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;
27 import std
.concurrency
;
50 // ////////////////////////////////////////////////////////////////////////// //
55 // ////////////////////////////////////////////////////////////////////////// //
56 public __gshared
bool cheatNoDoors
= false;
57 public __gshared
bool cheatNoWallClip
= false;
60 // ////////////////////////////////////////////////////////////////////////// //
61 public __gshared SimpleWindow sdwindow
;
64 public enum vlWidth
= 800;
65 public enum vlHeight
= 800;
66 __gshared
int scale
= 2;
68 public int getScale () nothrow @trusted @nogc { pragma(inline
, true); return scale
; }
71 // ////////////////////////////////////////////////////////////////////////// //
72 __gshared
bool levelLoaded
= false;
75 // ////////////////////////////////////////////////////////////////////////// //
76 __gshared
bool scanlines
= false;
77 __gshared
bool doLighting
= true;
78 __gshared
bool gamePaused
= false;
79 shared bool editMode
= false;
80 shared bool vquitRequested
= 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
); }
85 public @property bool quitRequested () nothrow @trusted @nogc { import core
.atomic
; return atomicLoad(vquitRequested
); }
88 // ////////////////////////////////////////////////////////////////////////// //
89 __gshared
char[] concmdbuf
;
90 __gshared
uint concmdbufpos
;
91 private import core
.sync
.mutex
: Mutex
;
92 __gshared Mutex concmdbufLock
;
93 shared static this () { concmdbuf
.length
= 65536; concmdbufLock
= new Mutex(); }
96 void concmdAdd (const(char)[] s
) {
98 if (concmdbuf
.length
-concmdbufpos
< s
.length
+1) {
99 concmdbuf
.assumeSafeAppend
.length
+= s
.length
-(concmdbuf
.length
-concmdbufpos
)+512;
101 if (concmdbufpos
> 0 && concmdbuf
[concmdbufpos
-1] != '\n') concmdbuf
.ptr
[concmdbufpos
++] = '\n';
102 concmdbuf
[concmdbufpos
..concmdbufpos
+s
.length
] = s
[];
103 concmdbufpos
+= s
.length
;
108 void concmdDoAll () {
109 if (concmdbufpos
== 0) return;
110 scope(exit
) concmdbufpos
= 0;
111 auto ebuf
= concmdbufpos
;
112 const(char)[] s
= concmdbuf
[0..concmdbufpos
];
115 auto cmd
= conGetCommand(s
);
116 if (cmd
is null) break;
119 } catch (Exception e
) {
120 conwriteln("***ERROR: ", e
.msg
);
123 if (concmdbufpos
<= ebuf
) break;
124 s
= concmdbuf
[ebuf
..concmdbufpos
];
130 // ////////////////////////////////////////////////////////////////////////// //
131 shared static this () {
132 conRegVar
!doLighting("r_lighting", "dynamic lighting");
133 conRegVar
!gamePaused("g_pause", "pause game");
134 conRegVar
!frameInterpolation("r_interpolation", "interpolate camera and sprite movement");
135 conRegVar
!scale(1, 2, "r_scale");
137 cheatNoDoors
= !cheatNoDoors
;
138 if (cheatNoDoors
) conwriteln("player ignores doors"); else conwriteln("player respects doors");
139 })("nodoorclip", "ignore doors");
141 cheatNoWallClip
= !cheatNoWallClip
;
142 if (cheatNoWallClip
) conwriteln("player ignores walls"); else conwriteln("player respects walls");
143 })("nowallclip", "ignore walls");
146 atomicStore(vquitRequested
, true);
147 })("quit", "quit game");
148 conRegFunc
!((const(char)[] msg
, int pauseMsecs
=3000, bool noreplace
=false) {
150 auto s
= buf
.conFormatStr(msg
);
151 if (s
.length
) postAddMessage(s
, pauseMsecs
, noreplace
);
152 })("hudmsg", "show hud message; hudmsg msg [pausemsecs [noreplace]]");
156 // ////////////////////////////////////////////////////////////////////////// //
158 __gshared
ubyte[] prevFrameActorsData
;
159 __gshared
uint[65536] prevFrameActorOfs
; // uint.max-1: dead; uint.max: last
160 __gshared MonoTime lastthink
= MonoTime
.zero
; // for interpolator
161 __gshared MonoTime nextthink
= MonoTime
.zero
;
162 __gshared
bool frameInterpolation
= true;
165 // ////////////////////////////////////////////////////////////////////////// //
167 struct AttachedLightInfo
{
174 int w
, h
; // for ambient lights
180 __gshared AttachedLightInfo
[65536] attachedLights
;
181 __gshared
uint attachedLightCount
= 0;
184 // ////////////////////////////////////////////////////////////////////////// //
185 enum MaxLightRadius
= 255;
188 // ////////////////////////////////////////////////////////////////////////// //
190 __gshared FBO
[MaxLightRadius
+1] fboDistMap
;
191 __gshared FBO fboOccluders
;
192 __gshared Shader shadToPolar
, shadBlur
, shadBlurOcc
, shadAmbient
;
193 __gshared TrueColorImage editorImg
;
194 __gshared FBO fboEditor
;
196 __gshared FBO fboLevel
, fboLevelLight
, fboOrigBack
, fboLMaskSmall
;
197 __gshared Shader shadScanlines
;
198 __gshared Shader shadLiquidDistort
;
201 // ////////////////////////////////////////////////////////////////////////// //
203 public void initOpenGL () {
206 glEnable(GL_TEXTURE_2D
);
207 glDisable(GL_LIGHTING
);
208 glDisable(GL_DITHER
);
210 glDisable(GL_DEPTH_TEST
);
213 shadScanlines
= new Shader("scanlines", loadTextFile("shaders/srscanlines.frag"));
