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