hedgewars/uRender.pas
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 6580 6155187bf599
child 6688 b2084a00a4cf
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uRender;
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interface
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uses SDLh, uTypes, GLunit, uConsts;
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procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
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procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
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procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
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procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
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procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat = 1.0);
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procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
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procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
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procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
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procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
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procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
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procedure DrawCentered(X, Top: LongInt; Source: PTexture);
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procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
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procedure DrawFillRect(r: TSDL_Rect);
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procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
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procedure DrawCircle(X, Y, Radius, Width: LongInt);
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procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
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procedure Tint(r, g, b, a: Byte); inline;
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procedure Tint(c: Longword); inline;
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implementation
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uses uVariables;
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procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
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begin
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r.y:= r.y + Height * Position;
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r.h:= Height;
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DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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begin
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DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
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end;
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procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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var rr: TSDL_Rect;
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    _l, _r, _t, _b: real;
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    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
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begin
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if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
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    exit;
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
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    exit;
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if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then
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    exit;
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rr.x:= X;
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rr.y:= Y;
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rr.w:= W;
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rr.h:= H;
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_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
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_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
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_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
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_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
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glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
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VertexBuffer[0].X:= X;
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VertexBuffer[0].Y:= Y;
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VertexBuffer[1].X:= rr.w + X;
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VertexBuffer[1].Y:= Y;
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VertexBuffer[2].X:= rr.w + X;
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VertexBuffer[2].Y:= rr.h + Y;
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VertexBuffer[3].X:= X;
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VertexBuffer[3].Y:= rr.h + Y;
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TextureBuffer[0].X:= _l;
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TextureBuffer[0].Y:= _t;
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TextureBuffer[1].X:= _r;
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TextureBuffer[1].Y:= _t;
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TextureBuffer[2].X:= _r;
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TextureBuffer[2].Y:= _b;
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TextureBuffer[3].X:= _l;
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TextureBuffer[3].Y:= _b;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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end;
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procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
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begin
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glPushMatrix;
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glTranslatef(X, Y, 0);
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glScalef(Scale, Scale, 1);
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glBindTexture(GL_TEXTURE_2D, Texture^.id);
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glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
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glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
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glPopMatrix
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end;
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procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
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begin
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    DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
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end;
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procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
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var ft, fb, fl, fr: GLfloat;
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    hw, nx, ny: LongInt;
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    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
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begin
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then
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    exit;
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if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
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    exit;
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir = 0 then Dir:= 1;
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glRotatef(Angle, 0, 0, Dir);
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glTranslatef(Dir*OffsetX, OffsetY, 0);
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glScalef(Scale, Scale, 1);
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// Any reason for this call? And why only in t direction, not s?
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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hw:= w div (2 div Dir);
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nx:= round(Texture^.w / w); // number of horizontal frames
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ny:= round(Texture^.h / h); // number of vertical frames
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ft:= (Frame mod ny) * Texture^.ry / ny;
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fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
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fl:= (Frame div ny) * Texture^.rx / nx;
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fr:= ((Frame div ny) + 1) * Texture^.rx / nx;
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glBindTexture(GL_TEXTURE_2D, Texture^.id);
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VertexBuffer[0].X:= -hw;
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VertexBuffer[0].Y:= w / -2;
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VertexBuffer[1].X:= hw;
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VertexBuffer[1].Y:= w / -2;
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VertexBuffer[2].X:= hw;
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VertexBuffer[2].Y:= w / 2;
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VertexBuffer[3].X:= -hw;