215 shadLiquidDistort
= new Shader("liquid_distort", loadTextFile("shaders/srliquid_distort.frag"));
216 shadLiquidDistort
.exec((Shader shad
) {
217 shad
["texLqMap"] = 0;
221 shadToPolar
= new Shader("light_trace", loadTextFile("shaders/srlight_trace.frag"));
222 shadToPolar
.exec((Shader shad
) {
224 shad
["texOccFull"] = 2;
225 shad
["texOccSmall"] = 3;
228 shadBlur
= new Shader("light_blur", loadTextFile("shaders/srlight_blur.frag"));
229 shadBlur
.exec((Shader shad
) {
233 shad
["texOccSmall"] = 3;
236 shadBlurOcc
= new Shader("light_blur_occ", loadTextFile("shaders/srlight_blur_occ.frag"));
237 shadBlurOcc
.exec((Shader shad
) {
241 shad
["texOccSmall"] = 3;
244 shadAmbient
= new Shader("light_ambient", loadTextFile("shaders/srlight_ambient.frag"));
245 shadAmbient
.exec((Shader shad
) {
248 shad
["texOccSmall"] = 3;
251 fboOccluders
= new FBO(MaxLightRadius
*2, MaxLightRadius
*2, Texture
.Option
.Clamp
, Texture
.Option
.Linear
);
253 foreach (int sz
; 2..MaxLightRadius
+1) {
254 fboDistMap
[sz
] = new FBO(sz
*2, 1, Texture
.Option
.Clamp
, Texture
.Option
.Linear
); // create 1d distance map FBO
257 editorImg
= new TrueColorImage(vlWidth
, vlHeight
);
258 editorImg
.imageData
.colors
[] = Color(0, 0, 0, 0);
259 fboEditor
= new FBO(vlWidth
, vlHeight
, Texture
.Option
.Nearest
);
262 glMatrixMode(GL_MODELVIEW
);
267 loadAllMonsterGraphics();
271 // ////////////////////////////////////////////////////////////////////////// //
272 // should be called when OpenGL is initialized
273 void loadMap (string mapname
) {
274 mapscripts
.runUnloading(); // "map unloading" script
277 if (map
!is null) map
.clear();
278 map
= new LevelMap(mapname
);
279 curmapname
= mapname
;
281 ugInit(map
.width
*TileSize
, map
.height
*TileSize
);
286 if (fboLevel
!is null) fboLevel
.clear();
287 if (fboLevelLight
!is null) fboLevelLight
.clear();
288 if (fboOrigBack
!is null) fboOrigBack
.clear();
289 if (fboLMaskSmall
!is null) fboLMaskSmall
.clear();
291 fboLevel
= new FBO(map
.width
*TileSize
, map
.height
*TileSize
, Texture
.Option
.Nearest
); // final level render will be here
292 fboLevelLight
= new FBO(map
.width
*TileSize
, map
.height
*TileSize
, Texture
.Option
.Nearest
); // level lights will be rendered here
293 fboOrigBack
= new FBO(map
.width
*TileSize
, map
.height
*TileSize
, Texture
.Option
.Nearest
/*, Texture.Option.Depth*/); // background+foreground
294 fboLMaskSmall
= new FBO(map
.width
, map
.height
, Texture
.Option
.Nearest
); // small lightmask
296 shadToPolar
.exec((Shader shad
) { shad
["mapPixSize"] = SVec2F(map
.width
*TileSize
-1, map
.height
*TileSize
-1); });
297 shadBlur
.exec((Shader shad
) { shad
["mapPixSize"] = SVec2F(map
.width
*TileSize
, map
.height
*TileSize
); });
298 shadBlurOcc
.exec((Shader shad
) { shad
["mapPixSize"] = SVec2F(map
.width
*TileSize
, map
.height
*TileSize
); });
299 shadAmbient
.exec((Shader shad
) { shad
["mapPixSize"] = SVec2F(map
.width
*TileSize
, map
.height
*TileSize
); });
301 glActiveTexture(GL_TEXTURE0
+0);
302 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0);
303 orthoCamera(vlWidth
, vlHeight
);
305 Actor
.resetStorage();
308 mapscripts
.runInit();
311 mapscripts
.runLoaded();
313 // save first snapshot
314 if (prevFrameActorsData
.length
== 0) prevFrameActorsData
= new ubyte[](Actor
.actorSize
*65536); // ~15-20 megabytes
315 prevFrameActorOfs
[] = uint.max
; // just for fun
316 Actor
.saveSnapshot(prevFrameActorsData
[], prevFrameActorOfs
.ptr
);
320 { import core
.memory
: GC
; GC
.collect(); }
324 // ////////////////////////////////////////////////////////////////////////// //
326 __gshared
uint mapTilesChanged
= 0;
329 //WARNING! this can be called only from DACS, so we don't have to sync it!
330 public void mapDirty (uint layermask
) { mapTilesChanged |
= layermask
; }
333 void rebuildMapMegaTextures () {
335 //mapTilesChanged = false;
336 //map.clearMegaTextures();
337 map
.oglBuildMega(mapTilesChanged
);
339 dotsAwake(); // let dormant dots fall
343 // ////////////////////////////////////////////////////////////////////////// //
346 enum Phase
{ FadeIn
, Stay
, FadeOut
}
355 //private import core.sync.mutex : Mutex;
357 __gshared Message
[128] messages
;
358 __gshared
uint messagesUsed
= 0;
360 //__gshared Mutex messageLock;
361 //shared static this () { messageLock = new Mutex(); }
364 void addMessage (const(char)[] msgtext
, int pauseMsecs
=3000, bool noreplace
=false) {
365 //messageLock.lock();
366 //scope(exit) messageLock.unlock();
367 if (msgtext
.length
== 0) return;
369 if (pauseMsecs
<= 50) return;
370 if (messagesUsed
== messages
.length
) {
371 // remove top message
372 foreach (immutable cidx
; 1..messagesUsed
) messages
.ptr
[cidx
-1] = messages
.ptr
[cidx
];
373 messages
.ptr
[0].alpha
= 255;
377 if (!noreplace
&& messagesUsed
== 1) {
378 switch (messages
.ptr
[0].phase
) {
379 case Message
.Phase
