixin(Actor.FieldGetMixin!("classtype", StrId)); // fget_classtype
383 mixin(Actor.FieldGetMixin!("classname", StrId)); // fget_classname
384 mixin(Actor.FieldGetMixin!("x", int));
385 mixin(Actor.FieldGetMixin!("y", int));
386 mixin(Actor.FieldGetMixin!("s", int));
387 mixin(Actor.FieldGetMixin!("radius", int));
388 mixin(Actor.FieldGetMixin!("height", int));
389 mixin(Actor.FieldGetMixin!("flags", uint));
390 mixin(Actor.FieldGetMixin!("zAnimstate", StrId));
391 mixin(Actor.FieldGetMixin!("zAnimidx", int));
392 mixin(Actor.FieldGetMixin!("dir", uint));
393 mixin(Actor.FieldGetMixin!("attLightXOfs", int));
394 mixin(Actor.FieldGetMixin!("attLightYOfs", int));
395 mixin(Actor.FieldGetMixin!("attLightRGBX", uint));
397 //mixin(Actor.FieldGetPtrMixin!("classtype", StrId)); // fget_classtype
398 //mixin(Actor.FieldGetPtrMixin!("classname", StrId)); // fget_classname
399 mixin(Actor.FieldGetPtrMixin!("x", int));
400 mixin(Actor.FieldGetPtrMixin!("y", int));
401 //mixin(Actor.FieldGetPtrMixin!("flags", uint));
402 //mixin(Actor.FieldGetPtrMixin!("zAnimstate", StrId));
403 //mixin(Actor.FieldGetPtrMixin!("zAnimidx", int));
404 //mixin(Actor.FieldGetPtrMixin!("dir", uint));
405 //mixin(Actor.FieldGetPtrMixin!("attLightXOfs", int));
406 //mixin(Actor.FieldGetPtrMixin!("attLightYOfs", int));
407 //mixin(Actor.FieldGetPtrMixin!("attLightRGBX", uint));
410 // ////////////////////////////////////////////////////////////////////////// //
411 __gshared int vportX0, vportY0, vportX1, vportY1;
414 // ////////////////////////////////////////////////////////////////////////// //
415 void renderLightAmbient() (int lightX, int lightY, int lightW, int lightH, in auto ref SVec4F lcol) {
416 //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));
417 if (lightW < 1 || lightH < 1) return;
418 int lightX1 = lightX+lightW-1;
419 int lightY1 = lightY+lightH-1;
420 // clip light to viewport
421 if (lightX < vportX0) lightX = vportX0;
422 if (lightY < vportY0) lightY = vportY0;
423 if (lightX1 > vportX1) lightX1 = vportX1;
424 if (lightY1 > vportY1) lightY1 = vportY1;
425 // is this light visible?
426 //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));
427 if (lightX1 < lightX || lightY1 < lightY || lightX > vportX1 || lightY > vportY1 || lightX1 < vportX0 || lightY1 < vportY0) return;
428 //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));
430 fboLevelLight.exec({
431 glEnable(GL_BLEND);
432 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
433 //glDisable(GL_BLEND);
434 orthoCamera(map.width*TileSize, map.height*TileSize);
435 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
436 shadAmbient.exec((Shader shad) {
437 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
438 //shad["lightPos"] = SVec2F(lightX, lightY);
439 glRectf(lightX, lightY, lightX1, lightY1);
445 // ////////////////////////////////////////////////////////////////////////// //
446 void renderLight() (int lightX, int lightY, in auto ref SVec4F lcol, int lightRadius) {
447 if (lightRadius < 2) return;
448 if (lightRadius > MaxLightRadius) lightRadius = MaxLightRadius;
449 int lightSize = lightRadius*2;
450 // is this light visible?
451 if (lightX <= -lightRadius || lightY <= -lightRadius || lightX-lightRadius >= map.width*TileSize || lightY-lightRadius >= map.height*TileSize) return;
453 // out of viewport -- do nothing
454 if (lightX+lightRadius < vportX0 || lightY+lightRadius < vportY0) return;
455 if (lightX-lightRadius > vportX1 || lightY-lightRadius > vportY1) return;
457 if (lightX >= 0 && lightY >= 0 && lightX < map.width*TileSize && lightY < map.height*TileSize &&
458 map.teximgs[map.LightMask].imageData.colors.ptr[lightY*(map.width*TileSize)+lightX].a > 190) return;
460 // common color for all the following
461 glDisable(GL_BLEND);
462 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
464 // build 1d distance map to fboShadowMapId
465 fboDistMap.ptr[lightRadius].exec({
466 // no need to clear it, shader will take care of that
467 shadToPolar.exec((Shader shad) {
468 shad["lightTexSize"] = SVec2F(lightSize, lightSize);
469 shad["lightPos"] = SVec2F(lightX, lightY);
470 orthoCamera(lightSize, 1);
471 // it doesn't matter what we will draw here, so just draw filled rect
472 glRectf(0, 0, lightSize, 1);
476 // build light texture for blending
477 fboOccluders.exec({
478 // no need to clear it, shader will take care of that
479 // debug
480 //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
481 //glClear(GL_COLOR_BUFFER_BIT);
482 shadBlur.exec((Shader shad) {
483 shad["lightTexSize"] = SVec2F(lightSize, MaxLightRadius*2); // x: size of distmap; y: size of this texture
484 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
485 shad["lightPos"] = SVec2F(lightX-lightRadius, lightY-lightRadius);
486 orthoCamera(fboOccluders.tex.width, fboOccluders.tex.height);
487 //drawAtXY(fboDistMap[lightRadius].tex.tid, 0, 0, lightSize, lightSize);
488 bindTexture(fboDistMap.ptr[lightRadius].tex.tid);
