author | unc0rr |
Wed, 01 Dec 2010 22:06:23 +0300 | |
changeset 4442 | f8424e1bc936 |
parent 4420 | 6be946bcd17a |
child 4451 | 1c342980b4aa |
permissions | -rw-r--r-- |
4378 | 1 |
{$INCLUDE "options.inc"} |
2 |
unit uRender; |
|
3 |
||
4 |
interface |
|
5 |
||
6 |
uses SDLh, uTypes, GLunit; |
|
7 |
||
8 |
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); |
|
9 |
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture); |
|
10 |
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture); |
|
11 |
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt); |
|
12 |
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt); |
|
13 |
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt); |
|
14 |
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat = 1.0); |
|
15 |
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt); |
|
16 |
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real); |
|
17 |
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real); |
|
18 |
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real); |
|
19 |
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real); |
|
20 |
procedure DrawCentered(X, Top: LongInt; Source: PTexture); |
|
21 |
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte); |
|
22 |
procedure DrawFillRect(r: TSDL_Rect); |
|
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4385
diff
changeset
|
23 |
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); |
4385 | 24 |
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real); |
4378 | 25 |
procedure Tint(r, g, b, a: Byte); inline; |
26 |
procedure Tint(c: Longword); inline; |
|
27 |
||
4385 | 28 |
var |
29 |
HHTexture: PTexture; |
|
30 |
||
4378 | 31 |
implementation |
32 |
uses uVariables; |
|
33 |
var |
|
34 |
lastTint: Longword; |
|
35 |
||
36 |
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); |
|
37 |
begin |
|
38 |
r.y:= r.y + Height * Position; |
|
39 |
r.h:= Height; |
|
40 |
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture) |
|
41 |
end; |
|
42 |
||
43 |
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture); |
|
44 |
begin |
|
45 |
DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture) |
|
46 |
end; |
|
47 |
||
48 |
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture); |
|
49 |
var rr: TSDL_Rect; |
|
50 |
_l, _r, _t, _b: real; |
|
51 |
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; |
|
52 |
begin |
|
53 |
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit; |
|
54 |
||
55 |
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs) |
|
56 |
if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then |
|
57 |
exit; |
|
58 |
if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then |
|
59 |
exit; |
|
60 |
||
61 |
rr.x:= X; |
|
62 |
rr.y:= Y; |
|
63 |
rr.w:= W; |
|
64 |
rr.h:= H; |
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65 |
||
66 |
_l:= r^.x / SourceTexture^.w * SourceTexture^.rx; |
|
67 |
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx; |
|
68 |
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry; |
|
69 |
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry; |
|
70 |
||
71 |
glBindTexture(GL_TEXTURE_2D, SourceTexture^.id); |
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72 |
||
73 |
VertexBuffer[0].X:= X; |
|
74 |
VertexBuffer[0].Y:= Y; |
|
75 |
VertexBuffer[1].X:= rr.w + X; |
|
76 |
VertexBuffer[1].Y:= Y; |
|
77 |
VertexBuffer[2].X:= rr.w + X; |
|
78 |
VertexBuffer[2].Y:= rr.h + Y; |
|
79 |
VertexBuffer[3].X:= X; |
|
80 |
VertexBuffer[3].Y:= rr.h + Y; |
|
81 |
||
82 |
TextureBuffer[0].X:= _l; |
|
83 |
TextureBuffer[0].Y:= _t; |
|
84 |
TextureBuffer[1].X:= _r; |
|
85 |
TextureBuffer[1].Y:= _t; |
|
86 |
TextureBuffer[2].X:= _r; |
|
87 |
TextureBuffer[2].Y:= _b; |
|
88 |
TextureBuffer[3].X:= _l; |
|
89 |
TextureBuffer[3].Y:= _b; |
|
90 |
||
91 |
||
92 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
93 |
