hedgewars/uRender.pas
author nemo
Wed, 29 Dec 2010 16:21:30 -0500
changeset 4780 8571151411b3
parent 4452 258945553b18
child 4976 088d40d8aba2
permissions -rw-r--r--
add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes

{$INCLUDE "options.inc"}
unit uRender;

interface

uses SDLh, uTypes, GLunit;

procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat = 1.0);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
procedure DrawFillRect(r: TSDL_Rect);
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
procedure DrawCircle(X, Y, Radius, Width: LongInt);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure Tint(r, g, b, a: Byte); inline;
procedure Tint(c: Longword); inline;

var
    HHTexture: PTexture;

implementation
uses uVariables;
var
    lastTint: Longword;

procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
begin
DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
end;

procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
    _l, _r, _t, _b: real;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit;

// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
    exit;
if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then
    exit;

rr.x:= X;
rr.y:= Y;
rr.w:= W;
rr.h:= H;

_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;

glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);

VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;

TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;


glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
end;


procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
begin

glPushMatrix;
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1);

glBindTexture(GL_TEXTURE_2D, Texture^.id);

glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));

glPopMatrix
end;

procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
    DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;

procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
var ft, fb, fl, fr: GLfloat;
    hw, nx, ny: LongInt;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then
    exit;
if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
    exit;

glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   glRotatef(Angle, 0, 0, -1)
else
   glRotatef(Angle, 0, 0,  1);

glTranslatef(Dir*OffsetX, OffsetY, 0);
glScalef(Scale, Scale, 1);

// Any reason for this call? And why only in t direction, not s?
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

if Dir < 0 then
    hw:= w div -2
else
    hw:= w div 2;

nx:= round(Texture^.w / w); // number of horizontal frames
ny:= round(Texture^.h / h); // number of vertical frames

ft:= (Frame mod ny) * Texture^.ry / ny;
fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
fl:= (Frame div ny) * Texture^.rx / nx;
fr:= ((Frame div ny) + 1) * Texture^.rx / nx;

glBindTexture(GL_TEXTURE_2D, Texture^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= w / -2;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= w / -2;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= w / 2;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= w / 2;

TextureBuffer[0].X:= fl;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= fr;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= fr;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glPopMatrix
end;

procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
    DrawRotatedTex(SpritesData[Sprite].Texture,
        SpritesData[Sprite].Width,
        SpritesData[Sprite].Height,
        X, Y, Dir, Angle)
end;

procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   glRotatef(Angle, 0, 0, -1)
else
   glRotatef(Angle, 0, 0,  1);
if Dir < 0 then glScalef(-1.0, 1.0, 1.0);

DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

glPopMatrix
end;

procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then
    exit;
if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
    exit;

glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
   begin
   hw:= - hw;
   glRotatef(Angle, 0, 0, -1);
   end else
   glRotatef(Angle, 0, 0,  1);


glBindTexture(GL_TEXTURE_2D, Tex^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glPopMatrix
end;

procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
DrawSprite2 (Sprite, X, Y, col, row);
end;

procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;

if (X < LeftX) then
    r.x:= LeftX - X;
if (Y < TopY) then
    r.y:= TopY - Y;

if (Y + SpritesData[Sprite].Height > BottomY) then
    r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
    r.w:= RightX - X + 1;

dec(r.h, r.y);
dec(r.w, r.x);

DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
    r.x:= FrameX * SpritesData[Sprite].Width;
    r.w:= SpritesData[Sprite].Width;
    r.y:= FrameY * SpritesData[Sprite].Height;
    r.h:= SpritesData[Sprite].Height;
    DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawCentered(X, Top: LongInt; Source: PTexture);
var scale: GLfloat;
begin
    if (Source^.w + 20) > cScreenWidth then
        scale:= cScreenWidth / (Source^.w + 20)
    else
        scale:= 1.0;
    DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale)
end;

procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
var VertexBuffer: array [0..3] of TVertex2f;
begin
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_LINE_SMOOTH);

    glPushMatrix;
    glTranslatef(WorldDx, WorldDy, 0);
    glLineWidth(Width);

    Tint(r, g, b, a);
    VertexBuffer[0].X:= X0;
    VertexBuffer[0].Y:= Y0;
    VertexBuffer[1].X:= X1;
    VertexBuffer[1].Y:= Y1;

    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
    glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
    Tint($FF, $FF, $FF, $FF);
    
    glPopMatrix;
    
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_LINE_SMOOTH);
end;

procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then
    exit;
if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then
    exit;

glDisable(GL_TEXTURE_2D);

Tint($00, $00, $00, $80);

VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

Tint($FF, $FF, $FF, $FF);
glEnable(GL_TEXTURE_2D)
end;

procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); 
begin
    Tint(r, g, b, a);
    DrawCircle(X, Y, Radius, Width); 
    Tint($FF, $FF, $FF, $FF);
end;

procedure DrawCircle(X, Y, Radius, Width: LongInt); 
var
    i: LongInt;
    CircleVertex: array [0..359] of TVertex2f;
begin
    for i := 0 to 359 do begin
        CircleVertex[i].X := X + Radius*cos(i*pi/180);
        CircleVertex[i].Y := Y + Radius*sin(i*pi/180);
    end;
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_LINE_SMOOTH);
    glPushMatrix;
    glLineWidth(Width);
    glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
    glDrawArrays(GL_LINE_LOOP, 0, 360);
    glPopMatrix;
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_LINE_SMOOTH);
end;


procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
        (x: -16; y: -16),
        (x:  16; y: -16),
        (x:  16; y:  16),
        (x: -16; y:  16));
var l, r, t, b: real;
    TextureBuffer: array [0..3] of TVertex2f;
begin
    // don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
    if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
        exit;
    if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
        exit;

    t:= Pos * 32 / HHTexture^.h;
    b:= (Pos + 1) * 32 / HHTexture^.h;

    if Dir = -1 then
    begin
    l:= (Step + 1) * 32 / HHTexture^.w;
    r:= Step * 32 / HHTexture^.w
    end else
    begin
    l:= Step * 32 / HHTexture^.w;
    r:= (Step + 1) * 32 / HHTexture^.w
    end;


    glPushMatrix();
    glTranslatef(X, Y, 0);
    glRotatef(Angle, 0, 0, 1);

    glBindTexture(GL_TEXTURE_2D, HHTexture^.id);

    TextureBuffer[0].X:= l;
    TextureBuffer[0].Y:= t;
    TextureBuffer[1].X:= r;
    TextureBuffer[1].Y:= t;
    TextureBuffer[2].X:= r;
    TextureBuffer[2].Y:= b;
    TextureBuffer[3].X:= l;
    TextureBuffer[3].Y:= b;

    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
    glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

    glPopMatrix
end;


procedure Tint(r, g, b, a: Byte); inline;
var nc: Longword;
begin
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;
if nc = lastTint then
    exit;
glColor4ub(r, g, b, a);
lastTint:= nc;
end;

procedure Tint(c: Longword); inline;
begin
Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
end;

end.