.FadeIn
:
380 messages
.ptr
[0].phase
= Message
.Phase
.FadeOut
;
382 case Message
.Phase
.Stay
:
383 messages
.ptr
[0].phase
= Message
.Phase
.FadeOut
;
384 messages
.ptr
[0].alpha
= 255;
389 auto msg
= messages
.ptr
+messagesUsed
;
391 msg
.phase
= Message
.Phase
.FadeIn
;
393 msg
.pauseMsecs
= pauseMsecs
;
395 if (msgtext
.length
> msg
.text
.length
) {
396 msg
.text
= msgtext
[0..msg
.text
.length
];
397 msg
.textlen
= msg
.text
.length
;
399 msg
.text
[0..msgtext
.length
] = msgtext
[];
400 msg
.textlen
= msgtext
.length
;
405 void doMessages (MonoTime curtime
) {
406 //messageLock.lock();
407 //scope(exit) messageLock.unlock();
409 if (messagesUsed
== 0) return;
411 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
417 final switch (msg
.phase
) {
418 case Message
.Phase
.FadeIn
:
419 if ((msg
.alpha
+= 10) >= 255) {
420 msg
.phase
= Message
.Phase
.Stay
;
421 msg
.removeTime
= curtime
+dur
!"msecs"(msg
.pauseMsecs
);
422 goto case; // to stay
424 glColor4f(1.0f, 1.0f, 1.0f, msg
.alpha
/255.0f);
426 case Message
.Phase
.Stay
:
427 if (msg
.removeTime
<= curtime
) {
429 msg
.phase
= Message
.Phase
.FadeOut
;
430 goto case; // to fade
432 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
434 case Message
.Phase
.FadeOut
:
435 if ((msg
.alpha
-= 10) <= 0) {
436 if (--messagesUsed
== 0) return;
437 // remove this message
438 foreach (immutable cidx
; 1..messagesUsed
+1) messages
.ptr
[cidx
-1] = messages
.ptr
[cidx
];
441 glColor4f(1.0f, 1.0f, 1.0f, msg
.alpha
/255.0f);
445 smDrawText(10, 10, msg
.text
[0..msg
.textlen
]);
449 // ////////////////////////////////////////////////////////////////////////// //
450 //mixin(Actor.FieldPropMixin!("0drawlistpos", uint));
452 mixin(Actor
.FieldGetMixin
!("classtype", StrId
)); // fget_classtype
453 mixin(Actor
.FieldGetMixin
!("classname", StrId
)); // fget_classname
454 mixin(Actor
.FieldGetMixin
!("x", int));
455 mixin(Actor
.FieldGetMixin
!("y", int));
456 mixin(Actor
.FieldGetMixin
!("s", int));
457 mixin(Actor
.FieldGetMixin
!("radius", int));
458 mixin(Actor
.FieldGetMixin
!("height", int));
459 mixin(Actor
.FieldGetMixin
!("flags", uint));
460 mixin(Actor
.FieldGetMixin
!("zAnimstate", StrId
));
461 mixin(Actor
.FieldGetMixin
!("zAnimidx", int));
462 mixin(Actor
.FieldGetMixin
!("dir", uint));
463 mixin(Actor
.FieldGetMixin
!("attLightXOfs", int));
464 mixin(Actor
.FieldGetMixin
!("attLightYOfs", int));
465 mixin(Actor
.FieldGetMixin
!("attLightRGBX", uint));
467 //mixin(Actor.FieldGetPtrMixin!("classtype", StrId)); // fget_classtype
468 //mixin(Actor.FieldGetPtrMixin!("classname", StrId)); // fget_classname
469 mixin(Actor
.FieldGetPtrMixin
!("x", int));
470 mixin(Actor
.FieldGetPtrMixin
!("y", int));
471 //mixin(Actor.FieldGetPtrMixin!("flags", uint));
472 //mixin(Actor.FieldGetPtrMixin!("zAnimstate", StrId));
473 //mixin(Actor.FieldGetPtrMixin!("zAnimidx", int));
474 //mixin(Actor.FieldGetPtrMixin!("dir", uint));
475 //mixin(Actor.FieldGetPtrMixin!("attLightXOfs", int));
476 //mixin(Actor.FieldGetPtrMixin!("attLightYOfs", int));
477 //mixin(Actor.FieldGetPtrMixin!("attLightRGBX", uint));
480 // ////////////////////////////////////////////////////////////////////////// //
481 __gshared
int vportX0
, vportY0
, vportX1
, vportY1
;
484 // ////////////////////////////////////////////////////////////////////////// //
485 void renderLightAmbient() (int lightX
, int lightY
, int lightW
, int lightH
, in auto ref SVec4F lcol
) {
486 //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));
487 if (lightW
< 1 || lightH
< 1) return;
488 int lightX1
= lightX
+lightW
-1;
489 int lightY1
= lightY
+lightH
-1;
490 // clip light to viewport
491 if (lightX
< vportX0
) lightX
= vportX0
;
492 if (lightY
< vportY0
) lightY
= vportY0
;
493 if (lightX1
> vportX1
) lightX1
= vportX1
;
494 if (lightY1
> vportY1
) lightY1
= vportY1
;
495 // is this light visible?
496 //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));
497 if (lightX1
< lightX || lightY1
< lightY || lightX
> vportX1 || lightY
> vportY1 || lightX1
< vportX0 || lightY1
< vportY0
) return;
498 //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));
502 glBlendFunc(GL_SRC_ALPHA
, GL_ONE
);
503 //glDisable(GL_BLEND);
504 orthoCamera(map
.width
*TileSize
, map
.height
*TileSize
);
505 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
506 shadAmbient
.exec((Shader shad
) {
507 shad
["lightColor"] = SVec4F(lcol
.x
, lcol
.y
, lcol
.z
, lcol
.w
);
508 //shad["lightPos"] = SVec2F(lightX, lightY);
509 glRectf(lightX
, lightY
, lightX1
, lightY1
);
515 // ////////////////////////////////////////////////////////////////////////// //
516 void renderLight() (int lightX
, int lightY
, in auto ref SVec4F lcol
, int lightRadius
) {
517 if (lightRadius
< 2) return;
518 if (lightRadius
> MaxLightRadius
) lightRadius
= MaxLightRadius
;
519 int lightSize
= lightRadius
*2;
520 // is this light visible?