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VertexBuffer[3].Y:= w / 2;
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TextureBuffer[0].X:= fl;
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TextureBuffer[0].Y:= ft;
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TextureBuffer[1].X:= fr;
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TextureBuffer[1].Y:= ft;
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TextureBuffer[2].X:= fr;
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TextureBuffer[2].Y:= fb;
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TextureBuffer[3].X:= fl;
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TextureBuffer[3].Y:= fb;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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glPopMatrix
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end;
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procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
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begin
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    DrawRotatedTex(SpritesData[Sprite].Texture,
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        SpritesData[Sprite].Width,
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        SpritesData[Sprite].Height,
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        X, Y, Dir, Angle)
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end;
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procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
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begin
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir < 0 then
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    glRotatef(Angle, 0, 0, -1)
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else
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    glRotatef(Angle, 0, 0,  1);
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if Dir < 0 then
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    glScalef(-1.0, 1.0, 1.0);
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DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
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glPopMatrix
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end;
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procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then
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    exit;
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if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
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    exit;
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir < 0 then
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    begin
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    hw:= - hw;
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    glRotatef(Angle, 0, 0, -1);
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    end
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else
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    glRotatef(Angle, 0, 0,  1);
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glBindTexture(GL_TEXTURE_2D, Tex^.id);
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VertexBuffer[0].X:= -hw;
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VertexBuffer[0].Y:= -hh;
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VertexBuffer[1].X:= hw;
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VertexBuffer[1].Y:= -hh;
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VertexBuffer[2].X:= hw;
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VertexBuffer[2].Y:= hh;
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VertexBuffer[3].X:= -hw;
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VertexBuffer[3].Y:= hh;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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glPopMatrix
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end;
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procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
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var row, col, numFramesFirstCol: LongInt;
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begin
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if SpritesData[Sprite].imageHeight = 0 then
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    exit;
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numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
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row:= Frame mod numFramesFirstCol;
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col:= Frame div numFramesFirstCol;
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DrawSprite2 (Sprite, X, Y, col, row);
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end;
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procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
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var r: TSDL_Rect;
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begin
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r.x:= 0;
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r.y:= 0;
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r.w:= SpritesData[Sprite].Width;
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r.h:= SpritesData[Sprite].Height;
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if (X < LeftX) then
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    r.x:= LeftX - X;
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if (Y < TopY) then
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    r.y:= TopY - Y;
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if (Y + SpritesData[Sprite].Height > BottomY) then
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    r.h:= BottomY - Y + 1;
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if (X + SpritesData[Sprite].Width > RightX) then
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    r.w:= RightX - X + 1;
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dec(r.h, r.y);
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dec(r.w, r.x);
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DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
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var r: TSDL_Rect;
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begin
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    r.x:= FrameX * SpritesData[Sprite].Width;
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    r.w:= SpritesData[Sprite].Width;
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    r.y:= FrameY * SpritesData[Sprite].Height;
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    r.h:= SpritesData[Sprite].Height;
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    DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawCentered(X, Top: LongInt; Source: PTexture);
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var scale: GLfloat;
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begin
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    if (Source^.w + 20) > cScreenWidth then
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        scale:= cScreenWidth / (Source^.w + 20)
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    else
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        scale:= 1.0;
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    DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale)
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end;
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procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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    glDisable(GL_TEXTURE_2D);
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    glEnable(GL_LINE_SMOOTH);
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    glPushMatrix;
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    glTranslatef(WorldDx, WorldDy, 0);
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    glLineWidth(Width);
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    Tint(r, g, b, a);
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    VertexBuffer[0].X:= X0;
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    VertexBuffer[0].Y:= Y0;
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    VertexBuffer[1].X:= X1;
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    VertexBuffer[1].Y:= Y1;
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    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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    glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
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    Tint($FF, $FF, $FF, $FF);
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    glPopMatrix;
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    glEnable(GL_TEXTURE_2D);
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    glDisable(GL_LINE_SMOOTH);
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end;
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procedure DrawFillRect(r: TSDL_Rect);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then
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    exit;
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if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then
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    exit;
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glDisable(GL_TEXTURE_2D);
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   351
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   352
Tint($00, $00, $00, $80);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   353
