index 587d0daa531341671fd6e87ecfdf8162d5ecc71b..9a6235c8b1b3b1d153a39358ed001620d0a63cf8 100644 (file)
interface
- uses g_panel, MAPDEF; // TPanel, TDFColor
+ uses g_panel, MAPDEF, binheap; // TPanel, TDFColor
procedure r_Map_Initialize;
procedure r_Map_Finalize;
procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor);
procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer);
+ type
+ TBinHeapPanelDrawCmp = class
+ public
+ class function less (const a, b: TPanel): Boolean; inline;
+ end;
+
+ TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
+
+ var
+ gDrawPanelList: TBinHeapPanelDraw = nil; // binary heap of all walls we have to render, populated by `g_Map_CollectDrawPanels()`
+
implementation
uses
Anim: Boolean;
end;
FlagFrames: array [FLAG_RED..FLAG_BLUE] of DWORD;
- FlagAnim: TAnimationState;
+ FlagAnim: TAnimState;
+
+ class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
+ begin
+ if (a.tag < b.tag) then begin result := true; exit; end;
+ if (a.tag > b.tag) then begin result := false; exit; end;
+ result := (a.arrIdx < b.arrIdx);
+ end;
procedure r_Map_Initialize;
begin
- FlagAnim := TAnimationState.Create(True, 8, 5);
+ FlagAnim := TAnimState.Create(True, 8, 5);
end;
procedure r_Map_Finalize;
begin
- FlagAnim.Free;
- FlagAnim := nil;
+ FlagAnim.Invalidate;
end;
procedure r_Map_Load;
else
Mirror := TMirrorType.None;
dx := IfThen(f.Direction = TDirection.D_LEFT, -1, +1);
- r_AnimationState_Draw(FlagFrames[i], FlagAnim, tx + dx, ty + 1, Mirror);
+ r_AnimState_Draw(FlagFrames[i], FlagAnim, tx + dx, ty + 1, 0, Mirror, False);
if g_debug_Frames then
e_DrawQuad(tx + f.Obj.Rect.X, ty + f.Obj.Rect.Y, tx + f.Obj.Rect.X + f.Obj.Rect.Width - 1, ty + f.Obj.Rect.Y + f.Obj.Rect.Height - 1, 0, 255, 0)
end
IsAnim := RenTextures[Texture].Anim;
if IsAnim then
begin
- if p.TextureIDs[p.FCurTexture].AnTex <> nil then
+ if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
begin
FramesID := RenTextures[Texture].ID;
w := RenTextures[Texture].Width;
h := RenTextures[Texture].Height;
for xx := 0 to tw div w - 1 do
for yy := 0 to th div h - 1 do
- r_AnimationState_Draw(FramesID, p.TextureIDs[p.FCurTexture].AnTex, tx + xx * w, ty + yy * h, TMirrorType.None);
+ r_AnimState_Draw(FramesID, p.TextureIDs[p.FCurTexture].AnTex, tx + xx * w, ty + yy * h, p.Alpha, TMirrorType.None, p.Blending);
end
end
else