521 if (lightX
<= -lightRadius || lightY
<= -lightRadius || lightX
-lightRadius
>= map
.width
*TileSize || lightY
-lightRadius
>= map
.height
*TileSize
) return;
523 // out of viewport -- do nothing
524 if (lightX
+lightRadius
< vportX0 || lightY
+lightRadius
< vportY0
) return;
525 if (lightX
-lightRadius
> vportX1 || lightY
-lightRadius
> vportY1
) return;
527 if (lightX
>= 0 && lightY
>= 0 && lightX
< map
.width
*TileSize
&& lightY
< map
.height
*TileSize
&&
528 map
.teximgs
[map
.LightMask
].imageData
.colors
.ptr
[lightY
*(map
.width
*TileSize
)+lightX
].a
> 190) return;
530 // common color for all the following
532 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
534 // build 1d distance map to fboShadowMapId
535 fboDistMap
.ptr
[lightRadius
].exec({
536 // no need to clear it, shader will take care of that
537 shadToPolar
.exec((Shader shad
) {
538 shad
["lightTexSize"] = SVec2F(lightSize
, lightSize
);
539 shad
["lightPos"] = SVec2F(lightX
, lightY
);
540 orthoCamera(lightSize
, 1);
541 // it doesn't matter what we will draw here, so just draw filled rect
542 glRectf(0, 0, lightSize
, 1);
546 // build light texture for blending
548 // no need to clear it, shader will take care of that
550 //glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
551 //glClear(GL_COLOR_BUFFER_BIT);
552 shadBlur
.exec((Shader shad
) {
553 shad
["lightTexSize"] = SVec2F(lightSize
, MaxLightRadius
*2); // x: size of distmap; y: size of this texture
554 shad
["lightColor"] = SVec4F(lcol
.x
, lcol
.y
, lcol
.z
, lcol
.w
);
555 shad
["lightPos"] = SVec2F(lightX
-lightRadius
, lightY
-lightRadius
);
556 orthoCamera(fboOccluders
.tex
.width
, fboOccluders
.tex
.height
);
557 //drawAtXY(fboDistMap[lightRadius].tex.tid, 0, 0, lightSize, lightSize);
558 bindTexture(fboDistMap
.ptr
[lightRadius
].tex
.tid
);
560 glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0); // top-left
561 glTexCoord2f(1.0f, 0.0f); glVertex2i(lightSize
, 0); // top-right
562 glTexCoord2f(1.0f, 1.0f); glVertex2i(lightSize
, lightSize
); // bottom-right
563 glTexCoord2f(0.0f, 1.0f); glVertex2i(0, lightSize
); // bottom-left
568 // blend light texture
571 //glDisable(GL_BLEND);
572 glBlendFunc(GL_SRC_ALPHA
, GL_ONE
);
573 orthoCamera(fboLevelLight
.tex
.width
, fboLevelLight
.tex
.height
);
574 //drawAtXY(fboOccluders.tex, lightX-lightRadius, lightY-lightRadius, mirrorY:true);
575 float occe
= 1.0f*lightSize
/(MaxLightRadius
*2);
576 float occs
= 1.0f-occe
;
577 int x0
= lightX
-lightRadius
+0;
578 int y1
= lightY
-lightRadius
+0;
579 int x1
= lightX
+lightRadius
-1+1;
580 int y0
= lightY
+lightRadius
-1+1;
581 bindTexture(fboOccluders
.tex
.tid
);
584 glTexCoord2f(0.0f, 0.0f); glVertex2i(x0, y0); // top-left
585 glTexCoord2f(occe, 0.0f); glVertex2i(x1, y0); // top-right
586 glTexCoord2f(occe, occe); glVertex2i(x1, y1); // bottom-right
587 glTexCoord2f(0.0f, occe); glVertex2i(x0, y1); // bottom-left
589 glTexCoord2f(0.0f, occs
); glVertex2i(x0
, y0
); // top-left
590 glTexCoord2f(occe
, occs
); glVertex2i(x1
, y0
); // top-right
591 glTexCoord2f(occe
, 1.0f); glVertex2i(x1
, y1
); // bottom-right
592 glTexCoord2f(0.0f, 1.0f); glVertex2i(x0
, y1
); // bottom-left
596 glRectf(x0, y0, x1, y1);
598 // and blend it again, with the shader that will touch only occluders
599 shadBlurOcc
.exec((Shader shad
) {
600 //shad["lightTexSize"] = SVec2F(lightSize, lightSize);
601 shad
["lightTexSize"] = SVec2F(lightSize
, fboOccluders
.tex
.height
);
602 shad
["lightColor"] = SVec4F(lcol
.x
, lcol
.y
, lcol
.z
, lcol
.w
);
603 shad
["lightPos"] = SVec2F(lightX
, lightY
);
604 //shad["lightPos"] = SVec2F(lightX-lightRadius, lightY-lightRadius);
605 bindTexture(fboOccluders
.tex
.tid
);
607 glTexCoord2f(0.0f, occs
); glVertex2i(x0
, y0
); // top-left
608 glTexCoord2f(occe
, occs
); glVertex2i(x1
, y0
); // top-right
609 glTexCoord2f(occe
, 1.0f); glVertex2i(x1
, y1
); // bottom-right
610 glTexCoord2f(0.0f, 1.0f); glVertex2i(x0
, y1
); // bottom-left
612 //drawAtXY(fboOccluders.tex.tid, lightX-lightRadius, lightY-lightRadius, lightSize, lightSize, mirrorY:true);
618 // ////////////////////////////////////////////////////////////////////////// //
619 __gshared
int testLightX
= vlWidth
/2, testLightY
= vlHeight
/2;
620 __gshared
bool testLightMoved
= false;
621 //__gshared int mapOfsX, mapOfsY;
622 //__gshared bool movement = false;
623 __gshared
float iLiquidTime
= 0.0;
624 //__gshared bool altMove = false;
627 void renderScene (MonoTime curtime
) {
628 //enum BackIntens = 0.05f;
629 enum BackIntens
= 0.0f;
632 float atob
= (curtime
> lastthink ?
cast(float)((curtime
-lastthink
).total
!"msecs")/cast(float)((nextthink
-lastthink
).total
!"msecs") : 1.0f);
633 if (gamePaused || inEditMode
) atob
= 1.0f;
634 //{ import core.stdc.stdio; printf("atob=%f\n", cast(double)atob); }
637 int framelen = cast(int)((nextthink-lastthink).total!"msecs");
638 int curfp = cast(int)((curtime-lastthink).total!"msecs");
639 { import core.stdc.stdio; printf("framelen=%d; curfp=%d\n", framelen, curfp); }
643 int mofsx
, mofsy
; // camera offset, will be set in background layer builder
645 if (mapTilesChanged
!= 0) rebuildMapMegaTextures();
647 // build background layer
649 //glDisable(GL_BLEND);
650 //glClearDepth(1.0f);
651 //glDepthFunc(GL_LESS);
652 //glDepthFunc(GL_NEVER);
653 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
654 glClear(GL_COLOR_BUFFER_BIT
/*|GL_DEPTH_BUFFER_BIT*/);
655 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
656 orthoCamera(map
.width
*TileSize
, map
.height
*TileSize
);
659 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
662 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*TileSize, mapOfsY/2-map.MapSize*TileSize, map.MapSize*TileSize, map.MapSize*TileSize);
663 drawAtXY(map.skytexgl.tid, mapOfsX/2-map.MapSize*TileSize, mapOfsY/2, map.MapSize*TileSize, map.MapSize*TileSize);
664 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2-map.MapSize*TileSize, map.MapSize*TileSize, map.MapSize*TileSize);
665 drawAtXY(map.skytexgl.tid, mapOfsX/2, mapOfsY/2, map.MapSize*TileSize, map.MapSize*TileSize);
667 drawAtXY(map
.skytexgl
.tid
, 0, 0, map
.MapSize
*TileSize
, map
.MapSize
*TileSize
);
669 drawAtXY(map
.texgl
.ptr
[map
.Back
], 0, 0);
670 // draw distorted liquid areas
671 shadLiquidDistort
.exec((Shader shad
) {
672 shad
["iDistortTime"] = iLiquidTime
;
673 drawAtXY(map
.texgl
.ptr
[map
.AllLiquids
], 0, 0);
675 // monsters, items; we'll do linear interpolation here
676 glColor3f(1.0f, 1.0f, 1.0f);
677 //glEnable(GL_DEPTH_TEST);
678 attachedLightCount
= 0;
680 // who cares about memory?!
