X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=d4af70f7fbf8376458c98d9a69a220ede0ced087;hb=081ca9c0120de313aae7a94d1fe50b275cf2176d;hp=4a9bfbe5641c27e0127ec8c3fabc67bb751c4d49;hpb=dd0d8ac4cc2a0aa774f25c8a1a774f7358acfae7;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 4a9bfbe..d4af70f 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -20,7 +20,7 @@ interface uses g_basic, g_player, e_graphics, Classes, g_res_downloader, - SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5; + SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5, xprofiler; type TGameSettings = record @@ -124,6 +124,7 @@ procedure GameCVars(P: SArray); procedure GameCommands(P: SArray); procedure GameCheats(P: SArray); procedure DebugCommands(P: SArray); +procedure ProfilerCommands(P: SArray); procedure g_Game_Process_Params; procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean); procedure g_Game_StepLoading(); @@ -309,6 +310,11 @@ var P1MoveButton: Byte = 0; P2MoveButton: Byte = 0; + g_profile_frame_update: Boolean = false; + g_profile_frame_draw: Boolean = false; + g_profile_collision: Boolean = false; + g_profile_history_size: Integer = 1000; + procedure g_ResetDynlights (); procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single); @@ -317,13 +323,20 @@ implementation uses g_textures, g_main, g_window, g_menu, - e_input, e_log, g_console, g_items, g_map, + e_input, e_log, g_console, g_items, g_map, g_panel, g_playermodel, g_gfx, g_options, g_weapons, Math, g_triggers, MAPDEF, g_monsters, e_sound, CONFIG, BinEditor, g_language, g_net, SDL, ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt, utils, sfs; + +// ////////////////////////////////////////////////////////////////////////// // +var + profileFrameDraw: TProfiler = nil; + + +// ////////////////////////////////////////////////////////////////////////// // type TDynLight = record x, y, radius: Integer; @@ -398,6 +411,45 @@ begin end; +// ////////////////////////////////////////////////////////////////////////// // +function calcProfilesHeight (prof: TProfiler): Integer; +begin + result := 0; + if (prof = nil) then exit; + if (length(prof.bars) = 0) then exit; + result := length(prof.bars)*(16+2); +end; + +// returns width +function drawProfiles (x, y: Integer; prof: TProfiler): Integer; +var + wdt, hgt: Integer; + yy: Integer; + ii: Integer; +begin + result := 0; + if (prof = nil) then exit; + // gScreenWidth + if (length(prof.bars) = 0) then exit; + wdt := 192; + hgt := calcProfilesHeight(prof); + 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; + result := wdt; +end; + + +// ////////////////////////////////////////////////////////////////////////// // type TEndCustomGameStat = record PlayerStat: TPlayerStatArray; @@ -2591,7 +2643,168 @@ begin end; end; + +// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this! +procedure renderDynLightsInternal (); +var + lln: Integer; + lx, ly, lrad: Integer; +begin + //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 not gwin_has_stencil or (g_dynLightCount < 1) then exit; + + // setup OpenGL parameters + glStencilMask($FFFFFFFF); + glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); + glEnable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilFunc(GL_EQUAL, 0, $ff); + + for lln := 0 to g_dynLightCount-1 do + begin + lx := g_dynLights[lln].x; + ly := g_dynLights[lln].y; + lrad := g_dynLights[lln].radius; + if lrad < 3 then continue; + + if lx-sX+lrad < 0 then continue; + if ly-sY+lrad < 0 then continue; + if lx-sX-lrad >= gPlayerScreenSize.X then continue; + if ly-sY-lrad >= gPlayerScreenSize.Y then continue; + + // set scissor to optimize drawing + glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4); + // no need to clear stencil buffer, light blitting will do it for us + glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); + // draw extruded panels + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer + if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad); + // render light texture + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer + // blend it + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_TEXTURE_2D); + // color and opacity + glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a); + glBindTexture(GL_TEXTURE_2D, g_Texture_Light()); + glBegin(GL_QUADS); + glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left + glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right + glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right + glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left + glEnd(); + end; + + // done + glDisable(GL_STENCIL_TEST); + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glScissor(0, 0, sWidth, sHeight); +end; + + +// setup sX, sY, sWidth, sHeight, and transformation matrix before calling this! +// WARNING! this WILL CALL `glTranslatef()`, but won't restore matrices! +procedure renderMapInternal (backXOfs, backYOfs: Integer; transX, transY: Integer; setTransMatrix: Boolean); +type + TDrawCB = procedure (); + + procedure drawPanelType (profname: AnsiString; panType: DWord); + var + tagmask: Integer; + pan: TPanel; + begin + profileFrameDraw.sectionBegin(profname); + if gdbg_map_use_accel_render then + begin + tagmask := panelTypeToTag(panType); + {$IF TRUE} + while (gDrawPanelList.count > 0) do + begin + pan := TPanel(gDrawPanelList.front()); + if ((pan.tag and tagmask) = 0) then break; + pan.Draw(); + gDrawPanelList.popFront(); + end; + {$ELSE} + e_WriteLog(Format('=== PANELS: %d ===', [gDrawPanelList.count]), MSG_NOTIFY); + while (gDrawPanelList.count > 0) do + begin + pan := TPanel(gDrawPanelList.front()); + e_WriteLog(Format('tagmask: 0x%04x; pan.tag: 0x%04x; pan.ArrIdx: %d', [tagmask, pan.tag, pan.ArrIdx]), MSG_NOTIFY); + pan.Draw(); + gDrawPanelList.popFront(); + end; + {$ENDIF} + end + else + begin + g_Map_DrawPanels(panType); + end; + profileFrameDraw.sectionEnd(); + end; + + procedure drawOther (profname: AnsiString; cb: TDrawCB); + begin + profileFrameDraw.sectionBegin(profname); + if assigned(cb) then cb(); + profileFrameDraw.sectionEnd(); + end; + +begin + profileFrameDraw.sectionBegin('total'); + + // our accelerated renderer will collect all panels to gDrawPanelList + // we can use panel tag to render level parts (see GridTagXXX in g_map.pas) + profileFrameDraw.sectionBegin('collect'); + if gdbg_map_use_accel_render then + begin + g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight); + end; + profileFrameDraw.sectionEnd(); + + profileFrameDraw.sectionBegin('skyback'); + g_Map_DrawBack(backXOfs, backYOfs); + profileFrameDraw.sectionEnd(); + + if (setTransMatrix) then glTranslatef(transX, transY, 0); + + drawPanelType('*back', PANEL_BACK); + drawPanelType('*step', PANEL_STEP); + drawOther('items', @g_Items_Draw); + drawOther('weapons', @g_Weapon_Draw); + drawOther('shells', @g_Player_DrawShells); + drawOther('drawall', @g_Player_DrawAll); + drawOther('corpses', @g_Player_DrawCorpses); + drawPanelType('*wall', PANEL_WALL); + drawOther('monsters', @g_Monsters_Draw); + drawPanelType('*door', PANEL_CLOSEDOOR); + drawOther('gfx', @g_GFX_Draw); + drawOther('flags', @g_Map_DrawFlags); + drawPanelType('*acid1', PANEL_ACID1); + drawPanelType('*acid2', PANEL_ACID2); + drawPanelType('*water', PANEL_WATER); + drawOther('dynlights', @renderDynLightsInternal); + drawPanelType('*fore', PANEL_FORE); + + if g_debug_HealthBar then + begin + g_Monsters_DrawHealth(); + g_Player_DrawHealth(); + end; + + profileFrameDraw.mainEnd(); // map rendering +end; + + procedure DrawMapView(x, y, w, h: Integer); + var bx, by: Integer; begin @@ -2599,46 +2812,23 @@ begin bx := Round(x/(gMapInfo.Width - w)*(gBackSize.X - w)); by := Round(y/(gMapInfo.Height - h)*(gBackSize.Y - h)); - g_Map_DrawBack(-bx, -by); sX := x; sY := y; sWidth := w; sHeight := h; - glTranslatef(-x, -y, 0); - - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP); - g_Items_Draw(); - g_Weapon_Draw(); - g_Player_DrawShells(); - g_Player_DrawAll(); - g_Player_DrawCorpses(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL); - g_Monsters_Draw(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR); - g_GFX_Draw(); - g_Map_DrawFlags(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); - if g_debug_HealthBar then - begin - g_Monsters_DrawHealth(); - g_Player_DrawHealth(); - end; + renderMapInternal(-bx, -by, -x, -y, true); glPopMatrix(); end; + procedure DrawPlayer(p: TPlayer); var px, py, a, b, c, d: Integer; //R: TRect; - lln: Integer; - lx, ly, lrad: Integer; + begin if (p = nil) or (p.FDummy) then begin @@ -2648,6 +2838,9 @@ begin Exit; end; + if (profileFrameDraw = nil) then profileFrameDraw := TProfiler.Create('RENDER', g_profile_history_size); + profileFrameDraw.mainBegin(g_profile_frame_draw); + gPlayerDrawn := p; glPushMatrix(); @@ -2655,155 +2848,60 @@ begin px := p.GameX + PLAYER_RECT_CX; py := p.GameY + PLAYER_RECT_CY; - if px > (gPlayerScreenSize.X div 2) then - a := -px + (gPlayerScreenSize.X div 2) - else - a := 0; - if py > (gPlayerScreenSize.Y div 2) then - b := -py + (gPlayerScreenSize.Y div 2) - else - b := 0; - if px > (gMapInfo.Width - (gPlayerScreenSize.X div 2)) then - a := -gMapInfo.Width + gPlayerScreenSize.X; - if py > (gMapInfo.Height - (gPlayerScreenSize.Y div 2)) then - b := -gMapInfo.Height + gPlayerScreenSize.Y; - if gMapInfo.Width <= gPlayerScreenSize.X then - a := 0; - if gMapInfo.Height <= gPlayerScreenSize.Y then - b := 0; + if px > (gPlayerScreenSize.X div 2) then a := -px+(gPlayerScreenSize.X div 2) else a := 0; + if py > (gPlayerScreenSize.Y div 2) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0; + + if px > gMapInfo.Width-(gPlayerScreenSize.X div 2) then a := -gMapInfo.Width+gPlayerScreenSize.X; + if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then b := -gMapInfo.Height+gPlayerScreenSize.Y; + + if gMapInfo.Width <= gPlayerScreenSize.X then a := 0; + if gMapInfo.Height <= gPlayerScreenSize.Y then b := 0; if p.IncCam <> 0 then begin - if py > (gMapInfo.Height - (gPlayerScreenSize.Y div 2)) then + if py > gMapInfo.Height-(gPlayerScreenSize.Y div 2) then begin if p.IncCam > 120-(py-(gMapInfo.Height-(gPlayerScreenSize.Y div 2))) then + begin p.IncCam := 120-(py-(gMapInfo.Height-(gPlayerScreenSize.Y div 2))); + end; end; - if py < (gPlayerScreenSize.Y div 2) then + if py < gPlayerScreenSize.Y div 2 then begin if p.IncCam < -120+((gPlayerScreenSize.Y div 2)-py) then + begin p.IncCam := -120+((gPlayerScreenSize.Y div 2)-py); + end; end; if p.IncCam < 0 then - while (py+(gPlayerScreenSize.Y div 2)-p.IncCam > gMapInfo.Height) and - (p.IncCam < 0) do - p.IncCam := p.IncCam + 1; + begin + while (py+(gPlayerScreenSize.Y div 2)-p.IncCam > gMapInfo.Height) and (p.IncCam < 0) do p.IncCam := p.IncCam+1; //Inc(p.IncCam); + end; if p.IncCam > 0 then - while (py-(gPlayerScreenSize.Y div 2)-p.IncCam < 0) and - (p.IncCam > 0) do - p.IncCam := p.IncCam - 1; + begin + while (py-(gPlayerScreenSize.Y div 2)-p.IncCam < 0) and (p.IncCam > 0) do p.IncCam := p.IncCam-1; //Dec(p.IncCam); + end; end; - if (px< gPlayerScreenSize.X div 2) or - (gMapInfo.Width-gPlayerScreenSize.X <= 256) then - c := 0 - else - if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then - c := gBackSize.X - gPlayerScreenSize.X - else - c := Round((px-(gPlayerScreenSize.X div 2))/(gMapInfo.Width-gPlayerScreenSize.X)*(gBackSize.X-gPlayerScreenSize.X)); - - if (py-p.IncCam <= gPlayerScreenSize.Y div 2) or - (gMapInfo.Height-gPlayerScreenSize.Y <= 256) then - d := 0 - else - if (py-p.IncCam >= gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then - d := gBackSize.Y - gPlayerScreenSize.Y - else - d := Round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y)); + if (px < gPlayerScreenSize.X div 2) or (gMapInfo.Width-gPlayerScreenSize.X <= 256) then c := 0 + else if (px > gMapInfo.Width-(gPlayerScreenSize.X div 2)) then c := gBackSize.X-gPlayerScreenSize.X + else c := round((px-(gPlayerScreenSize.X div 2))/(gMapInfo.Width-gPlayerScreenSize.X)*(gBackSize.X-gPlayerScreenSize.X)); - g_Map_DrawBack(-c, -d); + if (py-p.IncCam <= gPlayerScreenSize.Y div 2) or (gMapInfo.Height-gPlayerScreenSize.Y <= 256) then d := 0 + else if (py-p.IncCam >= gMapInfo.Height-(gPlayerScreenSize.Y div 2)) then d := gBackSize.Y-gPlayerScreenSize.Y + else d := round((py-p.IncCam-(gPlayerScreenSize.Y div 2))/(gMapInfo.Height-gPlayerScreenSize.Y)*(gBackSize.Y-gPlayerScreenSize.Y)); sX := -a; sY := -(b+p.IncCam); sWidth := gPlayerScreenSize.X; sHeight := gPlayerScreenSize.Y; - glTranslatef(a, b+p.IncCam, 0); - - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_BACK); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_STEP); - g_Items_Draw(); - g_Weapon_Draw(); - g_Player_DrawShells(); - g_Player_DrawAll(); - g_Player_DrawCorpses(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WALL); - g_Monsters_Draw(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_CLOSEDOOR); - g_GFX_Draw(); - g_Map_DrawFlags(); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID1); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_ACID2); - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_WATER); + //glTranslatef(a, b+p.IncCam, 0); - //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 - // setup OpenGL parameters - glStencilMask($FFFFFFFF); - glStencilFunc(GL_ALWAYS, 0, $FFFFFFFF); - glEnable(GL_STENCIL_TEST); - glEnable(GL_SCISSOR_TEST); - glClear(GL_STENCIL_BUFFER_BIT); - glStencilFunc(GL_EQUAL, 0, $ff); - - for lln := 0 to g_dynLightCount-1 do - begin - lx := g_dynLights[lln].x; - ly := g_dynLights[lln].y; - lrad := g_dynLights[lln].radius; - if lrad < 3 then continue; - - if lx-sX+lrad < 0 then continue; - if ly-sY+lrad < 0 then continue; - if lx-sX-lrad >= gPlayerScreenSize.X then continue; - if ly-sY-lrad >= gPlayerScreenSize.Y then continue; - - // set scissor to optimize drawing - glScissor((lx-sX)-lrad+2, gPlayerScreenSize.Y-(ly-sY)-lrad-1+2, lrad*2-4, lrad*2-4); - // no need to clear stencil buffer, light blitting will do it for us - glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); - // draw extruded panels - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer - if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad); - // render light texture - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer - glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer - // blend it - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_TEXTURE_2D); - // color and opacity - glColor4f(g_dynLights[lln].r, g_dynLights[lln].g, g_dynLights[lln].b, g_dynLights[lln].a); - glBindTexture(GL_TEXTURE_2D, g_Texture_Light()); - glBegin(GL_QUADS); - glTexCoord2f(0.0, 0.0); glVertex2i(lx-lrad, ly-lrad); // top-left - glTexCoord2f(1.0, 0.0); glVertex2i(lx+lrad, ly-lrad); // top-right - glTexCoord2f(1.0, 1.0); glVertex2i(lx+lrad, ly+lrad); // bottom-right - glTexCoord2f(0.0, 1.0); glVertex2i(lx-lrad, ly+lrad); // bottom-left - glEnd(); - end; - - // done - glDisable(GL_STENCIL_TEST); - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glScissor(0, 0, sWidth, sHeight); - end; - - g_Map_DrawPanels(sX, sY, sWidth, sHeight, PANEL_FORE); - if g_debug_HealthBar then - begin - g_Monsters_DrawHealth(); - g_Player_DrawHealth(); - end; + renderMapInternal(-c, -d, a, b+p.IncCam, true); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, @@ -2838,6 +2936,14 @@ begin p.DrawGUI(); end; +procedure drawProfilers (); +var + px: Integer = -1; +begin + if g_profile_frame_draw then px := px-drawProfiles(px, -1, profileFrameDraw); + if g_profile_collision then px := px-drawProfiles(px, -1, profMapCollision); +end; + procedure g_Game_Draw(); var ID: DWORD; @@ -3159,6 +3265,8 @@ begin e_TextureFontPrint(gScreenWidth-72, 0, Format('%d:%.2d:%.2d', [gTime div 1000 div 3600, (gTime div 1000 div 60) mod 60, gTime div 1000 mod 60]), gStdFont); + + if gGameOn then drawProfilers(); end; procedure g_Game_Quit(); @@ -4820,6 +4928,88 @@ begin end; end; +// profiler console commands +procedure ProfilerCommands (P: SArray); +var + cmd: string; + + function getBool (idx: Integer): Integer; + begin + if (idx < 0) or (idx > High(P)) then begin result := -1; exit; end; + result := 0; + if (P[idx] = '1') or (P[idx] = 'on') or (P[idx] = 'true') or (P[idx] = 'tan') then result := 1; + end; + +begin + //if not gDebugMode then exit; + cmd := LowerCase(P[0]); + + if cmd = 'pf_draw_frame' then + begin + g_profile_frame_draw := not g_profile_frame_draw; + exit; + end; + + if cmd = 'pf_update_frame' then + begin + g_profile_frame_update := not g_profile_frame_update; + exit; + end; + + if cmd = 'pf_coldet' then + begin + g_profile_collision := not g_profile_collision; + exit; + end; + + if cmd = 'r_sq_draw' then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_use_accel_render := false; + 1: gdbg_map_use_accel_render := true; + end; + if gdbg_map_use_accel_render then g_Console_Add('accelerated rendering: tan') else g_Console_Add('accelerated rendering: ona'); + exit; + end; + + if cmd = 'dbg_sq_coldet' then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_use_accel_coldet := false; + 1: gdbg_map_use_accel_coldet := true; + end; + if gdbg_map_use_accel_coldet then g_Console_Add('accelerated coldet: tan') else g_Console_Add('accelerated coldet: ona'); + exit; + end; + + if (cmd = 'sq_use_grid') or (cmd = 'sq_use_tree') then + begin + gdbg_map_use_tree_coldet := (cmd = 'sq_use_tree'); + if gdbg_map_use_tree_coldet then g_Console_Add('coldet acceleration: tree') else g_Console_Add('coldet acceleration: grid'); + exit; + end; + + if (cmd = 'r_sq_use_grid') or (cmd = 'r_sq_use_tree') then + begin + gdbg_map_use_tree_draw := (cmd = 'r_sq_use_tree'); + if gdbg_map_use_tree_draw then g_Console_Add('render acceleration: tree') else g_Console_Add('render acceleration: grid'); + exit; + end; + + if (cmd = 't_dump_node_queries') then + begin + case getBool(1) of + -1: begin end; + 0: gdbg_map_dump_coldet_tree_queries := false; + 1: gdbg_map_dump_coldet_tree_queries := true; + end; + if gdbg_map_dump_coldet_tree_queries then g_Console_Add('grid coldet tree queries: tan') else g_Console_Add('grid coldet tree queries: ona'); + exit; + end; +end; + procedure DebugCommands(P: SArray); var a, b: Integer; @@ -6642,6 +6832,12 @@ var begin Parse_Params(pars); + s := Find_Param_Value(pars, '--profile-render'); + if (s <> '') then g_profile_frame_draw := true; + + s := Find_Param_Value(pars, '--profile-coldet'); + if (s <> '') then g_profile_collision := true; + // Debug mode: s := Find_Param_Value(pars, '--debug'); if (s <> '') then @@ -6667,6 +6863,18 @@ begin Exit; end; + s := LowerCase(Find_Param_Value(pars, '-dbg-mainwad')); + if (s <> '') then + begin + gDefaultMegawadStart := s; + end; + + if (Find_Param_Value(pars, '--dbg-mainwad-restore') <> '') or + (Find_Param_Value(pars, '--dbg-mainwad-default') <> '') then + begin + gDefaultMegawadStart := DF_Default_Megawad_Start; + end; + // Start map when game loads: map := LowerCase(Find_Param_Value(pars, '-map')); if isWadPath(map) then