--- a/hedgewars/uRender.pas Sun Nov 11 16:53:16 2012 +0100
+++ b/hedgewars/uRender.pas Sun Nov 11 17:15:19 2012 +0100
@@ -17,12 +17,13 @@
*)
{$INCLUDE "options.inc"}
+{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
unit uRender;
interface
-uses SDLh, uTypes, GLunit, uConsts;
+uses SDLh, uTypes, GLunit, uConsts, uStore, uMatrix;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
@@ -51,7 +52,6 @@
procedure Tint (r, g, b, a: Byte); inline;
procedure Tint (c: Longword); inline;
-
implementation
uses uVariables;
@@ -68,7 +68,7 @@
begin
DrawTextureFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
end;
-
+{
procedure DrawTextureFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
_l, _r, _t, _b: real;
@@ -115,6 +115,63 @@
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
+glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
+end;
+}
+
+procedure DrawTextureFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
+var
+ rr: TSDL_Rect;
+ VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
+ //VertexBuffer, TextureBuffer: TVertexRect;
+ _l, _r, _t, _b: GLfloat;
+begin
+if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
+ exit;
+
+// do not 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;
+
+SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
+SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer));
+
+{$IFDEF GL2}
+UpdateModelviewProjection;
+{$ENDIF}
+
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
end;
@@ -126,17 +183,30 @@
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
begin
+{$IFDEF GL2}
+hglPushMatrix;
+hglTranslatef(X, Y, 0);
+hglScalef(Scale, Scale, 1);
+{$ELSE}
glPushMatrix;
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1);
+{$ENDIF}
glBindTexture(GL_TEXTURE_2D, Texture^.id);
-glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
-glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
+SetVertexPointer(@Texture^.vb, Length(Texture^.vb));
+SetTexCoordPointer(@Texture^.tb, Length(Texture^.vb));
+
+{$IFDEF GL2}
+UpdateModelviewProjection;
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
+hglPopMatrix;
+{$ELSE}
+glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
+glPopMatrix;
+{$ENDIF}
-glPopMatrix
end;
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
@@ -155,14 +225,25 @@
if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
exit;
+{$IFDEF GL2}
+hglPushMatrix;
+hglTranslatef(X, Y, 0);
+{$ELSE}
glPushMatrix;
glTranslatef(X, Y, 0);
+{$ENDIF}
+
if Dir = 0 then Dir:= 1;
+{$IFDEF GL2}
+hglRotatef(Angle, 0, 0, Dir);
+hglTranslatef(Dir*OffsetX, OffsetY, 0);
+hglScalef(Scale, Scale, 1);
+{$ELSE}
glRotatef(Angle, 0, 0, Dir);
-
glTranslatef(Dir*OffsetX, OffsetY, 0);
glScalef(Scale, Scale, 1);
+{$ENDIF}
// 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);
@@ -197,11 +278,21 @@
TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;
-glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
-glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
+SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
+SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer));
+
+{$IFDEF GL2}
+UpdateModelviewProjection;
+{$ENDIF}
+
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-glPopMatrix
+{$IFDEF GL2}
+hglPopMatrix;
+{$ELSE}
+glPopMatrix;
+{$ENDIF}
+
end;
procedure DrawSpriteRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
@@ -214,19 +305,42 @@
procedure DrawSpriteRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
+
+{$IFDEF GL2}
+hglPushMatrix;
+hglTranslatef(X, Y, 0);
+{$ELSE}
glPushMatrix;
glTranslatef(X, Y, 0);
+{$ENDIF}
if Dir < 0 then
+{$IFDEF GL2}
+ hglRotatef(Angle, 0, 0, -1)
+{$ELSE}
glRotatef(Angle, 0, 0, -1)
+{$ENDIF}
else
+{$IFDEF GL2}
+ hglRotatef(Angle, 0, 0, 1);
+{$ELSE}
glRotatef(Angle, 0, 0, 1);
+{$ENDIF}
if Dir < 0 then
+{$IFDEF GL2}
+ hglScalef(-1.0, 1.0, 1.0);
+{$ELSE}
glScalef(-1.0, 1.0, 1.0);
+{$ENDIF}
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
-glPopMatrix
+{$IFDEF GL2}
+hglPopMatrix;
+{$ELSE}
+glPopMatrix;
+{$ENDIF}
+
end;
procedure DrawTextureRotated(Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
@@ -238,17 +352,29 @@
if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
exit;
+{$IFDEF GL2}
+hglPushMatrix;
+hglTranslatef(X, Y, 0);
+{$ELSE}
glPushMatrix;
glTranslatef(X, Y, 0);
+{$ENDIF}
if Dir < 0 then
begin
hw:= - hw;
+{$IFDEF GL2}
+ hglRotatef(Angle, 0, 0, -1);
+{$ELSE}