681 // draw order: players, items, monsters, other
682 static struct DrawInfo
{
686 @disable this (this); // no copies
688 enum { Pixels
, Players
, Items
, Monsters
, Other
}
689 __gshared DrawInfo
[65536][4] drawlists
;
690 __gshared
uint[4] dlpos
;
695 Actor
.forEach((ActorId me
) {
696 //me.fprop_0drawlistpos = 0;
697 if (auto adef
= findActorDef(me
)) {
699 switch (adef
.classtype
.get
) {
700 case "monster": dlnum
= (adef
.classname
.get
!= "Player" ? Monsters
: Players
); break;
701 case "item": dlnum
= Items
; break;
702 default: dlnum
= Other
; break;
704 if (me
.fget_flags
&AF_PIXEL
) dlnum
= Pixels
;
705 int actorX
, actorY
; // current actor position
707 auto ofs
= prevFrameActorOfs
.ptr
[me
.id
&0xffff];
708 if (frameInterpolation
&& ofs
< uint.max
-1 && (me
.fget_flags
&AF_TELEPORT
) == 0 && Actor
.isSameSavedActor(me
.id
, prevFrameActorsData
.ptr
, ofs
)) {
709 import core
.stdc
.math
: roundf
;
710 auto xptr
= prevFrameActorsData
.ptr
+ofs
;
711 int ox
= xptr
.fgetp_x
;
713 int oy
= xptr
.fgetp_y
;
715 actorX
= cast(int)(ox
+roundf((nx
-ox
)*atob
));
716 actorY
= cast(int)(oy
+roundf((ny
-oy
)*atob
));
717 //conwriteln("actor ", me.id, "; o=(", ox, ",", oy, "); n=(", nx, ",", ny, "); p=(", x, ",", y, ")");
723 if (me
.id
== cameraChick
.id
) {
724 camchickdi
.adef
= adef
;
726 camchickdi
.actorX
= actorX
;
727 camchickdi
.actorY
= actorY
;
730 if ((me
.fget_flags
&AF_NODRAW
) == 0) {
731 //auto dl = &drawlists[dlnum][dlpos.ptr[dlnum]];
732 //me.fprop_0drawlistpos = (dlpos.ptr[dlnum]&0xffff)|((dlnum&0xff)<<16);
733 auto dl = drawlists
.ptr
[dlnum
].ptr
+dlpos
.ptr
[dlnum
];
740 // process attached lights
741 if ((me
.fget_flags
&AF_NOLIGHT
) == 0) {
742 uint alr
= me
.fget_attLightRGBX
;
743 bool isambient
= (me
.fget_classtype
.get
== "light" && me
.fget_classname
.get
== "Ambient");
744 if ((alr
&0xff) >= 4 ||
(isambient
&& me
.fget_radius
>= 1 && me
.fget_height
>= 1)) {
745 //if (isambient) conwriteln("isambient: ", isambient, "; x=", me.fget_x, "; y=", me.fget_y, "; w=", me.fget_radius, "; h=", me.fget_height);
747 auto li
= attachedLights
.ptr
+attachedLightCount
;
748 ++attachedLightCount
;
749 li
.type
= (!isambient ? AttachedLightInfo
.Type
.Point
: AttachedLightInfo
.Type
.Ambient
);
750 li
.x
= actorX
+me
.fget_attLightXOfs
;
751 li
.y
= actorY
+me
.fget_attLightYOfs
;
752 li
.r
= ((alr
>>24)&0xff)/255.0f; // red or intensity
753 if ((alr
&0x00_ff_ff
_00U) == 0x00_00_01_00U) {
756 li
.g
= ((alr
>>16)&0xff)/255.0f;
757 li
.b
= ((alr
>>8)&0xff)/255.0f;
758 li
.uncolored
= false;
760 li
.radius
= (alr
&0xff);
761 if (li
.radius
> MaxLightRadius
) li
.radius
= MaxLightRadius
;
763 li
.w
= me
.fget_radius
;
764 li
.h
= me
.fget_height
;
769 conwriteln("not found actor ", me
.id
, " (", me
.classtype
!string
, ":", me
.classname
!string
, ")");
774 foreach_reverse (uint dlnum
; 0..drawlists
.length
) {
775 if (dlnum
== Pixels
) continue;
776 auto dl = drawlists
.ptr
[dlnum
].ptr
;
777 if (dlnum
== Players
) dl += dlpos
.ptr
[dlnum
]-1;
778 foreach (uint idx
; 0..dlpos
.ptr
[dlnum
]) {
780 if (auto isp
= dl.adef
.animSpr(me
.fget_zAnimstate
, me
.fget_dir
, me
.fget_zAnimidx
)) {
781 //drawAtXY(isp.tex, dl.actorX-isp.vga.sx, dl.actorY-isp.vga.sy);
782 isp
.drawAtXY(dl.actorX
, dl.actorY
);
784 if (dlnum
!= Players
) ++dl; else --dl;
790 bool pointsStarted
= false;
791 Color lastColor
= Color(0, 0, 0, 0);
792 auto dl = drawlists
.ptr
[Pixels
].ptr
;
793 foreach (uint idx
; 0..dlpos
.ptr
[Pixels
]) {
796 if (s
< 0 || s
> 255) continue; //FIXME
797 Color clr
= d2dpal
.ptr
[s
&0xff];
798 if (clr
.a
== 0) continue;
799 if (clr
!= lastColor
) {
800 if (pointsStarted
) glEnd();
801 glColor4f(clr
.r
/255.0f, clr
.g
/255.0f, clr
.b
/255.0f, clr
.a
/255.0f);
803 pointsStarted
= false;
805 if (!pointsStarted
) {
807 pointsStarted
= true;
809 glVertex2i(dl.actorX
, dl.actorY
);
814 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
819 if (/*altMove || movement ||*/ scale
== 1 ||
!cameraChick
.valid
) {
824 vportX1
= map
.width
*TileSize
;
825 vportY1
= map
.height
*TileSize
;
827 int tiltHeight
= /*getMapViewHeight()*/(vlHeight
/scale
)/4;
828 int vy
= cameraChick
.looky
!int;
829 if (vy
< -tiltHeight
) vy
= -tiltHeight
; else if (vy
> tiltHeight
) vy
= tiltHeight
;
830 int swdt
= vlWidth
/scale
;
831 int shgt
= vlHeight
/scale
;
832 int x
= camchickdi
.actorX
-swdt
/2;
833 int y
= (camchickdi
.actorY
+vy
)-shgt
/2;
834 if (x
< 0) x
= 0; else if (x
>= map
.width
*TileSize
-swdt
) x
= map