489 glBegin(GL_QUADS);
490 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // top-left
491 glTexCoord2f(1.0f, 0.0f); glVertex2i(lightSize, 0); // top-right
492 glTexCoord2f(1.0f, 1.0f); glVertex2i(lightSize, lightSize); // bottom-right
493 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, lightSize); // bottom-left
494 glEnd();
498 // blend light texture
499 fboLevelLight.exec({
500 glEnable(GL_BLEND);
501 //glDisable(GL_BLEND);
502 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
503 orthoCamera(fboLevelLight.tex.width, fboLevelLight.tex.height);
504 //drawAtXY(fboOccluders.tex, lightX-lightRadius, lightY-lightRadius, mirrorY:true);
505 float occe = 1.0f*lightSize/(MaxLightRadius*2);
506 float occs = 1.0f-occe;
507 int x0 = lightX-lightRadius+0;
508 int y1 = lightY-lightRadius+0;
509 int x1 = lightX+lightRadius-1+1;
510 int y0 = lightY+lightRadius-1+1;
511 bindTexture(fboOccluders.tex.tid);
512 glBegin(GL_QUADS);
514 glTexCoord2f(0.0f, 0.0f); glVertex2i(x0, y0); // top-left
515 glTexCoord2f(occe, 0.0f); glVertex2i(x1, y0); // top-right
516 glTexCoord2f(occe, occe); glVertex2i(x1, y1); // bottom-right
517 glTexCoord2f(0.0f, occe); glVertex2i(x0, y1); // bottom-left
519 glTexCoord2f(0.0f, occs); glVertex2i(x0, y0); // top-left
520 glTexCoord2f(occe, occs); glVertex2i(x1, y0); // top-right
521 glTexCoord2f(occe, 1.0f); glVertex2i(x1, y1); // bottom-right
522 glTexCoord2f(0.0f, 1.0f); glVertex2i(x0, y1); // bottom-left
523 glEnd();
525 bindTexture(0);
526 glRectf(x0, y0, x1, y1);
528 // and blend it again, with the shader that will touch only occluders
529 shadBlurOcc.exec((Shader shad) {
530 //shad["lightTexSize"] = SVec2F(lightSize, lightSize);
531 shad["lightTexSize"] = SVec2F(lightSize, fboOccluders.tex.height);
532 shad["lightColor"] = SVec4F(lcol.x, lcol.y, lcol.z, lcol.w);
533 shad["lightPos"] = SVec2F(lightX, lightY);
534 //shad["lightPos"] = SVec2F(lightX-lightRadius, lightY-lightRadius);
535 bindTexture(fboOccluders.tex.tid);
536 glBegin(GL_QUADS);
537 glTexCoord2f(0.0f, occs); glVertex2i(x0, y0); // top-left
538 glTexCoord2f(occe, occs); glVertex2i(x1, y0); // top-right
539 glTexCoord2f(occe, 1.0f); glVertex2i(x1, y1); // bottom-right
540 glTexCoord2f(0.0f, 1.0f); glVertex2i(x0, y1); // bottom-left
541 glEnd();
542 //drawAtXY(fboOccluders.tex.tid, lightX-lightRadius, lightY-lightRadius, lightSize, lightSize, mirrorY:true);
548 // ////////////////////////////////////////////////////////////////////////// //
549 __gshared int testLightX = vlWidth/2, testLightY = vlHeight/2;
550 __gshared bool testLightMoved = false;
551 //__gshared int mapOfsX, mapOfsY;
552 //__gshared bool movement = false;
553 __gshared float iLiquidTime = 0.0;
554 //__gshared bool altMove = false;
557 void renderScene (MonoTime curtime) {
558 //enum BackIntens = 0.05f;
559 enum BackIntens = 0.0f;
561 gloStackClear();
562 float atob = (curtime > lastthink ? cast(float)((curtime-lastthink).total!"msecs")/cast(float)((nextthink-lastthink).total!"msecs") : 1.0f);
563 if (gamePaused || inEditMode) atob = 1.0f;
564 //{ import core.stdc.stdio; printf("atob=%f\n", cast(double)atob); }
567 int framelen = cast(int)((nextthink-lastthink).total!"msecs");
568 int curfp = cast(int)((curtime-lastthink).total!"msecs");
569 { import core.stdc.stdio; printf("framelen=%d; curfp=%d\n", framelen, curfp); }
573 int mofsx, mofsy; // camera offset, will be set in background layer builder
575 if (mapTilesChanged != 0) rebuildMapMegaTextures();
577 // build background layer
578 fboOrigBack.exec({
579 //glDisable(GL_BLEND);
580 //glClearDepth(1.0f);
581 //glDepthFunc(GL_LESS);
582 //glDepthFunc(GL_NEVER);
583 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
584 glClear(GL_COLOR_BUFFER_BIT/*|GL_DEPTH_BUFFER_BIT*/);
585 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
586 orthoCamera(map.width*TileSize, map.height*TileSize);
588 glEnable(GL_BLEND);
589 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
590 // draw sky
592 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*TileSize, mapOfsY/2-map.MapSize*TileSize, map.MapSize*TileSize, map.MapSize*TileSize);
593 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*TileSize, mapOfsY/2, map.MapSize*TileSize, map.MapSize*TileSize);
594 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2-map.MapSize*TileSize, map.MapSize*TileSize, map.MapSize*TileSize);
595 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2, map.MapSize*TileSize, map.MapSize*TileSize);
597 drawAtXY(map.skytexgl.tid, 0, 0, map.MapSize*TileSize, map.MapSize*TileSize);
598 // draw background
599 drawAtXY(map.texgl.ptr[map.Back], 0, 0);
600 // draw distorted liquid areas
601 shadLiquidDistort.exec((Shader shad) {
602 shad["iDistortTime"] = iLiquidTime;
603 drawAtXY(map.texgl.ptr[map.AllLiquids], 0, 0);
605 // monsters, items; we'll do linear interpolation here
606 glColor3f(1.0f, 1.0f, 1.0f);
607 //glEnable(GL_DEPTH_TEST);
608 attachedLightCount = 0;
610 // who cares about memory?!
