diff -r 6a225b469eef -r ea0b0e2efd95 hedgewars/uRender.pas --- a/hedgewars/uRender.pas Sat Jun 14 00:56:11 2014 +0200 +++ b/hedgewars/uRender.pas Sat Jun 14 02:25:49 2014 +0200 @@ -23,7 +23,7 @@ interface -uses SDLh, uTypes, GLunit, uConsts, uStore{$IFDEF GL2}, uMatrix{$ENDIF}; +uses SDLh, uTypes, GLunit, uConsts{$IFDEF GL2}, uMatrix{$ENDIF}; procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt); procedure DrawSprite (Sprite: TSprite; X, Y, FrameX, FrameY: LongInt); @@ -64,7 +64,18 @@ function isDxAreaOffscreen(X, Width: LongInt): LongInt; inline; function isDyAreaOffscreen(Y, Height: LongInt): LongInt; inline; +procedure SetScale(f: GLfloat); +procedure UpdateViewLimits(); +procedure EnableTexture(enable:Boolean); + +procedure SetTexCoordPointer(p: Pointer;n: Integer); +procedure SetVertexPointer(p: Pointer;n: Integer); +procedure SetColorPointer(p: Pointer;n: Integer); + +procedure UpdateModelviewProjection(); inline; + +procedure openglLoadIdentity (); inline; procedure openglTranslProjMatrix(X, Y, Z: GLFloat); inline; procedure openglPushMatrix (); inline; procedure openglPopMatrix (); inline; @@ -104,6 +115,15 @@ isDyAreaOffscreen:= 0; end; +procedure openglLoadIdentity(); inline; +begin +{$IFDEF GL2} + hglLoadIdentity(); +{$ELSE} + glLoadIdentity(); +{$ENDIF} +end; + procedure openglTranslProjMatrix(X, Y, Z: GLfloat); inline; begin {$IFDEF GL2} @@ -186,6 +206,112 @@ end; end; +procedure UpdateModelviewProjection(); inline; +{$IFDEF GL2} +var + mvp: TMatrix4x4f; +{$ENDIF} +begin +{$IFDEF GL2} + //MatrixMultiply(mvp, mProjection, mModelview); +{$HINTS OFF} + hglMVP(mvp); +{$HINTS ON} + glUniformMatrix4fv(uCurrentMVPLocation, 1, GL_FALSE, @mvp[0, 0]); +{$ENDIF} +end; + +procedure SetTexCoordPointer(p: Pointer; n: Integer); +begin +{$IFDEF GL2} + glBindBuffer(GL_ARRAY_BUFFER, tBuffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW); + glEnableVertexAttribArray(aTexCoord); + glVertexAttribPointer(aTexCoord, 2, GL_FLOAT, GL_FALSE, 0, pointer(0)); +{$ELSE} + n:= n; + glTexCoordPointer(2, GL_FLOAT, 0, p); +{$ENDIF} +end; + +procedure SetVertexPointer(p: Pointer; n: Integer); +begin +{$IFDEF GL2} + glBindBuffer(GL_ARRAY_BUFFER, vBuffer); + glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW); + glEnableVertexAttribArray(aVertex); + glVertexAttribPointer(aVertex, 2, GL_FLOAT, GL_FALSE, 0, pointer(0)); +{$ELSE} + n:= n; + glVertexPointer(2, GL_FLOAT, 0, p); +{$ENDIF} +end; + +procedure SetColorPointer(p: Pointer; n: Integer); +begin +{$IFDEF GL2} + glBindBuffer(GL_ARRAY_BUFFER, cBuffer); + glBufferData(GL_ARRAY_BUFFER, n * 4, p, GL_STATIC_DRAW); + glEnableVertexAttribArray(aColor); + glVertexAttribPointer(aColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, pointer(0)); +{$ELSE} + n:= n; + glColorPointer(4, GL_UNSIGNED_BYTE, 0, p); +{$ENDIF} +end; + +procedure EnableTexture(enable:Boolean); +begin + {$IFDEF GL2} + if enable then + glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 1) + else + glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 0); + {$ELSE} + if enable then + glEnable(GL_TEXTURE_2D) + else + glDisable(GL_TEXTURE_2D); + {$ENDIF} +end; + +procedure UpdateViewLimits(); +var tmp: real; +begin + // cScaleFactor is 2.0 on "no zoom" + tmp:= cScreenWidth / cScaleFactor; + ViewRightX:= round(tmp); // ceil could make more sense + ViewLeftX:= round(-tmp); // floor could make more sense + tmp:= cScreenHeight / cScaleFactor; + ViewBottomY:= round(tmp) + cScreenHeight div 2; // ceil could make more sense + ViewTopY:= round(-tmp) + cScreenHeight div 2; // floor could make more sense +end; + +procedure SetScale(f: GLfloat); +begin +// leave immediately if scale factor did not change + if f = cScaleFactor then + exit; + + // for going back to default scaling just pop matrix + if f = cDefaultZoomLevel then + begin + openglPopMatrix; + end + else + begin + openglPushMatrix; // save default scaling in matrix + openglLoadIdentity(); + openglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0); + openglTranslatef(0, -cScreenHeight / 2, 0); + end; + + cScaleFactor:= f; + updateViewLimits(); + + UpdateModelviewProjection; +end; + procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); inline; begin r.y:= r.y + Height * Position; @@ -315,9 +441,7 @@ SetVertexPointer(@Texture^.vb, Length(Texture^.vb)); SetTexCoordPointer(@TextureBuffer, Length(Texture^.vb)); -{$IFDEF GL2} UpdateModelviewProjection; -{$ENDIF} glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb)); openglPopMatrix; @@ -395,9 +519,7 @@ SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer)); SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer)); -{$IFDEF GL2} UpdateModelviewProjection; -{$ENDIF} glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); @@ -467,9 +589,7 @@ SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer)); SetTexCoordPointer(@Texture^.tb, Length(VertexBuffer)); -{$IFDEF GL2} UpdateModelviewProjection; -{$ENDIF} glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); @@ -551,9 +671,7 @@ openglTranslatef(WorldDx, WorldDy, 0); glLineWidth(Width); - {$IFDEF GL2} UpdateModelviewProjection; - {$ENDIF} Tint(r, g, b, a); VertexBuffer[0].X:= X0; @@ -680,9 +798,7 @@ SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer)); SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer)); -{$IFDEF GL2} UpdateModelviewProjection; -{$ENDIF} glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); @@ -764,11 +880,10 @@ procedure DrawWaterBody(pVertexBuffer: Pointer); begin -{$IFDEF GL2} UpdateModelviewProjection; -{$ENDIF} BeginWater; + if SuddenDeathDmg then SetColorPointer(@SDWaterColorArray[0], 4) else