.width
*TileSize
-swdt
-1;
835 if (y
< 0) y
= 0; else if (y
>= map
.height
*TileSize
-shgt
) y
= map
.height
*TileSize
-shgt
-1;
838 vportX0
= mofsx
/scale
;
839 vportY0
= mofsy
/scale
;
840 vportX1
= vportX0
+vlWidth
/scale
;
841 vportY1
= vportY0
+vlHeight
/scale
;
844 //glDisable(GL_DEPTH_TEST);
847 // do liquid coloring
848 drawAtXY(map
.texgl
.ptr
[map
.LiquidMask
], 0, 0);
849 // foreground -- hide secrets, draw lifts and such
850 drawAtXY(map
.texgl
.ptr
[map
.Front
], 0, 0);
858 glColor4f(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
859 glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
860 if (cameraChick.valid) {
862 glVertex2i(camchickdi.actorX, camchickdi.actorY-70);
864 //glRectf(camchickdi.actorX, camchickdi.actorY-70, camchickdi.actorX+4, camchickdi.actorY-70+4);
866 //glRectf(0, 0, 300, 300);
867 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
875 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
877 // make smaller occluder texture, so we can trace faster
878 //assert(fboLMaskSmall.tex.width == map.width);
879 //assert(fboLMaskSmall.tex.height == map.height);
881 orthoCamera(map
.width
, map
.height
);
882 drawAtXY(map
.texgl
.ptr
[map
.LightMask
].tid
, 0, 0, map
.width
, map
.height
, mirrorY
:true);
887 glClearColor(BackIntens
, BackIntens
, BackIntens
, 1.0f);
888 //glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
889 ////glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
890 glClear(GL_COLOR_BUFFER_BIT
);
893 // texture 1 is background
894 glActiveTexture(GL_TEXTURE0
+1);
895 glBindTexture(GL_TEXTURE_2D
, fboOrigBack
.tex
.tid
);
896 // texture 2 is occluders
897 glActiveTexture(GL_TEXTURE0
+2);
898 glBindTexture(GL_TEXTURE_2D
, map
.texgl
.ptr
[map
.LightMask
].tid
);
899 // texture 3 is small occluder map
900 glActiveTexture(GL_TEXTURE0
+3);
901 glBindTexture(GL_TEXTURE_2D
, fboLMaskSmall
.tex
.tid
);
902 // done texture assign
903 glActiveTexture(GL_TEXTURE0
+0);
908 renderLight( 27, 391-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
909 renderLight(542, 424-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 100);
910 renderLight(377, 368-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
911 renderLight(147, 288-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
912 renderLight( 71, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
913 renderLight(249, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
914 renderLight(426, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
915 renderLight(624, 200-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 128);
916 renderLight(549, 298-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
917 renderLight( 74, 304-0+LYOfs, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 32);
919 renderLight(24*TileSize+4, (24+18)*TileSize-2+LYOfs, SVec4F(0.6f, 0.0f, 0.0f, 1.0f), 128);
921 renderLight(280, 330, SVec4F(0.0f, 0.0f, 0.0f, 1.0f), 64);
926 foreach (ref li
; attachedLights
[0..attachedLightCount
]) {
927 if (li
.type
== AttachedLightInfo
.Type
.Ambient
) {
928 //conwriteln("ambient: x=", li.x, "; y=", li.y, "; w=", li.w, "; h=", li.h);
931 renderLightAmbient(li
.x
, li
.y
, li
.w
, li
.h
, SVec4F(0.0f, 0.0f, 0.0f, li
.r
));
933 renderLightAmbient(li
.x
, li
.y
, li
.w
, li
.h
, SVec4F(li
.r
, li
.g
, li
.b
, 1.0f));
935 } else if (li
.type
== AttachedLightInfo
.Type
.Point
) {
938 renderLight(li
.x
, li
.y
, SVec4F(0.0f, 0.0f, 0.0f, li
.r
), li
.radius
);
940 renderLight(li
.x
, li
.y
, SVec4F(li
.r
, li
.g
, li
.b
, 1.0f), li
.radius
);
947 if (testLightMoved
) {
948 testLightX
= testLightX
/scale
+mofsx
/scale
;
949 testLightY
= testLightY
/scale
+mofsy
/scale
;
950 testLightMoved
= false;
952 foreach (immutable _
; 0..1) {
953 renderLight(testLightX
, testLightY
, SVec4F(0.3f, 0.3f, 0.0f, 1.0f), 96);
957 glActiveTexture(GL_TEXTURE0
+1);
958 glBindTexture(GL_TEXTURE_2D
, 0);
959 glActiveTexture(GL_TEXTURE0
+2);
960 glBindTexture(GL_TEXTURE_2D
, 0);
961 glActiveTexture(GL_TEXTURE0
+3);
962 glBindTexture(GL_TEXTURE_2D
, 0);
963 glActiveTexture(GL_TEXTURE0
+0);
968 shadScanlines.exec((Shader shad) {
969 shad["scanlines"] = scanlines;
970 glClearColor(BackIntens, BackIntens, BackIntens, 1.0f);
971 glClear(GL_COLOR_BUFFER_BIT);
972 orthoCamera(vlWidth, vlHeight);
973 //orthoCamera(map.width*TileSize*scale, map.height*TileSize*scale);
974 //glMatrixMode(GL_MODELVIEW);
976 //glTranslatef(0.375, 0.375, 0); // to be pixel-perfect
977 // somehow, FBO objects are mirrored; wtf?!
