X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=93368940da0d943a1223f77191f923c7432b5bfd;hb=836fd31457a6f741815605633f2fbfa157e37418;hp=cba96c630a3a271f6f533a1a43c916785664fb50;hpb=c0312bae4028f5506223fd3a78b3b99798ac8a80;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index cba96c6..9336894 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -315,6 +315,15 @@ var g_profile_los: Boolean = false; g_profile_history_size: Integer = 1000; + g_rlayer_back: Boolean = true; + g_rlayer_step: Boolean = true; + g_rlayer_wall: Boolean = true; + g_rlayer_door: Boolean = true; + g_rlayer_acid1: Boolean = true; + g_rlayer_acid2: Boolean = true; + g_rlayer_water: Boolean = true; + g_rlayer_fore: Boolean = true; + procedure g_ResetDynlights (); procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); @@ -1981,7 +1990,11 @@ begin UPSTime := Time; end; - if gGameOn then g_Weapon_AddDynLights(); + if gGameOn then + begin + g_Weapon_AddDynLights(); + g_Items_AddDynLights(); + end; end; procedure g_Game_LoadData(); @@ -2701,6 +2714,7 @@ begin if ly-sY-lrad >= gPlayerScreenSize.Y then continue; // set scissor to optimize drawing + //FIXME: broken for splitscreen mode 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); @@ -2741,7 +2755,7 @@ procedure renderMapInternal (backXOfs, backYOfs: Integer; transX, transY: Intege type TDrawCB = procedure (); - procedure drawPanelType (profname: AnsiString; panType: DWord); + procedure drawPanelType (profname: AnsiString; panType: DWord; doDraw: Boolean); var tagmask: Integer; pan: TPanel; @@ -2750,28 +2764,17 @@ type 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(); + if doDraw then pan.Draw(); gDrawPanelList.popFront(); end; - {$ENDIF} end else begin - g_Map_DrawPanels(panType); + if doDraw then g_Map_DrawPanels(panType); end; profileFrameDraw.sectionEnd(); end; @@ -2801,23 +2804,23 @@ begin if (setTransMatrix) then glTranslatef(transX, transY, 0); - drawPanelType('*back', PANEL_BACK); - drawPanelType('*step', PANEL_STEP); + drawPanelType('*back', PANEL_BACK, g_rlayer_back); + drawPanelType('*step', PANEL_STEP, g_rlayer_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); + drawPanelType('*wall', PANEL_WALL, g_rlayer_wall); drawOther('monsters', @g_Monsters_Draw); - drawPanelType('*door', PANEL_CLOSEDOOR); + drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door); drawOther('gfx', @g_GFX_Draw); drawOther('flags', @g_Map_DrawFlags); - drawPanelType('*acid1', PANEL_ACID1); - drawPanelType('*acid2', PANEL_ACID2); - drawPanelType('*water', PANEL_WATER); + drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1); + drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2); + drawPanelType('*water', PANEL_WATER, g_rlayer_water); drawOther('dynlights', @renderDynLightsInternal); - drawPanelType('*fore', PANEL_FORE); + drawPanelType('*fore', PANEL_FORE, g_rlayer_fore); if g_debug_HealthBar then begin @@ -3338,6 +3341,8 @@ begin drawTime(gScreenWidth-72, gScreenHeight-16); if gGameOn then drawProfilers(); + + g_Holmes_DrawUI(); end; procedure g_Game_Quit();