611 // draw order: players, items, monsters, other
612 static struct DrawInfo {
613 ActorDef adef;
614 ActorId aid;
615 int actorX, actorY;
616 @disable this (this); // no copies
618 enum { Pixels, Players, Items, Monsters, Other }
619 __gshared DrawInfo[65536][4] drawlists;
620 __gshared uint[4] dlpos;
621 DrawInfo camchickdi;
623 dlpos[] = 0;
625 Actor.forEach((ActorId me) {
626 //me.fprop_0drawlistpos = 0;
627 if (auto adef = findActorDef(me)) {
628 uint dlnum = Other;
629 switch (adef.classtype.get) {
630 case "monster": dlnum = (adef.classname.get != "Player" ? Monsters : Players); break;
631 case "item": dlnum = Items; break;
632 default: dlnum = Other; break;
634 if (me.fget_flags&AF_PIXEL) dlnum = Pixels;
635 int actorX, actorY; // current actor position
637 auto ofs = prevFrameActorOfs.ptr[me.id&0xffff];
638 if (frameInterpolation && ofs < uint.max-1 && Actor.isSameSavedActor(me.id, prevFrameActorsData.ptr, ofs)) {
639 import core.stdc.math : roundf;
640 auto xptr = prevFrameActorsData.ptr+ofs;
641 int ox = xptr.fgetp_x;
642 int nx = me.fget_x;
643 int oy = xptr.fgetp_y;
644 int ny = me.fget_y;
645 actorX = cast(int)(ox+roundf((nx-ox)*atob));
646 actorY = cast(int)(oy+roundf((ny-oy)*atob));
647 //conwriteln("actor ", me.id, "; o=(", ox, ",", oy, "); n=(", nx, ",", ny, "); p=(", x, ",", y, ")");
648 } else {
649 actorX = me.fget_x;
650 actorY = me.fget_y;
653 if (me.id == cameraChick.id) {
654 camchickdi.adef = adef;
655 camchickdi.aid = me;
656 camchickdi.actorX = actorX;
657 camchickdi.actorY = actorY;
659 // draw sprite
660 if ((me.fget_flags&AF_NODRAW) == 0) {
661 //auto dl = &drawlists[dlnum][dlpos.ptr[dlnum]];
662 //me.fprop_0drawlistpos = (dlpos.ptr[dlnum]&0xffff)|((dlnum&0xff)<<16);
663 auto dl = drawlists.ptr[dlnum].ptr+dlpos.ptr[dlnum];
664 ++dlpos.ptr[dlnum];
665 dl.adef = adef;
666 dl.aid = me;
667 dl.actorX = actorX;
668 dl.actorY = actorY;
670 // process attached lights
671 if ((me.fget_flags&AF_NOLIGHT) == 0) {
672 uint alr = me.fget_attLightRGBX;
673 bool isambient = (me.fget_classtype.get == "light" && me.fget_classname.get == "Ambient");
674 if ((alr&0xff) >= 4 || (isambient && me.fget_radius >= 1 && me.fget_height >= 1)) {
675 //if (isambient) conwriteln("isambient: ", isambient, "; x=", me.fget_x, "; y=", me.fget_y, "; w=", me.fget_radius, "; h=", me.fget_height);
676 // yep, add it
677 auto li = attachedLights.ptr+attachedLightCount;
678 ++attachedLightCount;
679 li.type = (!isambient ? AttachedLightInfo.Type.Point : AttachedLightInfo.Type.Ambient);
680 li.x = actorX+me.fget_attLightXOfs;
681 li.y = actorY+me.fget_attLightYOfs;
682 li.r = ((alr>>24)&0xff)/255.0f; // red or intensity
683 if ((alr&0x00_ff_ff_00U) == 0x00_00_01_00U) {
684 li.uncolored = true;
685 } else {
686 li.g = ((alr>>16)&0xff)/255.0f;
687 li.b = ((alr>>8)&0xff)/255.0f;
688 li.uncolored = false;
690 li.radius = (alr&0xff);
691 if (li.radius > MaxLightRadius) li.radius = MaxLightRadius;
692 if (isambient) {
693 li.w = me.fget_radius;
694 li.h = me.fget_height;
698 } else {
699 conwriteln("not found actor ", me.id, " (", me.classtype!string, ":", me.classname!string, ")");
703 // draw actor lists
704 foreach_reverse (uint dlnum; 0..drawlists.length) {
705 if (dlnum == Pixels) continue;
706 auto dl = drawlists.ptr[dlnum].ptr;
707 if (dlnum == Players) dl += dlpos.ptr[dlnum]-1;
708 foreach (uint idx; 0..dlpos.ptr[dlnum]) {
709 auto me = dl.aid;
710 if (auto isp = dl.adef.animSpr(me.fget_zAnimstate, me.fget_dir, me.fget_zAnimidx)) {
711 //drawAtXY(isp.tex, dl.actorX-isp.vga.sx, dl.actorY-isp.vga.sy);
712 isp.drawAtXY(dl.actorX, dl.actorY);
714 if (dlnum != Players) ++dl; else --dl;
717 // draw pixels
718 if (dlpos[Pixels]) {
719 bindTexture(0);
720 bool pointsStarted = false;
721 Color lastColor = Color(0, 0, 0, 0);
722 auto dl = drawlists.ptr[Pixels].ptr;
723 foreach (uint idx; 0..dlpos.ptr[Pixels]) {
724 auto me = dl.aid;
725 auto s = me.fget_s;
726 if (s < 0 || s > 255) continue; //FIXME
727 Color clr = d2dpal.ptr[s&0xff];
728 if (clr.a == 0) continue;
729 if (clr != lastColor) {
730 if (pointsStarted) glEnd();
731 glColor4f(clr.r/255.0f, clr.g/255.0f, clr.b/255.0f, clr.a/255.0f);
732 lastColor = clr;
733 pointsStarted = false;
735 if (!pointsStarted) {
736 glBegin(GL_POINTS);
737 pointsStarted = true;
739 glVertex2i(dl.actorX, dl.actorY);
740 ++dl;
742 if (pointsStarted) {
743 glEnd();
744 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
748 // camera movement
