diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index bfdea2d2ac4247d48cf2feab32745d172cc81085..14819e284ce75d894275691a2df17ee83f2f15a9 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
utils, sfs;
+// ////////////////////////////////////////////////////////////////////////// //
+var
+ profileFrameDraw: TProfiler = nil;
+
+
// ////////////////////////////////////////////////////////////////////////// //
type
TDynLight = record
// ////////////////////////////////////////////////////////////////////////// //
-procedure drawProfiles (x, y: Integer; title: AnsiString);
+(*
+procedure drawProfiles (x, y: Integer; title: AnsiString); overload;
var
wdt, hgt: Integer;
yy: Integer;
begin
// gScreenWidth
- if not xprofItReset() then exit;
+ //if not xprofItReset() then exit;
+ if (xprofTotalCount = 0) then exit;
wdt := 256;
hgt := 16+2+xprofTotalCount*(16+2); // title, items
// background
yy := y+16+2;
drawItems();
end;
+*)
+
+
+procedure drawProfiles (x, y: Integer; prof: TProfiler);
+var
+ wdt, hgt: Integer;
+ yy: Integer;
+ ii, idx: Integer;
+begin
+ if (prof = nil) then exit;
+ // gScreenWidth
+ if (length(prof.bars) = 0) then exit;
+ wdt := 192;
+ hgt := length(prof.bars)*(16+2);
+ if (x < 0) then x := gScreenWidth-(wdt-1)+x;
+ if (y < 0) then y := gScreenHeight-(hgt-1)+y;
+ // background
+ //e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 255, 255, 255, 200, B_BLEND);
+ e_DrawFillQuad(x, y, x+wdt-1, y+hgt-1, 20, 20, 20, 0, B_NONE);
+ // title
+ yy := y+2;
+ for ii := 0 to High(prof.bars) do
+ begin
+ e_TextureFontPrintEx(x+2+4*prof.bars[ii].level, yy, Format('%s: %d', [prof.bars[ii].name, prof.bars[ii].value]), gStdFont, 255, 255, 0, 1, false);
+ Inc(yy, 16+2);
+ end;
+end;
// ////////////////////////////////////////////////////////////////////////// //
Exit;
end;
+ if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('MAP RENDER');
+ profileFrameDraw.mainBegin(g_profile_frame_draw);
+
gPlayerDrawn := p;
glPushMatrix();
else
d := Round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y));
- xprofBeginSection('map background');
+ profileFrameDraw.sectionBegin('map background');
g_Map_DrawBack(-c, -d);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
sX := -a;
sY := -(b+p.IncCam);
glTranslatef(a, b+p.IncCam, 0);
- xprofBeginSection('map rendering');
+ profileFrameDraw.sectionBegin('map rendering');
- xprofBeginSection('panel_back');
+ profileFrameDraw.sectionBegin('panel_back');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('panel_step');
+ profileFrameDraw.sectionBegin('panel_step');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('items');
+ profileFrameDraw.sectionBegin('items');
g_Items_Draw();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('weapons');
+ profileFrameDraw.sectionBegin('weapons');
g_Weapon_Draw();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('shells');
+ profileFrameDraw.sectionBegin('shells');
g_Player_DrawShells();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('drawall');
+ profileFrameDraw.sectionBegin('drawall');
g_Player_DrawAll();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('corpses');
+ profileFrameDraw.sectionBegin('corpses');
g_Player_DrawCorpses();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('panel_wall');
+ profileFrameDraw.sectionBegin('panel_wall');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('monsters');
+ profileFrameDraw.sectionBegin('monsters');
g_Monsters_Draw();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('panel_closedoor');
+ profileFrameDraw.sectionBegin('panel_closedoor');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('gfx');
+ profileFrameDraw.sectionBegin('gfx');
g_GFX_Draw();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('flags');
+ profileFrameDraw.sectionBegin('flags');
g_Map_DrawFlags();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('panel_acid1');
+ profileFrameDraw.sectionBegin('panel_acid1');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('panel_acid2');
+ profileFrameDraw.sectionBegin('panel_acid2');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('panel_water');
+ profileFrameDraw.sectionBegin('panel_water');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
//TODO: lights should be in separate grid, i think
// but on the other side: grid may be slower for dynlights, as their lifetime is short
if gwin_has_stencil and (g_dynLightCount > 0) then
begin
- xprofBeginSection('dynlights');
+ profileFrameDraw.sectionBegin('dynlights');
// setup OpenGL parameters
glStencilMask($FFFFFFFF);
glDisable(GL_SCISSOR_TEST);
glScissor(0, 0, sWidth, sHeight);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
end
else
begin
- xprofBeginSection('dynlights');
- xprofEndSection();
+ profileFrameDraw.sectionBegin('dynlights');
+ profileFrameDraw.sectionEnd();
end;
- xprofBeginSection('panel_fore');
+ profileFrameDraw.sectionBegin('panel_fore');
g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE);
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
if g_debug_HealthBar then
begin
- xprofBeginSection('monster health');
+ profileFrameDraw.sectionBegin('monster health');
g_Monsters_DrawHealth();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
- xprofBeginSection('player health');
+ profileFrameDraw.sectionBegin('player health');
g_Player_DrawHealth();
- xprofEndSection();
+ profileFrameDraw.sectionEnd();
end;
if p.FSpectator then
glPopMatrix();
- xprofEndSection(); // map rendering
+ profileFrameDraw.mainEnd(); // map rendering
p.DrawPain();
p.DrawPickup();
FPSTime := Time;
end;
- xprofBegin(g_profile_frame_draw);
-
if gGameOn or (gState = STATE_FOLD) then
begin
if (gPlayer1 <> nil) and (gPlayer2 <> nil) then
Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]),
gStdFont);
- xprofEnd();
- if g_profile_frame_draw then drawProfiles(0, 0, 'MAP RENDER');
+ if g_profile_frame_draw then drawProfiles(-1, -1, profileFrameDraw); //drawProfiles(-1, -1, 'MAP RENDER');
end;
procedure g_Game_Quit();