glRotatef(Angle, 0, 0, -1);
+{$ENDIF}
end
else
- glRotatef(Angle, 0, 0, 1);
-
+{$IFDEF GL2}
+ hglRotatef(Angle, 0, 0, 1);
+{$ELSE}
+ glRotatef(Angle, 0, 0, 1);
+{$ENDIF}
glBindTexture(GL_TEXTURE_2D, Texture^.id);
@@ -261,11 +387,21 @@
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;
-glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
-glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
+SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
+SetTexCoordPointer(@Texture^.tb, Length(VertexBuffer));
+
+{$IFDEF GL2}
+UpdateModelviewProjection;
+{$ENDIF}
+
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-glPopMatrix
+{$IFDEF GL2}
+hglPopMatrix;
+{$ELSE}
+glPopMatrix;
+{$ENDIF}
+
end;
procedure DrawSprite(Sprite: TSprite; X, Y, Frame: LongInt);
@@ -324,10 +460,11 @@
end;
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
-var VertexBuffer: array [0..3] of TVertex2f;
+var VertexBuffer: array [0..1] of TVertex2f;
begin
+ glEnable(GL_LINE_SMOOTH);
+{$IFNDEF GL2}
glDisable(GL_TEXTURE_2D);
- glEnable(GL_LINE_SMOOTH);
glPushMatrix;
glTranslatef(WorldDx, WorldDy, 0);
@@ -339,13 +476,37 @@
VertexBuffer[1].X:= X1;
VertexBuffer[1].Y:= Y1;
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+ SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
Tint($FF, $FF, $FF, $FF);
glPopMatrix;
glEnable(GL_TEXTURE_2D);
+
+{$ELSE}
+ EnableTexture(False);
+
+ hglPushMatrix;
+ hglTranslatef(WorldDx, WorldDy, 0);
+ glLineWidth(Width);
+
+ UpdateModelviewProjection;
+
+ Tint(r, g, b, a);
+ VertexBuffer[0].X:= X0;
+ VertexBuffer[0].Y:= Y0;
+ VertexBuffer[1].X:= X1;
+ VertexBuffer[1].Y:= Y1;
+
+ SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
+ glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
+ Tint($FF, $FF, $FF, $FF);
+
+ hglPopMatrix;
+ EnableTexture(True);
+
+{$ENDIF}
glDisable(GL_LINE_SMOOTH);
end;
@@ -353,12 +514,17 @@
var VertexBuffer: array [0..3] of TVertex2f;
begin
// do not 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;
+{$IFDEF GL2}
+EnableTexture(False);
+{$ELSE}
glDisable(GL_TEXTURE_2D);
+{$ENDIF}
Tint($00, $00, $00, $80);
@@ -371,11 +537,17 @@
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;
-glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
Tint($FF, $FF, $FF, $FF);
+
+{$IFDEF GL2}
+EnableTexture(True);
+{$ELSE}
glEnable(GL_TEXTURE_2D)
+{$ENDIF}
+
end;
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
@@ -394,6 +566,9 @@
CircleVertex[i].X := X + Radius*cos(i*pi/30);
CircleVertex[i].Y := Y + Radius*sin(i*pi/30);
end;
+
+{$IFNDEF GL2}
+
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glPushMatrix;
@@ -403,6 +578,18 @@
glPopMatrix;
glEnable(GL_TEXTURE_2D);
glDisable(GL_LINE_SMOOTH);
+
+{$ELSE}
+ EnableTexture(False);
+ glEnable(GL_LINE_SMOOTH);
+ hglPushMatrix;
+ glLineWidth(Width);
+ SetVertexPointer(@CircleVertex[0], 60);
+ glDrawArrays(GL_LINE_LOOP, 0, 60);
+ hglPopMatrix;
+ EnableTexture(True);
+ glDisable(GL_LINE_SMOOTH);
+{$ENDIF}
end;
@@ -435,10 +622,15 @@
r:= (Step + 1) * 32 / HHTexture^.w
end;
-
+{$IFDEF GL2}
+ hglPushMatrix();
+ hglTranslatef(X, Y, 0);
+ hglRotatef(Angle, 0, 0, 1);
+{$ELSE}
glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);
+{$ENDIF}
glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
@@ -451,11 +643,20 @@
TextureBuffer[3].X:= l;
TextureBuffer[3].Y:= b;
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
- glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
+ SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
+ SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer));
+
+{$IFDEF GL2}
+ UpdateModelviewProjection;
+{$ENDIF}
+
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
- glPopMatrix
+{$IFDEF GL2}
+ hglPopMatrix;
+{$ELSE}
+ glPopMatrix;
+{$ENDIF}
end;
procedure DrawScreenWidget(widget: POnScreenWidget);
@@ -501,12 +702,14 @@
end;
{$ELSE}
begin
-widget:= widget; // avoid hint
+{widget:= widget; // avoid hint}
{$ENDIF}
end;
procedure Tint(r, g, b, a: Byte); inline;
-var nc, tw: Longword;
+var
+ nc, tw: Longword;
+ scale:Real = 1.0/255.0;
begin
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;
@@ -523,7 +726,12 @@
b:= tw
end;
+ {$IFDEF GL2}
+ glUniform4f(uMainTintLocation, r*scale, g*scale, b*scale, a*scale);
+ //glColor4ub(r, g, b, a);
+ {$ELSE}
glColor4ub(r, g, b, a);
+ {$ENDIF}
lastTint:= nc;
end;
@@ -532,4 +740,5 @@
Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
end;
+
end.