749 if (/*altMove || movement ||*/ scale == 1 || !cameraChick.valid) {
750 mofsx = 0;
751 mofsy = 0;
752 vportX0 = 0;
753 vportY0 = 0;
754 vportX1 = map.width*TileSize;
755 vportY1 = map.height*TileSize;
756 } else {
757 int tiltHeight = /*getMapViewHeight()*/(vlHeight/scale)/4;
758 int vy = cameraChick.looky!int;
759 if (vy < -tiltHeight) vy = -tiltHeight; else if (vy > tiltHeight) vy = tiltHeight;
760 int swdt = vlWidth/scale;
761 int shgt = vlHeight/scale;
762 int x = camchickdi.actorX-swdt/2;
763 int y = (camchickdi.actorY+vy)-shgt/2;
764 if (x < 0) x = 0; else if (x >= map.width*TileSize-swdt) x = map.width*TileSize-swdt-1;
765 if (y < 0) y = 0; else if (y >= map.height*TileSize-shgt) y = map.height*TileSize-shgt-1;
766 mofsx = x*2;
767 mofsy = y*2;
768 vportX0 = mofsx/scale;
769 vportY0 = mofsy/scale;
770 vportX1 = vportX0+vlWidth/scale;
771 vportY1 = vportY0+vlHeight/scale;
774 //glDisable(GL_DEPTH_TEST);
775 // draw dots
776 dotDraw(atob);
777 // do liquid coloring
778 drawAtXY(map.texgl.ptr[map.LiquidMask], 0, 0);
779 // foreground -- hide secrets, draw lifts and such
780 drawAtXY(map.texgl.ptr[map.Front], 0, 0);
783 enum r = 255;
784 enum g = 0;
785 enum b = 0;
786 enum a = 255;
787 bindTexture(0);
788 glColor4f(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
789 glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
790 if (cameraChick.valid) {
791 glBegin(GL_POINTS);
792 glVertex2i(camchickdi.actorX, camchickdi.actorY-70);
793 glEnd();
794 //glRectf(camchickdi.actorX, camchickdi.actorY-70, camchickdi.actorX+4, camchickdi.actorY-70+4);
796 //glRectf(0, 0, 300, 300);
797 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
803 if (doLighting) {
804 glDisable(GL_BLEND);
805 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
807 // make smaller occluder texture, so we can trace faster
808 //assert(fboLMaskSmall.tex.width == map.width);
809 //assert(fboLMaskSmall.tex.height == map.height);
810 fboLMaskSmall.exec({
811 orthoCamera(map.width, map.height);
812 drawAtXY(map.texgl.ptr[map.LightMask].tid, 0, 0, map.width, map.height, mirrorY:true);
815 // clear light layer
816 fboLevelLight.exec({
817 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
818 //glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
819 ////glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
820 glClear(GL_COLOR_BUFFER_BIT);
823 // texture 1 is background
824 glActiveTexture(GL_TEXTURE0+1);
825 glBindTexture(GL_TEXTURE_2D, fboOrigBack.tex.tid);
826 // texture 2 is occluders
827 glActiveTexture(GL_TEXTURE0+2);
828 glBindTexture(GL_TEXTURE_2D, map.texgl.ptr[map.LightMask].tid);
829 // texture 3 is small occluder map
830 glActiveTexture(GL_TEXTURE0+3);
831 glBindTexture(GL_TEXTURE_2D, fboLMaskSmall.tex.tid);
832 // done texture assign
833 glActiveTexture(GL_TEXTURE0+0);
836 enum LYOfs = 1;
838 renderLight( 27, 391-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
839 renderLight(542, 424-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
840 renderLight(377, 368-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
841 renderLight(147, 288-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
842 renderLight( 71, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
843 renderLight(249, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
844 renderLight(426, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
845 renderLight(624, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
846 renderLight(549, 298-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
847 renderLight( 74, 304-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
849 renderLight(24*TileSize+4, (24+18)*TileSize-2+LYOfs, SVec4F(0.6f, 0.0f, 0.0f, 1.0f), 128);
851 renderLight(280, 330, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
854 // attached lights
855 foreach (ref li; attachedLights[0..attachedLightCount]) {
856 if (li.type == AttachedLightInfo.Type.Ambient) {
857 //conwriteln("ambient: x=", li.x, "; y=", li.y, "; w=", li.w, "; h=", li.h);
858 // ambient light
859 if (li.uncolored) {
860 renderLightAmbient(li.x, li.y, li.w, li.h, SVec4F(0.0f, 0.0f, 0.0f, li.r));
861 } else {
862 renderLightAmbient(li.x, li.y, li.w, li.h, SVec4F(li.r, li.g, li.b, 1.0f));
864 } else if (li.type == AttachedLightInfo.Type.Point) {
865 // point light
866 if (li.uncolored) {
867 renderLight(li.x, li.y, SVec4F(0.0f, 0.0f, 0.0f, li.r), li.radius);
868 } else {
869 renderLight(li.x, li.y, SVec4F(li.r, li.g, li.b, 1.0f), li.radius);
