hedgewars/uRender.pas
author koda
Fri, 18 Nov 2011 00:32:52 +0100
changeset 6394 f0a9042e7387
parent 6323 c1aa6a3c84a7
child 6580 6155187bf599
permissions -rw-r--r--
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
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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 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 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 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 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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Tint($00, $00, $00, $80);
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VertexBuffer[0].X:= r.x;
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VertexBuffer[0].Y:= r.y;
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VertexBuffer[1].X:= r.x + r.w;
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VertexBuffer[1].Y:= r.y;
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VertexBuffer[2].X:= r.x + r.w;
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VertexBuffer[2].Y:= r.y + r.h;
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VertexBuffer[3].X:= r.x;
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VertexBuffer[3].Y:= r.y + r.h;
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parents:
diff changeset
   358
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   359
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   360
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   361
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   362
Tint($FF, $FF, $FF, $FF);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   363
glEnable(GL_TEXTURE_2D)
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   364
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   365
4420
6be946bcd17a Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents: 4385
diff changeset
   366
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); 
4451
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   367
begin
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   368
    Tint(r, g, b, a);
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   369
    DrawCircle(X, Y, Radius, Width); 
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   370
    Tint($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
   371
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
   372
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
procedure DrawCircle(X, Y, Radius, Width: LongInt); 
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   374
var
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   375
    i: LongInt;
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   376
    CircleVertex: array [0..59] of TVertex2f;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   377
begin
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   378
    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
   379
        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
   380
        CircleVertex[i].Y := Y + Radius*sin(i*pi/30);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   381
    end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   382
    glDisable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   383
    glEnable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   384
    glPushMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   385
    glLineWidth(Width);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   386
    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
   387
    glDrawArrays(GL_LINE_LOOP, 0, 60);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   388
    glPopMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   389
    glEnable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   390
    glDisable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   391
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   392
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   393
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   394
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   395
const VertexBuffer: array [0..3] of TVertex2f = (
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   396
        (x: -16; y: -16),
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   397
        (x:  16; y: -16),
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   398
        (x:  16; y:  16),
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   399
        (x: -16; y:  16));
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   400
var l, r, t, b: real;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   401
    TextureBuffer: array [0..3] of TVertex2f;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   402
begin
5565
1a326ba319c9 smaller code cleanup
koda
parents: 5561
diff changeset
   403
    // 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
   404
    if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   405
        exit;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   406
    if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   407
        exit;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   408
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   409
    t:= Pos * 32 / HHTexture^.h;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   410
    b:= (Pos + 1) * 32 / HHTexture^.h;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   411
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   412
    if Dir = -1 then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   413
    begin
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   414
    l:= (Step + 1) * 32 / HHTexture^.w;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   415
    r:= Step * 32 / HHTexture^.w
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   416
    end else
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   417
    begin
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   418
    l:= Step * 32 / HHTexture^.w;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   419
    r:= (Step + 1) * 32 / HHTexture^.w
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   420
    end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   421
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   422
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   423
    glPushMatrix();
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   424
    glTranslatef(X, Y, 0);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   425
    glRotatef(Angle, 0, 0, 1);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   426
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   427
    glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   428
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   429
    TextureBuffer[0].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   430
    TextureBuffer[0].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   431
    TextureBuffer[1].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   432
    TextureBuffer[1].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   433
    TextureBuffer[2].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   434
    TextureBuffer[2].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   435
    TextureBuffer[3].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   436
    TextureBuffer[3].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   437
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   438
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   439
    glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   440
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   441
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   442
    glPopMatrix
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   443
end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   444
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   445
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   446
procedure Tint(r, g, b, a: Byte); inline;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   447
const 
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   448
    lastTint: Longword = 0;
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   449
var 
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   450
    nc, tw: Longword;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   451
begin
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   452
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
   453
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   454
if nc = lastTint then
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   455
    exit;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   456
5441
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   457
if cGrayScale then
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   458
    begin
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   459
    tw:= round(r * RGB_LUMINANCE_RED + g * RGB_LUMINANCE_GREEN + b * RGB_LUMINANCE_BLUE);
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   460
    if tw > 255 then tw:= 255;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   461
    r:= tw;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   462
    g:= tw;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   463
    b:= tw
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   464
    end;
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   465
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   466
glColor4ub(r, g, b, a);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   467
lastTint:= nc;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   468
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   469
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   470
procedure Tint(c: Longword); inline;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   471
begin
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   472
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
   473
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   474
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   475
end.