978 drawAtXY(fboLevel.tex.tid, -mapOfsX, -mapOfsY, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
985 smDrawText(map.width*TileSize/2, map.height*TileSize/2, "Testing...");
990 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0);
996 //auto img = smfont.ptr[0x39];
999 //conwriteln("img.sx=", img.sx, "; img.sy=", img.sy, "; ", img.width, "x", img.height);
1000 drawAtXY(img.tex, 10-img.sx, 10-img.sy);
1007 { // http://stackoverflow.com/questions/7207422/setting-up-opengl-multiple-render-targets
1008 GLenum[1] buffers = [ GL_BACK_LEFT, /*GL_COLOR_ATTACHMENT0_EXT*/ ];
1009 //GLenum[1] buffers = [ GL_NONE, /*GL_COLOR_ATTACHMENT0_EXT*/ ];
1010 glDrawBuffers(1, buffers.ptr);
1015 orthoCamera(vlWidth
, vlHeight
);
1016 auto tex
= (doLighting ? fboLevelLight
.tex
.tid
: fboOrigBack
.tex
.tid
);
1017 drawAtXY(tex
, -mofsx
, -mofsy
, map
.width
*TileSize
*scale
, map
.height
*TileSize
*scale
, mirrorY
:true);
1020 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
1021 //orthoCamera(map.width*TileSize, map.height*TileSize);
1023 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1024 hudScripts
.runDraw();
1027 //drawAtXY(map.texgl.ptr[map.LightMask].tid, -mofsx, -mofsy, map.width*TileSize*scale, map.height*TileSize*scale, mirrorY:true);
1028 //drawAtXY(fboLMaskSmall.tex.tid, 0, 0, map.width*TileSize, map.height*TileSize);
1032 //glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1033 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1034 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
1035 editorUpdateImage();
1036 fboEditor
.tex
.setFromImage(editorImg
);
1037 drawAtXY(fboEditor
.tex
, 0, 0);
1038 glDisable(GL_BLEND
);
1041 doMessages(curtime
);
1045 // ////////////////////////////////////////////////////////////////////////// //
1046 // returns time slept
1047 int sleepAtMaxMsecs (int msecs
) {
1049 import core
.sys
.posix
.signal
: timespec
;
1050 import core
.sys
.posix
.time
: nanosleep
;
1051 timespec ts
= void, tpassed
= void;
1053 ts
.tv_nsec
= msecs
*1000*1000+(500*1000); // milli to nano
1054 nanosleep(&ts
, &tpassed
);
1055 return (ts
.tv_nsec
-tpassed
.tv_nsec
)/(1000*1000);
1062 // ////////////////////////////////////////////////////////////////////////// //
1063 mixin(import("editor.d"));
1066 // ////////////////////////////////////////////////////////////////////////// //
1068 shared int diedie
= 0;
1070 enum D2DFrameTime
= 55; // milliseconds
1071 enum MinFrameTime
= 1000/60; // ~60 FPS
1073 public void renderThread (Tid starterTid
) {
1074 enum BoolOptVarMsgMixin(string varname
) =
1075 "if (msg.toggle) msg.value = !"~varname
~";\n"~
1076 "if ("~varname
~" != msg.value) "~varname
~" = msg.value; else msg.showMessage = false;\n";
1078 send(starterTid
, 42);
1080 MonoTime curtime
= MonoTime
.currTime
;
1082 lastthink
= curtime
; // for interpolator
1083 nextthink
= curtime
+dur
!"msecs"(D2DFrameTime
);
1084 MonoTime nextvframe
= curtime
;
1086 enum MaxFPSFrames
= 16;
1087 float frtimes
= 0.0f;
1090 int hushFrames
= 6; // ignore first `hushFrames` frames overtime
1091 MonoTime prevFrameStartTime
= curtime
;
1093 bool vframeWasLost
= false;
1095 void resetFrameTimers () {
1096 MonoTime curtime
= MonoTime
.currTime
;
1097 lastthink
= curtime
; // for interpolator
1098 nextthink
= curtime
+dur
!"msecs"(D2DFrameTime
);
1099 nextvframe
= curtime
;
1102 void loadNewLevel (string name
) {
1105 conwriteln("ERROR: can't load new levels yet");
1109 if (name
.length
== 0) {
1110 conwriteln("ERROR: can't load empty level!");
1112 conwriteln("loading map '", name
, "'");
1118 string mn
= genNextMapName(0);
1120 nextmapname
= null; // clear "exit" flag
1123 conwriteln("can't skip level");
1125 })("skiplevel", "skip current level");
1128 inEditMode
= !inEditMode
;
1129 if (inEditMode
) sdwindow
.hideCursor(); else sdwindow
.showCursor();
1130 })("ed_toggle", "toggle editor");
1135 sdwindow
.showCursor();
1137 })("ed_exit", "exit from editor");
1139 conRegFunc
!((string mapname
) {
1140 nextmapname
= null; // clear "exit" flag
1141 loadNewLevel(mapname
);
1142 })("map", "load map");
1144 void receiveMessages () {
1146 import core
.time
: Duration
;
1147 //conwriteln("rendering thread: waiting for messages...");
1148 auto got
= receiveTimeout(
1149 Duration
.zero
, // don't wait
1151 addMessage(msg
.text
[0..msg
.textlen
], msg
.pauseMsecs
, msg
.noreplace
);
1153 (TMsgTestLightMove msg
) {
1156 testLightMoved
= true;
1158 (TMsgMouseEvent msg
) { editorMouseEvent(msg
); },
1159 (TMsgKeyEvent msg
) { editorKeyEvent(msg
); },
1161 conwriteln("WARNING: unknown thread message received and ignored");
1166 //conwriteln("rendering thread: no more messages");
1170 if (nextmapname
.length
) {
1171 string mn
= nextmapname
;
1172 nextmapname
= null; // clear "exit" flag
1177 void processConsoleCommands () {
1178 concmdbufLock
.lock();
1179 scope(exit
) concmdbufLock
.unlock();
1183 // "D2D frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
1184 bool doThinkFrame () {
1185 if (curtime
>= nextthink
) {
1186 lastthink
= curtime
;
1187 while (nextthink
<= curtime
) nextthink
+= dur
!"msecs"(D2DFrameTime
);
1189 // save snapshot and other data for interpolator
1190 Actor
.saveSnapshot(prevFrameActorsData
[], prevFrameActorOfs
.ptr
);
1191 if (!gamePaused
&& !inEditMode
) {
1198 auto tm
= MonoTime
.currTime
;
1199 int thinkTime
= cast(int)((tm
-curtime
).total
!"msecs");
1200 if (thinkTime
> 9) { import core
.stdc
.stdio
; printf("spent on thinking: %d msecs\n", thinkTime
); }
1208 // "video frames"; curtime should be set; return `true` if frame was processed; will fix `curtime`
1210 version(dont_use_vsync
) {
1212 enum doCheckTime
= true;
1215 __gshared
bool prevLost
= false;
1216 bool doCheckTime
= vframeWasLost
;
1217 if (vframeWasLost
) {
1219 { import core
.stdc
.stdio
; printf("frame was lost!\n"); }
1227 if (curtime
< nextvframe
) return false;