875 if (testLightMoved) {
876 testLightX = testLightX/scale+mofsx/scale;
877 testLightY = testLightY/scale+mofsy/scale;
878 testLightMoved = false;
880 foreach (immutable _; 0..1) {
881 renderLight(testLightX, testLightY, SVec4F(0.3f, 0.3f, 0.0f, 1.0f), 96);
885 glActiveTexture(GL_TEXTURE0+1);
886 glBindTexture(GL_TEXTURE_2D, 0);
887 glActiveTexture(GL_TEXTURE0+2);
888 glBindTexture(GL_TEXTURE_2D, 0);
889 glActiveTexture(GL_TEXTURE0+3);
890 glBindTexture(GL_TEXTURE_2D, 0);
891 glActiveTexture(GL_TEXTURE0+0);
894 // draw scaled level
896 shadScanlines.exec((Shader shad) {
897 shad["scanlines"] = scanlines;
898 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
899 glClear(GL_COLOR_BUFFER_BIT);
900 orthoCamera(vlWidth, vlHeight);
901 //orthoCamera(map.width*TileSize*scale, map.height*TileSize*scale);
902 //glMatrixMode(GL_MODELVIEW);
903 //glLoadIdentity();
904 //glTranslatef(0.375, 0.375, 0); // to be pixel-perfect
905 // somehow, FBO objects are mirrored; wtf?!
906 drawAtXY(fboLevel.tex.tid, -mapOfsX, -mapOfsY, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
907 //glLoadIdentity();
912 fboLevelLight.exec({
913 smDrawText(map.width*TileSize/2, map.height*TileSize/2, "Testing...");
918 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
920 glDisable(GL_BLEND);
923 fboOrigBack.exec({
924 //auto img = smfont.ptr[0x39];
925 auto img = fftest;
926 if (img !is null) {
927 //conwriteln("img.sx=", img.sx, "; img.sy=", img.sy, "; ", img.width, "x", img.height);
928 drawAtXY(img.tex, 10-img.sx, 10-img.sy);
935 { // http://stackoverflow.com/questions/7207422/setting-up-opengl-multiple-render-targets
936 GLenum[1] buffers = [ GL_BACK_LEFT, /*GL_COLOR_ATTACHMENT0_EXT*/ ];
937 //GLenum[1] buffers = [ GL_NONE, /*GL_COLOR_ATTACHMENT0_EXT*/ ];
938 glDrawBuffers(1, buffers.ptr);
943 orthoCamera(vlWidth, vlHeight);
944 auto tex = (doLighting ? fboLevelLight.tex.tid : fboOrigBack.tex.tid);
945 drawAtXY(tex, -mofsx, -mofsy, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
947 if (levelLoaded) {
948 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
949 //orthoCamera(map.width*TileSize, map.height*TileSize);
950 glEnable(GL_BLEND);
951 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
952 hudScripts.runDraw();
955 //drawAtXY(map.texgl.ptr[map.LightMask].tid, -mofsx, -mofsy, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
956 //drawAtXY(fboLMaskSmall.tex.tid, 0, 0, map.width*TileSize, map.height*TileSize);
958 if (inEditMode) {
959 glEnable(GL_BLEND);
960 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
961 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
962 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
963 editorUpdateImage();
964 fboEditor.tex.setFromImage(editorImg);
965 drawAtXY(fboEditor.tex, 0, 0);
966 glDisable(GL_BLEND);
969 doMessages(curtime);
973 // ////////////////////////////////////////////////////////////////////////// //
974 // returns time slept
975 int sleepAtMaxMsecs (int msecs) {
976 if (msecs > 0) {
977 import core.sys.posix.signal : timespec;
978 import core.sys.posix.time : nanosleep;
979 timespec ts = void, tpassed = void;
980 ts.tv_sec = 0;
981 ts.tv_nsec = msecs*1000*1000+(500*1000); // milli to nano
982 nanosleep(&ts, &tpassed);
983 return (ts.tv_nsec-tpassed.tv_nsec)/(1000*1000);
984 } else {
985 return 0;
990 // ////////////////////////////////////////////////////////////////////////// //
991 mixin(import("editor.d"));
994 // ////////////////////////////////////////////////////////////////////////// //
995 // rendering thread
996 shared int diedie = 0;
998 enum D2DFrameTime = 55; // milliseconds
999 enum MinFrameTime = 1000/60; // ~60 FPS
1001 public void renderThread (Tid starterTid) {
1002 enum BoolOptVarMsgMixin(string varname) =
1003 "if (msg.toggle) msg.value = !"~varname~";\n"~
1004 "if ("~varname~" != msg.value) "~varname~" = msg.value; else msg.showMessage = false;\n";
1006 send(starterTid, 42);
1007 try {
1008 MonoTime curtime = MonoTime.currTime;
1010 lastthink = curtime; // for interpolator
1011 nextthink = curtime+dur!"msecs"(D2DFrameTime);
1012 MonoTime nextvframe = curtime;
1014 enum MaxFPSFrames = 16;
1015 float frtimes = 0.0f;
1016 int framenum = 0;
1017 int prevFPS = -1;
1018 int hushFrames = 6; // ignore first `hushFrames` frames overtime
1019 MonoTime prevFrameStartTime = curtime;
1021 bool vframeWasLost = false;
1023 void resetFrameTimers () {
1024 MonoTime curtime = MonoTime.currTime;