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
|
94 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
95 |
end; |
|
96 |
||
97 |
||
98 |
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat); |
|
99 |
begin |
|
100 |
||
101 |
glPushMatrix; |
|
102 |
glTranslatef(X, Y, 0); |
|
103 |
glScalef(Scale, Scale, 1); |
|
104 |
||
105 |
glBindTexture(GL_TEXTURE_2D, Texture^.id); |
|
106 |
||
107 |
glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb); |
|
108 |
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb); |
|
109 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb)); |
|
110 |
||
111 |
glPopMatrix |
|
112 |
end; |
|
113 |
||
114 |
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt); |
|
115 |
begin |
|
116 |
DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0) |
|
117 |
end; |
|
118 |
||
119 |
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real); |
|
120 |
var ft, fb, fl, fr: GLfloat; |
|
121 |
hw, nx, ny: LongInt; |
|
122 |
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; |
|
123 |
begin |
|
124 |
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs) |
|
125 |
if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then |
|
126 |
exit; |
|
127 |
if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then |
|
128 |
exit; |
|
129 |
||
130 |
glPushMatrix; |
|
131 |
glTranslatef(X, Y, 0); |
|
132 |
||
133 |
if Dir < 0 then |
|
134 |
glRotatef(Angle, 0, 0, -1) |
|
135 |
else |
|
136 |
glRotatef(Angle, 0, 0, 1); |
|
137 |
||
138 |
glTranslatef(Dir*OffsetX, OffsetY, 0); |
|
139 |
glScalef(Scale, Scale, 1); |
|
140 |
||
141 |
// Any reason for this call? And why only in t direction, not s? |
|
142 |
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
|
143 |
||
144 |
if Dir < 0 then |
|
145 |
hw:= w div -2 |
|
146 |
else |
|
147 |
hw:= w div 2; |
|
148 |
||
149 |
nx:= round(Texture^.w / w); // number of horizontal frames |
|
150 |
ny:= round(Texture^.h / h); // number of vertical frames |
|
151 |
||
152 |
ft:= (Frame mod ny) * Texture^.ry / ny; |
|
153 |
fb:= ((Frame mod ny) + 1) * Texture^.ry / ny; |
|
154 |
fl:= (Frame div ny) * Texture^.rx / nx; |
|
155 |
fr:= ((Frame div ny) + 1) * Texture^.rx / nx; |
|
156 |
||
157 |
glBindTexture(GL_TEXTURE_2D, Texture^.id); |
|
158 |
||
159 |
VertexBuffer[0].X:= -hw; |
|
160 |
VertexBuffer[0].Y:= w / -2; |
|
161 |
VertexBuffer[1].X:= hw; |
|
162 |
VertexBuffer[1].Y:= w / -2; |
|
163 |
VertexBuffer[2].X:= hw; |
|
164 |
VertexBuffer[2].Y:= w / 2; |
|
165 |
VertexBuffer[3].X:= -hw; |
|
166 |
VertexBuffer[3].Y:= w / 2; |
|
167 |
||
168 |
TextureBuffer[0].X:= fl; |
|
169 |
TextureBuffer[0].Y:= ft; |
|
170 |
TextureBuffer[1].X:= fr; |
|
171 |
TextureBuffer[1].Y:= ft; |
|
172 |
TextureBuffer[2].X:= fr; |
|
173 |
TextureBuffer[2].Y:= fb; |
|
174 |
TextureBuffer[3].X:= fl; |
|
175 |
TextureBuffer[3].Y:= fb; |
|
176 |
||
177 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
178 |
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
|
179 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
180 |
||
181 |
glPopMatrix |
|
182 |
end; |
|
183 |
||
184 |
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real); |
|
185 |
begin |
|
186 |
DrawRotatedTex(SpritesData[Sprite].Texture, |
|
187 |
SpritesData[Sprite].Width, |
|
188 |
SpritesData[Sprite].Height, |
|
189 |
X, Y, Dir, Angle) |
|
190 |
end; |
|
191 |
||
192 |
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real); |
|
193 |
begin |
|
194 |
glPushMatrix; |
|
195 |
glTranslatef(X, Y, 0); |
|
196 |
||
197 |
if Dir < 0 then |
|
198 |
glRotatef(Angle, 0, 0, -1) |
|
199 |
else |
|
200 |
glRotatef(Angle, 0, 0, 1); |
|
201 |
if Dir < 0 then glScalef(-1.0, 1.0, 1.0); |
|
202 |
||
203 |
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame); |
|
204 |
||
205 |
glPopMatrix |
|
206 |
end; |
|
207 |
||
208 |
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real); |
|
209 |