1228 version(dont_use_vsync
) {
1229 if (curtime
> nextvframe
) {
1230 auto overtime
= cast(int)((curtime
-nextvframe
).total
!"msecs");
1231 if (overtime
> 2500) {
1235 { import core
.stdc
.stdio
; printf(" spent whole %d msecs\n", overtime
); }
1241 while (nextvframe
<= curtime
) nextvframe
+= dur
!"msecs"(MinFrameTime
);
1245 scope(exit
) sdwindow
.mtUnlock();
1246 ctset
= sdwindow
.setAsCurrentOpenGlContextNT
;
1248 // if we can't set context, pretend that videoframe was processed; this should solve problem with vsync and invisible window
1251 iLiquidTime
= cast(float)((curtime
-MonoTime
.zero
).total
!"msecs"%10000000)/18.0f*0.04f;
1252 receiveMessages(); // here, 'cause we need active OpenGL context for some messages
1253 processConsoleCommands();
1255 renderScene(curtime
);
1257 //renderLoading(curtime);
1260 scope(exit
) sdwindow
.mtUnlock();
1261 sdwindow
.swapOpenGlBuffers();
1263 sdwindow
.releaseCurrentOpenGlContext();
1264 vframeWasLost
= false;
1266 vframeWasLost
= true;
1267 { import core
.stdc
.stdio
; printf("xframe was lost!\n"); }
1269 curtime
= MonoTime
.currTime
;
1274 if (sdwindow
.closed
) break;
1275 if (atomicLoad(diedie
) > 0) break;
1277 curtime
= MonoTime
.currTime
;
1278 auto fstime
= curtime
;
1280 doThinkFrame(); // this will fix curtime if necessary
1282 if (!vframeWasLost
) {
1284 auto frameTime
= cast(float)(curtime
-prevFrameStartTime
).total
!"msecs"/1000.0f;
1285 prevFrameStartTime
= curtime
;
1286 frtimes
+= frameTime
;
1287 if (++framenum
>= MaxFPSFrames || frtimes
>= 3.0f) {
1288 import std
.string
: format
;
1289 int newFPS
= cast(int)(cast(float)MaxFPSFrames
/frtimes
+0.5);
1290 if (newFPS
!= prevFPS
) {
1291 sdwindow
.title
= "%s / FPS:%s".format("D2D", newFPS
);
1300 curtime
= MonoTime
.currTime
;
1302 // now sleep until next "video" or "think" frame
1303 if (nextthink
> curtime
&& nextvframe
> curtime
) {
1305 immutable nextVideoFrameSleep
= cast(int)((nextvframe
-curtime
).total
!"msecs");
1306 immutable nextThinkFrameSleep
= cast(int)((nextthink
-curtime
).total
!"msecs");
1307 immutable sleepTime
= (nextVideoFrameSleep
< nextThinkFrameSleep ? nextVideoFrameSleep
: nextThinkFrameSleep
);
1308 sleepAtMaxMsecs(sleepTime
);
1309 //curtime = MonoTime.currTime;
1312 } catch (Throwable e
) {
1313 // here, we are dead and fucked (the exact order doesn't matter)
1314 import core
.stdc
.stdlib
: abort
;
1315 import core
.stdc
.stdio
: fprintf
, stderr
;
1316 import core
.memory
: GC
;
1317 GC
.disable(); // yeah
1318 thread_suspendAll(); // stop right here, you criminal scum!
1319 auto s
= e
.toString();
1320 fprintf(stderr
, "\n=== FATAL ===\n%.*s\n", cast(uint)s
.length
, s
.ptr
);
1321 abort(); // die, you bitch!
1323 import core.stdc.stdio;
1324 fprintf(stderr, "FUUUUUUUUUUUUUUUUUUUUUUUUUU\n");
1325 import std.stdio : stderr;
1328 if (sdwindow.closed) break;
1329 if (atomicLoad(diedie) > 0) break;
1330 sleepAtMaxMsecs(100);
1334 atomicStore(diedie
, 2);
1338 // ////////////////////////////////////////////////////////////////////////// //
1339 __gshared Tid renderTid
;
1340 shared bool renderThreadStarted
= false;
1343 public void startRenderThread () {
1344 if (!cas(&renderThreadStarted
, false, true)) {
1345 assert(0, "render thread already started!");
1347 renderTid
= spawn(&renderThread
, thisTid
);
1348 setMaxMailboxSize(renderTid
, 1024, OnCrowding
.throwException
); //FIXME
1349 // wait for "i'm ready" signal
1352 if (ok
!= 42) assert(0, "wtf?!");
1355 conwriteln("rendering thread started");
1359 // ////////////////////////////////////////////////////////////////////////// //
1360 public void closeWindow () {
1361 if (atomicLoad(diedie
) != 2) {
1362 atomicStore(diedie
, 1);
1363 while (atomicLoad(diedie
) != 2) {}
1365 if (!sdwindow
.closed
) {
1372 // ////////////////////////////////////////////////////////////////////////// //
1376 // ////////////////////////////////////////////////////////////////////////// //
1377 struct TMsgMouseEvent
{
1378 MouseEventType type
;
1381 MouseButton button
; /// See $(LREF MouseButton)
1382 int modifierState
; /// See $(LREF ModifierState)
1385 public void postMouseEvent() (in auto ref MouseEvent evt
) {
1386 if (!atomicLoad(renderThreadStarted
)) return;
1388 msg
.type
= evt
.type
;
1393 msg
.button
= evt
.button
;
1394 msg
.modifierState
= evt
.modifierState
;
1395 send(renderTid
, msg
);
1399 // ////////////////////////////////////////////////////////////////////////// //
1400 struct TMsgKeyEvent
{
1408 public void postKeyEvent() (in auto ref KeyEvent evt
) {
1409 if (!atomicLoad(renderThreadStarted
)) return;
1412 msg
.pressed
= evt
.pressed
;
1413 msg
.character
= evt
.character
;
1414 msg
.modifierState
= evt
.modifierState
;
1415 send(renderTid
, msg
);
1419 // ////////////////////////////////////////////////////////////////////////// //
1420 struct TMsgTestLightMove
{
1424 public void postTestLightMove (int x
, int y
) {
1425 if (!atomicLoad(renderThreadStarted
)) return;
1426 auto msg
= TMsgTestLightMove(x
, y
);
1427 send(renderTid
, msg
);
1431 // ////////////////////////////////////////////////////////////////////////// //
1432 struct TMsgMessage
{
1439 public void postAddMessage (const(char)[] msgtext
, int pauseMsecs
=3000, bool noreplace
=false) {
1440 if (!atomicLoad(renderThreadStarted
)) return;
1441 if (msgtext
.length
> TMsgMessage
.text
.length
) msgtext
= msgtext
[0..TMsgMessage
.text
.length
];
1443 msg
.textlen
= cast(uint)msgtext
.length
;
1444 if (msg
.textlen
) msg
.text
[0..msg
.textlen
] = msgtext
[0..msg
.textlen
];
1445 msg
.pauseMsecs
= pauseMsecs
;
1446 msg
.noreplace
= noreplace
;
1447 send(renderTid
, msg
);
1451 // ////////////////////////////////////////////////////////////////////////// //
1452 public void concmd (const(char)[] cmd
) {
1453 //if (!atomicLoad(renderThreadStarted)) return;
1454 concmdbufLock
.lock();
1455 scope(exit
) concmdbufLock
.unlock();