1025 lastthink = curtime; // for interpolator
1026 nextthink = curtime+dur!"msecs"(D2DFrameTime);
1027 nextvframe = curtime;
1030 void loadNewLevel (string name) {
1032 if (levelLoaded) {
1033 conwriteln("ERROR: can't load new levels yet");
1034 return;
1037 if (name.length == 0) {
1038 conwriteln("ERROR: can't load empty level!");
1040 conwriteln("loading map '", name, "'");
1041 loadMap(name);
1042 resetFrameTimers();
1045 void receiveMessages () {
1046 for (;;) {
1047 import core.time : Duration;
1048 //conwriteln("rendering thread: waiting for messages...");
1049 auto got = receiveTimeout(
1050 Duration.zero, // don't wait
1051 (TMsgMessage msg) {
1052 addMessage(msg.text[0..msg.textlen], msg.pauseMsecs, msg.noreplace);
1054 (TMsgLoadLevel msg) {
1055 nextmapname = null; // clear "exit" flag
1056 loadNewLevel(msg.mapfile[0..msg.textlen].idup);
1058 (TMsgSkipLevel msg) {
1059 string mn = genNextMapName(0);
1060 if (mn.length) {
1061 nextmapname = null; // clear "exit" flag
1062 loadNewLevel(mn);
1065 (TMsgIntOption msg) {
1066 final switch (msg.type) with (TMsgIntOption.Type) {
1067 case Scale:
1068 if (msg.value >= 1 && msg.value <= 2) scale = msg.value;
1069 break;
1072 (TMsgBoolOption msg) {
1073 final switch (msg.type) with (TMsgBoolOption.Type) {
1074 case Interpolation: mixin(BoolOptVarMsgMixin!"frameInterpolation"); break;
1075 case Lighting: mixin(BoolOptVarMsgMixin!"doLighting"); break;
1076 case Pause: mixin(BoolOptVarMsgMixin!"gamePaused"); break;
1077 case EditMode:
1078 if (msg.toggle) msg.value = !inEditMode;
1079 if (inEditMode != msg.value) {
1080 inEditMode = msg.value;
1081 if (msg.value) sdwindow.hideCursor(); else sdwindow.showCursor();
1082 } else {
1083 msg.showMessage = false;
1085 break;
1086 mixin(BoolOptVarMsgMixin!"inEditMode"); break;
1087 case CheatNoDoors: mixin(BoolOptVarMsgMixin!"cheatNoDoors"); break;
1088 case CheatNoWallClip: mixin(BoolOptVarMsgMixin!"cheatNoWallClip"); break;
1090 if (msg.showMessage) {
1091 char[128] mbuf;
1092 uint msgpos;
1093 void putStr(T) (T s) if (is(T : const(char)[])) {
1094 foreach (char ch; s) {
1095 if (msgpos >= mbuf.length) break;
1096 mbuf.ptr[msgpos++] = ch;
1099 putStr("Option \"");
1100 { import std.conv : to; putStr(to!string(msg.type)); }
1101 putStr("\": O");
1102 if (msg.value) putStr("N"); else putStr("FF");
1103 addMessage(mbuf[0..msgpos]);
1106 (TMsgTestLightMove msg) {
1107 testLightX = msg.x;
1108 testLightY = msg.y;
1109 testLightMoved = true;
1111 (TMsgMouseEvent msg) { editorMouseEvent(msg); },
1112 (TMsgKeyEvent msg) { editorKeyEvent(msg); },
1113 (Variant v) {
1114 conwriteln("WARNING: unknown thread message received and ignored");
1117 if (!got) {
1118 // no more messages
1119 //conwriteln("rendering thread: no more messages");
1120 break;
1123 if (nextmapname.length) {
1124 string mn = nextmapname;
1125 nextmapname = null; // clear "exit" flag
1126 loadNewLevel(mn);
1130 // "D2D frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
1131 bool doThinkFrame () {
1132 if (curtime >= nextthink) {
1133 lastthink = curtime;
1134 while (nextthink <= curtime) nextthink += dur!"msecs"(D2DFrameTime);
1135 if (levelLoaded) {
1136 // save snapshot and other data for interpolator
1137 Actor.saveSnapshot(prevFrameActorsData[], prevFrameActorOfs.ptr);
1138 if (!gamePaused && !inEditMode) {
1139 // process actors
1140 doActorsThink();
1141 dotThink();
1144 // some timing
1145 auto tm = MonoTime.currTime;
1146 int thinkTime = cast(int)((tm-curtime).total!"msecs");
1147 if (thinkTime > 9) { import core.stdc.stdio; printf("spent on thinking: %d msecs\n", thinkTime); }
1148 curtime = tm;
1149 return true;
1150 } else {
1151 return false;
1155 // "video frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
1156 bool doVFrame () {
1157 version(dont_use_vsync) {
1158 // timer
1159 enum doCheckTime = true;
1160 } else {
1161 // vsync
1162 __gshared bool prevLost = false;
1163 bool doCheckTime = vframeWasLost;
1164 if (vframeWasLost) {
1165 if (!prevLost) {
1166 { import core.stdc.stdio; printf("frame was lost!\n"); }
1168 prevLost = true;
1169 } else {
1170 prevLost = false;
1173 if (doCheckTime) {
1174 if (curtime < nextvframe) return false;
1175 version(dont_use_vsync) {
1176 if (curtime > nextvframe) {
1177 auto overtime = cast(int)((curtime-nextvframe).total!"msecs");
1178 if (overtime > 2500) {
1179 if (hushFrames) {
1180 --hushFrames;
1181 } else {