var VertexBuffer: array [0..3] of TVertex2f; |
|
210 |
begin |
|
211 |
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs) |
|
212 |
if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then |
|
213 |
exit; |
|
214 |
if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then |
|
215 |
exit; |
|
216 |
||
217 |
glPushMatrix; |
|
218 |
glTranslatef(X, Y, 0); |
|
219 |
||
220 |
if Dir < 0 then |
|
221 |
begin |
|
222 |
hw:= - hw; |
|
223 |
glRotatef(Angle, 0, 0, -1); |
|
224 |
end else |
|
225 |
glRotatef(Angle, 0, 0, 1); |
|
226 |
||
227 |
||
228 |
glBindTexture(GL_TEXTURE_2D, Tex^.id); |
|
229 |
||
230 |
VertexBuffer[0].X:= -hw; |
|
231 |
VertexBuffer[0].Y:= -hh; |
|
232 |
VertexBuffer[1].X:= hw; |
|
233 |
VertexBuffer[1].Y:= -hh; |
|
234 |
VertexBuffer[2].X:= hw; |
|
235 |
VertexBuffer[2].Y:= hh; |
|
236 |
VertexBuffer[3].X:= -hw; |
|
237 |
VertexBuffer[3].Y:= hh; |
|
238 |
||
239 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
240 |
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb); |
|
241 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
242 |
||
243 |
glPopMatrix |
|
244 |
end; |
|
245 |
||
246 |
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt); |
|
247 |
var row, col, numFramesFirstCol: LongInt; |
|
248 |
begin |
|
249 |
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height; |
|
250 |
row:= Frame mod numFramesFirstCol; |
|
251 |
col:= Frame div numFramesFirstCol; |
|
252 |
DrawSprite2 (Sprite, X, Y, col, row); |
|
253 |
end; |
|
254 |
||
255 |
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt); |
|
256 |
var r: TSDL_Rect; |
|
257 |
begin |
|
258 |
r.x:= 0; |
|
259 |
r.y:= 0; |
|
260 |
r.w:= SpritesData[Sprite].Width; |
|
261 |
r.h:= SpritesData[Sprite].Height; |
|
262 |
||
263 |
if (X < LeftX) then |
|
264 |
r.x:= LeftX - X; |
|
265 |
if (Y < TopY) then |
|
266 |
r.y:= TopY - Y; |
|
267 |
||
268 |
if (Y + SpritesData[Sprite].Height > BottomY) then |
|
269 |
r.h:= BottomY - Y + 1; |
|
270 |
if (X + SpritesData[Sprite].Width > RightX) then |
|
271 |
r.w:= RightX - X + 1; |
|
272 |
||
273 |
dec(r.h, r.y); |
|
274 |
dec(r.w, r.x); |
|
275 |
||
276 |
DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture) |
|
277 |
end; |
|
278 |
||
279 |
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt); |
|
280 |
var r: TSDL_Rect; |
|
281 |
begin |
|
282 |
r.x:= FrameX * SpritesData[Sprite].Width; |
|
283 |
r.w:= SpritesData[Sprite].Width; |
|
284 |
r.y:= FrameY * SpritesData[Sprite].Height; |
|
285 |
r.h:= SpritesData[Sprite].Height; |
|
286 |
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture) |
|
287 |
end; |
|
288 |
||
289 |
procedure DrawCentered(X, Top: LongInt; Source: PTexture); |
|
290 |
var scale: GLfloat; |
|
291 |
begin |
|
292 |
if (Source^.w + 20) > cScreenWidth then |
|
293 |
scale:= cScreenWidth / (Source^.w + 20) |
|
294 |
else |
|
295 |
scale:= 1.0; |
|
296 |
DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale) |
|
297 |
end; |
|
298 |
||
299 |
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte); |
|
300 |
var VertexBuffer: array [0..3] of TVertex2f; |
|
301 |
begin |
|
302 |
glDisable(GL_TEXTURE_2D); |
|
303 |
glEnable(GL_LINE_SMOOTH); |
|
304 |
||
305 |
glPushMatrix; |
|
306 |
glTranslatef(WorldDx, WorldDy, 0); |
|
307 |
glLineWidth(Width); |
|
308 |
||
309 |
Tint(r, g, b, a); |
|
310 |
VertexBuffer[0].X:= X0; |
|
311 |
VertexBuffer[0].Y:= Y0; |
|
312 |
VertexBuffer[1].X:= X1; |
|
313 |
VertexBuffer[1].Y:= Y1; |
|
314 |
||
315 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
316 |
glDrawArrays(GL_LINES, 0, Length(VertexBuffer)); |
|
317 |
Tint($FF, $FF, $FF, $FF); |
|
318 |
||
319 |
glPopMatrix; |
|
320 |
||
321 |
glEnable(GL_TEXTURE_2D); |
|
322 |
glDisable(GL_LINE_SMOOTH); |
|
323 |
end; |
|
324 |
||
325 |
procedure DrawFillRect(r: TSDL_Rect); |
|
326 |
var VertexBuffer: array [0..3] of TVertex2f; |
|
327 |
begin |
|
