diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 730812cdd2e16113909fb57d2e888277aef0a807..b2e35c0eb0b3044abc5308cd98354f286651a9c8 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
-// build "possibly lit panels" index, so we can avoid looping over all level panels again and again
-function g_Map_BuildPLP (ltminx, ltminy, ltmaxx, ltmaxy: Integer): Boolean; // returns `false` if no patels lit
procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
const
end;
end;
-var
- plpset: array of Integer = nil; // potentially lit panels
- plpcount: Integer; // to avoid constant reallocations
-
-function g_Map_BuildPLP (ltminx, ltminy, ltmaxx, ltmaxy: Integer): Boolean;
-var
- idx: Integer;
- panels: TPanelArray;
-begin
- panels := gWalls;
- plpcount := 0;
- if (ltminx < ltmaxx) and (ltminy < ltmaxy) then
- begin
- if panels <> nil then
- begin
- for idx := 0 to High(panels) do
- begin
- if (panels[idx].Width < 1) or (panels[idx].Height < 1) then continue;
- if (panels[idx].X+panels[idx].Width <= ltminx) then continue;
- if (panels[idx].Y+panels[idx].Height <= ltminy) then continue;
- if (panels[idx].X > ltmaxx) then continue;
- if (panels[idx].Y > ltmaxy) then continue;
- if plpcount = length(plpset) then SetLength(plpset, plpcount+32768);
- plpset[plpcount] := idx;
- Inc(plpcount);
- end;
- //e_WriteLog(Format('%d panels left out of %d', [plpcount, Length(panels)]), MSG_NOTIFY);
- end;
- end;
- result := (plpcount > 0);
-end;
procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
-
- (* old
- procedure drawPanels (var panels: TPanelArray);
+ function qq (obj: TObject; tag: Integer): Boolean;
var
- a: Integer;
+ pan: TPanel;
begin
- if panels <> nil then
- begin
- for a := 0 to High(panels) do
- begin
- panels[a].DrawShadowVolume(lightX, lightY, radius);
- end;
- end;
+ result := false; // don't stop, ever
+ if (tag <> PANEL_WALL) then exit; // only walls
+ pan := (obj as TPanel);
+ pan.DrawShadowVolume(lightX, lightY, radius);
end;
- *)
-var
- idx: Integer;
+
begin
- (*
- drawPanels(gWalls);
- //drawPanels(gRenderForegrounds);
- *)
- for idx := 0 to plpcount-1 do
- begin
- gWalls[plpset[idx]].DrawShadowVolume(lightX, lightY, radius);
- end;
+ gMapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, qq);
end;
+
procedure g_Map_DrawBack(dx, dy: Integer);
begin
if gDrawBackGround and (BackID <> DWORD(-1)) then