1182 { import core.stdc.stdio; printf(" spent whole %d msecs\n", overtime); }
1188 while (nextvframe <= curtime) nextvframe += dur!"msecs"(MinFrameTime);
1189 bool ctset = false;
1191 sdwindow.mtLock();
1192 scope(exit) sdwindow.mtUnlock();
1193 ctset = sdwindow.setAsCurrentOpenGlContextNT;
1195 // if we can't set context, pretend that videoframe was processed; this should solve problem with vsync and invisible window
1196 if (ctset) {
1197 // render scene
1198 iLiquidTime = cast(float)((curtime-MonoTime.zero).total!"msecs"%10000000)/18.0f*0.04f;
1199 receiveMessages(); // here, 'cause we need active OpenGL context for some messages
1200 if (levelLoaded) {
1201 renderScene(curtime);
1202 } else {
1203 //renderLoading(curtime);
1205 sdwindow.mtLock();
1206 scope(exit) sdwindow.mtUnlock();
1207 sdwindow.swapOpenGlBuffers();
1208 glFinish();
1209 sdwindow.releaseCurrentOpenGlContext();
1210 vframeWasLost = false;
1211 } else {
1212 vframeWasLost = true;
1213 { import core.stdc.stdio; printf("xframe was lost!\n"); }
1215 curtime = MonoTime.currTime;
1216 return true;
1219 for (;;) {
1220 if (sdwindow.closed) break;
1221 if (atomicLoad(diedie) > 0) break;
1223 curtime = MonoTime.currTime;
1224 auto fstime = curtime;
1226 doThinkFrame(); // this will fix curtime if necessary
1227 if (doVFrame()) {
1228 if (!vframeWasLost) {
1229 // fps
1230 auto frameTime = cast(float)(curtime-prevFrameStartTime).total!"msecs"/1000.0f;
1231 prevFrameStartTime = curtime;
1232 frtimes += frameTime;
1233 if (++framenum >= MaxFPSFrames || frtimes >= 3.0f) {
1234 import std.string : format;
1235 int newFPS = cast(int)(cast(float)MaxFPSFrames/frtimes+0.5);
1236 if (newFPS != prevFPS) {
1237 sdwindow.title = "%s / FPS:%s".format("D2D", newFPS);
1238 prevFPS = newFPS;
1240 framenum = 0;
1241 frtimes = 0.0f;
1246 curtime = MonoTime.currTime;
1248 // now sleep until next "video" or "think" frame
1249 if (nextthink > curtime && nextvframe > curtime) {
1250 // let's decide
1251 immutable nextVideoFrameSleep = cast(int)((nextvframe-curtime).total!"msecs");
1252 immutable nextThinkFrameSleep = cast(int)((nextthink-curtime).total!"msecs");
1253 immutable sleepTime = (nextVideoFrameSleep < nextThinkFrameSleep ? nextVideoFrameSleep : nextThinkFrameSleep);
1254 sleepAtMaxMsecs(sleepTime);
1255 //curtime = MonoTime.currTime;
1258 } catch (Throwable e) {
1259 // here, we are dead and fucked (the exact order doesn't matter)
1260 import core.stdc.stdlib : abort;
1261 import core.stdc.stdio : fprintf, stderr;
1262 import core.memory : GC;
1263 GC.disable(); // yeah
1264 thread_suspendAll(); // stop right here, you criminal scum!
1265 auto s = e.toString();
1266 fprintf(stderr, "\n=== FATAL ===\n%.*s\n", cast(uint)s.length, s.ptr);
1267 abort(); // die, you bitch!
1269 import core.stdc.stdio;
1270 fprintf(stderr, "FUUUUUUUUUUUUUUUUUUUUUUUUUU\n");
1271 import std.stdio : stderr;
1272 writeln(
1273 for (;;) {
1274 if (sdwindow.closed) break;
1275 if (atomicLoad(diedie) > 0) break;
1276 sleepAtMaxMsecs(100);
1280 atomicStore(diedie, 2);
1284 // ////////////////////////////////////////////////////////////////////////// //
1285 __gshared Tid renderTid;
1286 shared bool renderThreadStarted = false;
1289 public void startRenderThread () {
1290 if (!cas(&renderThreadStarted, false, true)) {
1291 assert(0, "render thread already started!");
1293 renderTid = spawn(&renderThread, thisTid);
1294 setMaxMailboxSize(renderTid, 1024, OnCrowding.throwException); //FIXME
1295 // wait for "i'm ready" signal
1296 receive(
1297 (int ok) {
1298 if (ok != 42) assert(0, "wtf?!");
1301 conwriteln("rendering thread started");
1305 // ////////////////////////////////////////////////////////////////////////// //
1306 public void closeWindow () {
1307 if (atomicLoad(diedie) != 2) {
1308 atomicStore(diedie, 1);
1309 while (atomicLoad(diedie) != 2) {}
1311 if (!sdwindow.closed) {
1312 flushGui();
1313 sdwindow.close();
1318 // ////////////////////////////////////////////////////////////////////////// //
1319 // thread messages
1322 // ////////////////////////////////////////////////////////////////////////// //
1323 struct TMsgMouseEvent {
1324 MouseEventType type;
1325 int x, y;
1326 int dx, dy;
1327 MouseButton button; /// See $(LREF MouseButton)
1328 int modifierState; /// See $(LREF ModifierState)
1331 public void postMouseEvent() (in auto ref MouseEvent evt) {
1332 if (!atomicLoad(renderThreadStarted)) return;
1333 TMsgMouseEvent msg;
1334 msg.type = evt.type;
1335 msg.x = evt.x;