328 |
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs) |
|
329 |
if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then |
|
330 |
exit; |
|
331 |
if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then |
|
332 |
exit; |
|
333 |
||
334 |
glDisable(GL_TEXTURE_2D); |
|
335 |
||
336 |
Tint($00, $00, $00, $80); |
|
337 |
||
338 |
VertexBuffer[0].X:= r.x; |
|
339 |
VertexBuffer[0].Y:= r.y; |
|
340 |
VertexBuffer[1].X:= r.x + r.w; |
|
341 |
VertexBuffer[1].Y:= r.y; |
|
342 |
VertexBuffer[2].X:= r.x + r.w; |
|
343 |
VertexBuffer[2].Y:= r.y + r.h; |
|
344 |
VertexBuffer[3].X:= r.x; |
|
345 |
VertexBuffer[3].Y:= r.y + r.h; |
|
346 |
||
347 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
348 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
349 |
||
350 |
Tint($FF, $FF, $FF, $FF); |
|
351 |
glEnable(GL_TEXTURE_2D) |
|
352 |
end; |
|
353 |
||
4420
6be946bcd17a
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents:
4385
diff
changeset
|
354 |
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); |
4378 | 355 |
var |
356 |
i: LongInt; |
|
357 |
CircleVertex: array [0..359] of TVertex2f; |
|
358 |
begin |
|
359 |
for i := 0 to 359 do begin |
|
360 |
CircleVertex[i].X := X + Radius*cos(i*pi/180); |
|
361 |
CircleVertex[i].Y := Y + Radius*sin(i*pi/180); |
|
362 |
end; |
|
363 |
glDisable(GL_TEXTURE_2D); |
|
364 |
glEnable(GL_LINE_SMOOTH); |
|
365 |
glPushMatrix; |
|
366 |
glLineWidth(Width); |
|
367 |
Tint(r, g, b, a); |
|
368 |
glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]); |
|
369 |
glDrawArrays(GL_LINE_LOOP, 0, 360); |
|
370 |
Tint($FF, $FF, $FF, $FF); |
|
371 |
glPopMatrix; |
|
372 |
glEnable(GL_TEXTURE_2D); |
|
373 |
glDisable(GL_LINE_SMOOTH); |
|
374 |
end; |
|
375 |
||
376 |
||
4385 | 377 |
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real); |
378 |
const VertexBuffer: array [0..3] of TVertex2f = ( |
|
379 |
(x: -16; y: -16), |
|
380 |
(x: 16; y: -16), |
|
381 |
(x: 16; y: 16), |
|
382 |
(x: -16; y: 16)); |
|
383 |
var l, r, t, b: real; |
|
384 |
TextureBuffer: array [0..3] of TVertex2f; |
|
385 |
begin |
|
386 |
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs) |
|
387 |
if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then |
|
388 |
exit; |
|
389 |
if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then |
|
390 |
exit; |
|
391 |
||
392 |
t:= Pos * 32 / HHTexture^.h; |
|
393 |
b:= (Pos + 1) * 32 / HHTexture^.h; |
|
394 |
||
395 |
if Dir = -1 then |
|
396 |
begin |
|
397 |
l:= (Step + 1) * 32 / HHTexture^.w; |
|
398 |
r:= Step * 32 / HHTexture^.w |
|
399 |
end else |
|
400 |
begin |
|
401 |
l:= Step * 32 / HHTexture^.w; |
|
402 |
r:= (Step + 1) * 32 / HHTexture^.w |
|
403 |
end; |
|
404 |
||
405 |
||
406 |
glPushMatrix(); |
|
407 |
glTranslatef(X, Y, 0); |
|
408 |
glRotatef(Angle, 0, 0, 1); |
|
409 |
||
410 |
glBindTexture(GL_TEXTURE_2D, HHTexture^.id); |
|
411 |
||
412 |
TextureBuffer[0].X:= l; |
|
413 |
TextureBuffer[0].Y:= t; |
|
414 |
TextureBuffer[1].X:= r; |
|
415 |
TextureBuffer[1].Y:= t; |
|
416 |
TextureBuffer[2].X:= r; |
|
417 |
TextureBuffer[2].Y:= b; |
|
418 |
TextureBuffer[3].X:= l; |
|
419 |
TextureBuffer[3].Y:= b; |
|
420 |
||
421 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
422 |
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
|
423 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
424 |
||
425 |
glPopMatrix |
|
426 |
end; |
|
427 |
||
428 |
||
4378 | 429 |
procedure Tint(r, g, b, a: Byte); inline; |
430 |
var nc: Longword; |
|
431 |
begin |
|
432 |
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r; |
|
433 |
if nc = lastTint then |
|
434 |
exit; |
|
435 |
glColor4ub(r, g, b, a); |
|
436 |
lastTint:= nc; |
|
437 |
end; |
|
438 |
||
439 |
procedure Tint(c: Longword); inline; |
|
440 |
begin |
|
441 |
Tint(((c shr 16) and $FF), ((c shr 8) and $FF), (c and $FF), $FF); |
|
442 |
end; |
|
443 |
||
444 |
end. |