index aa13e6bccfd4af398f3d86c32d779ea0a19b9d00..ca85e9e806aa6bd8539dcd9b89cdf06c5f332e5e 100644 (file)
interface
procedure r_Game_Draw;
- procedure DrawLoadingStat;
- procedure DrawMenuBackground (tex: AnsiString);
+ procedure r_Game_DrawLoadingStat;
+ procedure r_Game_DrawMenuBackground (tex: AnsiString);
implementation
uses
{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes,
+{$ENDIF}
SysUtils, Classes, Math,
- e_graphics,
+ r_graphics,
g_system, g_touch,
MAPDEF, xprofiler, utils, wadreader,
g_textures, e_input, e_sound,
g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window,
g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster,
- g_game, r_console, r_gfx, r_items
+ g_game, r_console, r_gfx, r_items, r_map, r_panel, r_monsters, r_weapons, r_netmaster, r_player
;
var
end;
end;
-procedure DrawLoadingStat();
+procedure r_Game_DrawLoadingStat;
procedure drawRect (x, y, w, h: Integer);
begin
if (w < 1) or (h < 1) then exit;
end;
end;
-procedure DrawMenuBackground(tex: AnsiString);
+procedure r_Game_DrawMenuBackground (tex: AnsiString);
var
w, h: Word;
ID: DWord;
else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
end;
-procedure DrawMinimap(p: TPlayer; RenderRect: e_graphics.TRect);
+procedure DrawMinimap(p: TPlayer; RenderRect: TRect);
var
a, aX, aY, aX2, aY2, Scale, ScaleSz: Integer;
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);
+ if (lrad > 4) then r_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
begin
pan := TPanel(gDrawPanelList.front());
if ((pan.tag and tagmask) = 0) then break;
- if doDraw then pan.Draw(doAmbient, ambColor);
+ if doDraw then r_Panel_Draw(pan, doAmbient, ambColor);
gDrawPanelList.popFront();
end;
end
else
begin
- if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor);
+ if doDraw then r_Map_DrawPanels(panType, hasAmbient, ambColor);
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
- g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ r_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('skyback');
- g_Map_DrawBack(backXOfs, backYOfs);
+ r_Map_DrawBack(backXOfs, backYOfs);
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if setTransMatrix then
drawPanelType('*back', PANEL_BACK, g_rlayer_back);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
drawOther('items', @r_Items_Draw);
- drawOther('weapons', @g_Weapon_Draw);
- drawOther('shells', @g_Player_DrawShells);
- drawOther('drawall', @g_Player_DrawAll);
- drawOther('corpses', @g_Player_DrawCorpses);
+ drawOther('weapons', @r_Weapon_Draw);
+ drawOther('shells', @r_Player_DrawShells);
+ drawOther('drawall', @r_Player_DrawAll);
+ drawOther('corpses', @r_Player_DrawCorpses);
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
- drawOther('monsters', @g_Monsters_Draw);
+ drawOther('monsters', @r_Monsters_Draw);
drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
drawOther('gfx', @r_GFX_Draw);
- drawOther('flags', @g_Map_DrawFlags);
+ drawOther('flags', @r_Map_DrawFlags);
drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
drawPanelType('*water', PANEL_WATER, g_rlayer_water);
if g_debug_HealthBar then
begin
- g_Monsters_DrawHealth();
- g_Player_DrawHealth();
+ r_Monsters_DrawHealth();
+ r_Player_DrawHealth();
end;
if (profileFrameDraw <> nil) then profileFrameDraw.mainEnd(); // map rendering
if (p = nil) or (p.FDummy) then
begin
glPushMatrix();
- g_Map_DrawBack(0, 0);
+ r_Map_DrawBack(0, 0);
glPopMatrix();
Exit;
end;
if (gGameSettings.GameMode <> GM_SINGLE) and (gPlayerIndicator > 0) then
case gPlayerIndicator of
1:
- p.DrawIndicator(_RGB(255, 255, 255));
+ r_Player_DrawIndicator(p, _RGB(255, 255, 255));
2:
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
- if gPlayers[i] = p then p.DrawIndicator(_RGB(255, 255, 255))
+ if gPlayers[i] = p then
+ r_Player_DrawIndicator(p, _RGB(255, 255, 255))
else if (gPlayers[i].Team = p.Team) and (gPlayers[i].Team <> TEAM_NONE) then
if gPlayerIndicatorStyle = 1 then
- gPlayers[i].DrawIndicator(_RGB(192, 192, 192))
- else gPlayers[i].DrawIndicator(gPlayers[i].GetColor);
+ r_Player_DrawIndicator(gPlayers[i], _RGB(192, 192, 192))
+ else
+ r_Player_DrawIndicator(gPlayers[i], gPlayers[i].GetColor);
end;
{
glPopMatrix();
- p.DrawPain();
- p.DrawPickup();
- p.DrawRulez();
+ r_Player_DrawPain(p);
+ r_Player_DrawPickup(p);
+ r_Player_DrawRulez(p);
if gShowMap then DrawMinimap(p, _TRect(0, 0, 128, 128));
if g_Debug_Player then
- g_Player_DrawDebug(p);
- p.DrawGUI();
+ r_Player_DrawDebug(p);
+ r_Player_DrawGUI(p);
end;
procedure drawProfilers ();
begin
if (gState = STATE_MENU) then
begin
- if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then DrawMenuBackground('MENU_BACKGROUND');
+ if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then r_Game_DrawMenuBackground('MENU_BACKGROUND');
// F3 at menu will show game loading dialog
if e_KeyPressed(IK_F3) then g_Menu_Show_LoadMenu(true);
if (g_ActiveWindow <> nil) then
else
back := 'INTER';
- DrawMenuBackground(back);
+ r_Game_DrawMenuBackground(back);
DrawCustomStat();
begin
back := 'INTER';
- DrawMenuBackground(back);
+ r_Game_DrawMenuBackground(back);
DrawSingleStat();
if gState = STATE_ENDPIC then
begin
ID := DWORD(-1);
- if g_Texture_Get('TEXTURE_endpic', ID) then DrawMenuBackground('TEXTURE_endpic')
- else DrawMenuBackground(_lc[I_TEXTURE_ENDPIC]);
+ if g_Texture_Get('TEXTURE_endpic', ID) then r_Game_DrawMenuBackground('TEXTURE_endpic')
+ else r_Game_DrawMenuBackground(_lc[I_TEXTURE_ENDPIC]);
if g_ActiveWindow <> nil then
begin
// e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
// //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
// end;
- DrawMenuBackground('MENU_BACKGROUND');
+ r_Game_DrawMenuBackground('MENU_BACKGROUND');
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
- g_Serverlist_Draw(slCurrent, slTable);
+ r_Serverlist_Draw(slCurrent, slTable);
end;
end;