1336 msg.y = evt.y;
1337 msg.dx = evt.dx;
1338 msg.dy = evt.dy;
1339 msg.button = evt.button;
1340 msg.modifierState = evt.modifierState;
1341 send(renderTid, msg);
1345 // ////////////////////////////////////////////////////////////////////////// //
1346 struct TMsgKeyEvent {
1347 Key key;
1348 uint hardwareCode;
1349 bool pressed;
1350 dchar character;
1351 uint modifierState;
1354 public void postKeyEvent() (in auto ref KeyEvent evt) {
1355 if (!atomicLoad(renderThreadStarted)) return;
1356 TMsgKeyEvent msg;
1357 msg.key = evt.key;
1358 msg.pressed = evt.pressed;
1359 msg.character = evt.character;
1360 msg.modifierState = evt.modifierState;
1361 send(renderTid, msg);
1365 // ////////////////////////////////////////////////////////////////////////// //
1366 struct TMsgTestLightMove {
1367 int x, y;
1370 public void postTestLightMove (int x, int y) {
1371 if (!atomicLoad(renderThreadStarted)) return;
1372 auto msg = TMsgTestLightMove(x, y);
1373 send(renderTid, msg);
1377 // ////////////////////////////////////////////////////////////////////////// //
1378 struct TMsgMessage {
1379 char[256] text;
1380 uint textlen;
1381 int pauseMsecs;
1382 bool noreplace;
1385 public void postAddMessage (const(char)[] msgtext, int pauseMsecs=3000, bool noreplace=false) {
1386 if (!atomicLoad(renderThreadStarted)) return;
1387 if (msgtext.length > TMsgMessage.text.length) msgtext = msgtext[0..TMsgMessage.text.length];
1388 TMsgMessage msg;
1389 msg.textlen = cast(uint)msgtext.length;
1390 if (msg.textlen) msg.text[0..msg.textlen] = msgtext[0..msg.textlen];
1391 msg.pauseMsecs = pauseMsecs;
1392 msg.noreplace = noreplace;
1393 send(renderTid, msg);
1397 // ////////////////////////////////////////////////////////////////////////// //
1398 struct TMsgLoadLevel {
1399 char[1024] mapfile;
1400 uint textlen;
1403 public void postLoadLevel (const(char)[] mapfile) {
1404 if (!atomicLoad(renderThreadStarted)) return;
1405 if (mapfile.length > TMsgLoadLevel.mapfile.length) mapfile = mapfile[0..TMsgLoadLevel.mapfile.length];
1406 TMsgLoadLevel msg;
1407 msg.textlen = cast(uint)mapfile.length;
1408 if (msg.textlen) msg.mapfile[0..msg.textlen] = mapfile[0..msg.textlen];
1409 send(renderTid, msg);
1413 // ////////////////////////////////////////////////////////////////////////// //
1414 struct TMsgSkipLevel {
1417 public void postSkipLevel () {
1418 if (!atomicLoad(renderThreadStarted)) return;
1419 TMsgSkipLevel msg;
1420 send(renderTid, msg);
1424 // ////////////////////////////////////////////////////////////////////////// //
1425 struct TMsgIntOption {
1426 enum Type {
1427 Scale,
1429 Type type;
1430 int value;
1431 bool showMessage;
1435 struct TMsgBoolOption {
1436 enum Type {
1437 Interpolation,
1438 Lighting,
1439 Pause,
1440 EditMode,
1441 CheatNoDoors,
1442 CheatNoWallClip,
1444 Type type;
1445 bool value;
1446 bool toggle;
1447 bool showMessage;
1451 bool strCaseEqu (const(char)[] s0, const(char)[] s1) {
1452 if (s0.length != s1.length) return false;
1453 foreach (immutable idx, char ch; s0) {
1454 if (ch >= 'A' && ch <= 'Z') ch += 32;
1455 char c1 = s1.ptr[idx];
1456 if (c1 >= 'A' && c1 <= 'Z') c1 += 32;
1457 if (ch != c1) return false;
1459 return true;
1463 public bool postToggleOption (const(char)[] name, bool showMessage=false) { /*pragma(inline, true);*/ return postSetOption(name, true, showMessage:showMessage, toggle:true); }
1465 public bool postSetOption(T) (const(char)[] name, T value, bool showMessage=false, bool toggle=false) if ((is(T == int) || is(T == bool))) {
1466 if (!atomicLoad(renderThreadStarted)) return false;
1467 if (name.length == 0 || name.length > 127) return false;
1468 static if (is(T == int)) {
1469 TMsgIntOption msg;
1470 foreach (string oname; __traits(allMembers, TMsgIntOption.Type)) {
1471 if (strCaseEqu(oname, name)) {
1472 msg.type = __traits(getMember, TMsgIntOption.Type, oname);
1473 msg.value = value;
1474 msg.showMessage = showMessage;
1475 send(renderTid, msg);
1476 return true;
1479 } else static if (is(T == bool)) {
1480 TMsgBoolOption msg;
1481 foreach (string oname; __traits(allMembers, TMsgBoolOption.Type)) {
1482 if (strCaseEqu(oname, name)) {
1483 msg.type = __traits(getMember, TMsgBoolOption.Type, oname);
1484 msg.value = value;
1485 msg.toggle = toggle;
1486 msg.showMessage = showMessage;
1487 send(renderTid, msg);
1488 return true;
1491 } else {
1492 static assert(0, "invalid option type '"~T.stringof~"'");
1494 return false;