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   354
VertexBuffer[0].X:= r.x;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   355
VertexBuffer[0].Y:= r.y;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   356
VertexBuffer[1].X:= r.x + r.w;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   357
VertexBuffer[1].Y:= r.y;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   358
VertexBuffer[2].X:= r.x + r.w;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   359
VertexBuffer[2].Y:= r.y + r.h;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   360
VertexBuffer[3].X:= r.x;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   361
VertexBuffer[3].Y:= r.y + r.h;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   362
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   363
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   364
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   365
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   366
Tint($FF, $FF, $FF, $FF);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   367
glEnable(GL_TEXTURE_2D)
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   368
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   369
4420
6be946bcd17a Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents: 4385
diff changeset
   370
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); 
4451
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   371
begin
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   372
    Tint(r, g, b, a);
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   373
    DrawCircle(X, Y, Radius, Width); 
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   374
    Tint($FF, $FF, $FF, $FF);
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   375
end;
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   376
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   377
procedure DrawCircle(X, Y, Radius, Width: LongInt); 
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   378
var
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   379
    i: LongInt;
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   380
    CircleVertex: array [0..59] of TVertex2f;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   381
begin
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   382
    for i := 0 to 59 do begin
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   383
        CircleVertex[i].X := X + Radius*cos(i*pi/30);
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   384
        CircleVertex[i].Y := Y + Radius*sin(i*pi/30);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   385
    end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   386
    glDisable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   387
    glEnable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   388
    glPushMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   389
    glLineWidth(Width);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   390
    glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   391
    glDrawArrays(GL_LINE_LOOP, 0, 60);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   392
    glPopMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   393
    glEnable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   394
    glDisable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   395
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   396
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   397
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   398
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   399
const VertexBuffer: array [0..3] of TVertex2f = (
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   400
        (x: -16; y: -16),
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   401
        (x:  16; y: -16),
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   402
        (x:  16; y:  16),
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   403
        (x: -16; y:  16));
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   404
var l, r, t, b: real;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   405
    TextureBuffer: array [0..3] of TVertex2f;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   406
begin
5565
1a326ba319c9 smaller code cleanup
koda
parents: 5561
diff changeset
   407
    // do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   408
    if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   409
        exit;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   410
    if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   411
        exit;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   412
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   413
    t:= Pos * 32 / HHTexture^.h;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   414
    b:= (Pos + 1) * 32 / HHTexture^.h;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   415
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   416
    if Dir = -1 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   417
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   418
        l:= (Step + 1) * 32 / HHTexture^.w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   419
        r:= Step * 32 / HHTexture^.w
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   420
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   421
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   422
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   423
        l:= Step * 32 / HHTexture^.w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   424
        r:= (Step + 1) * 32 / HHTexture^.w
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   425
    end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   426
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   427
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   428
    glPushMatrix();
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   429
    glTranslatef(X, Y, 0);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   430
    glRotatef(Angle, 0, 0, 1);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   431
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   432
    glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   433
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   434
    TextureBuffer[0].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   435
    TextureBuffer[0].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   436
    TextureBuffer[1].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   437
    TextureBuffer[1].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   438
    TextureBuffer[2].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   439
    TextureBuffer[2].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   440
    TextureBuffer[3].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   441
    TextureBuffer[3].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   442
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   443
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   444
    glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   445
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   446
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   447
    glPopMatrix
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   448
end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   449
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   450
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   451
procedure Tint(r, g, b, a: Byte); inline;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   452
const 
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   453
    lastTint: Longword = 0;
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   454
var 
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   455
    nc, tw: Longword;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   456
begin
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   457
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   458
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   459
if nc = lastTint then
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   460
    exit;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   461
5441
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   462
if cGrayScale then
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   463
    begin
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   464
    tw:= round(r * RGB_LUMINANCE_RED + g * RGB_LUMINANCE_GREEN + b * RGB_LUMINANCE_BLUE);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   465
    if tw > 255 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   466
        tw:= 255;
5441
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   467
    r:= tw;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   468
    g:= tw;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   469
    b:= tw
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   470
    end;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   471
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   472
glColor4ub(r, g, b, a);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   473
lastTint:= nc;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   474
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   475
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   476
procedure Tint(c: Longword); inline;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   477
begin
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   478
Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   479
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   480
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   481
end.