hedgewars/uRender.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7069 bcf9d8e64e92
child 7080 dbf43c07a507
child 8026 4a4f21070479
child 8145 6408c0ba4ba1
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uRender;

interface

uses SDLh, uTypes, GLunit, uConsts;

procedure DrawSprite            (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite            (Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteFromRect    (Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawSpriteClipped     (Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawSpriteRotated     (Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawSpriteRotatedF    (Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);

procedure DrawTexture           (X, Y: LongInt; Texture: PTexture); inline;
procedure DrawTexture           (X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
procedure DrawTextureFromRect   (X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawTextureFromRect   (X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawTextureCentered   (X, Top: LongInt; Source: PTexture);
procedure DrawTextureF          (Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawTextureRotated    (Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawTextureRotatedF   (Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);

procedure DrawCircle            (X, Y, Radius, Width: LongInt);
procedure DrawCircle            (X, Y, Radius, Width: LongInt; r, g, b, a: Byte);

procedure DrawLine              (X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
procedure DrawFillRect          (r: TSDL_Rect);
procedure DrawHedgehog          (X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawScreenWidget      (widget: POnScreenWidget);

procedure Tint                  (r, g, b, a: Byte); inline;
procedure Tint                  (c: Longword); inline;


implementation
uses uVariables;

var LastTint: LongWord = 0;

procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawTextureFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawTextureFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
begin
DrawTextureFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
end;

procedure DrawTextureFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
    _l, _r, _t, _b: real;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
    exit;

// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
    exit;
if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then
    exit;

rr.x:= X;
rr.y:= Y;
rr.w:= W;
rr.h:= H;

_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;

glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);

VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;

TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
end;

procedure DrawTexture(X, Y: LongInt; Texture: PTexture); inline;
begin
    DrawTexture(X, Y, Texture, 1.0);
end;

procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
begin

glPushMatrix;
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1);

glBindTexture(GL_TEXTURE_2D, Texture^.id);

glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));

glPopMatrix
end;

procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
    DrawTextureRotatedF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;

procedure DrawTextureRotatedF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
var ft, fb, fl, fr: GLfloat;
    hw, nx, ny: LongInt;
    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then
    exit;
if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
    exit;

glPushMatrix;
glTranslatef(X, Y, 0);
if Dir = 0 then Dir:= 1;

glRotatef(Angle, 0, 0, Dir);

glTranslatef(Dir*OffsetX, OffsetY, 0);
glScalef(Scale, Scale, 1);

// Any reason for this call? And why only in t direction, not s?
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

hw:= w div (2 div Dir);

nx:= round(Texture^.w / w); // number of horizontal frames
ny:= round(Texture^.h / h); // number of vertical frames

ft:= (Frame mod ny) * Texture^.ry / ny;
fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
fl:= (Frame div ny) * Texture^.rx / nx;
fr:= ((Frame div ny) + 1) * Texture^.rx / nx;

glBindTexture(GL_TEXTURE_2D, Texture^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= w / -2;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= w / -2;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= w / 2;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= w / 2;

TextureBuffer[0].X:= fl;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= fr;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= fr;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glPopMatrix
end;

procedure DrawSpriteRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
    DrawTextureRotated(SpritesData[Sprite].Texture,
        SpritesData[Sprite].Width,
        SpritesData[Sprite].Height,
        X, Y, Dir, Angle)
end;

procedure DrawSpriteRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
    glRotatef(Angle, 0, 0, -1)
else
    glRotatef(Angle, 0, 0,  1);
if Dir < 0 then
    glScalef(-1.0, 1.0, 1.0);

DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

glPopMatrix
end;

procedure DrawTextureRotated(Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then
    exit;
if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
    exit;

glPushMatrix;
glTranslatef(X, Y, 0);

if Dir < 0 then
    begin
    hw:= - hw;
    glRotatef(Angle, 0, 0, -1);
    end
else
    glRotatef(Angle, 0, 0,  1);


glBindTexture(GL_TEXTURE_2D, Texture^.id);

VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

glPopMatrix
end;

procedure DrawSprite(Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
    if SpritesData[Sprite].imageHeight = 0 then
        exit;
    numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
    row:= Frame mod numFramesFirstCol;
    col:= Frame div numFramesFirstCol;
    DrawSprite(Sprite, X, Y, col, row);
end;

procedure DrawSprite(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
    r.x:= FrameX * SpritesData[Sprite].Width;
    r.w:= SpritesData[Sprite].Width;
    r.y:= FrameY * SpritesData[Sprite].Height;
    r.h:= SpritesData[Sprite].Height;
    DrawTextureFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;

if (X < LeftX) then
    r.x:= LeftX - X;
if (Y < TopY) then
    r.y:= TopY - Y;

if (Y + SpritesData[Sprite].Height > BottomY) then
    r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
    r.w:= RightX - X + 1;

dec(r.h, r.y);
dec(r.w, r.x);

DrawTextureFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawTextureCentered(X, Top: LongInt; Source: PTexture);
var scale: GLfloat;
begin
    if (Source^.w + 20) > cScreenWidth then
        scale:= cScreenWidth / (Source^.w + 20)
    else
        scale:= 1.0;
    DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale)
end;

procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
var VertexBuffer: array [0..3] of TVertex2f;
begin
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_LINE_SMOOTH);

    glPushMatrix;
    glTranslatef(WorldDx, WorldDy, 0);
    glLineWidth(Width);

    Tint(r, g, b, a);
    VertexBuffer[0].X:= X0;
    VertexBuffer[0].Y:= Y0;
    VertexBuffer[1].X:= X1;
    VertexBuffer[1].Y:= Y1;

    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
    glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
    Tint($FF, $FF, $FF, $FF);
    
    glPopMatrix;
    
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_LINE_SMOOTH);
end;

procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then
    exit;
if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then
    exit;

glDisable(GL_TEXTURE_2D);

Tint($00, $00, $00, $80);

VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;

glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

Tint($FF, $FF, $FF, $FF);
glEnable(GL_TEXTURE_2D)
end;

procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); 
begin
    Tint(r, g, b, a);
    DrawCircle(X, Y, Radius, Width); 
    Tint($FF, $FF, $FF, $FF);
end;

procedure DrawCircle(X, Y, Radius, Width: LongInt); 
var
    i: LongInt;
    CircleVertex: array [0..59] of TVertex2f;
begin
    for i := 0 to 59 do begin
        CircleVertex[i].X := X + Radius*cos(i*pi/30);
        CircleVertex[i].Y := Y + Radius*sin(i*pi/30);
    end;
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_LINE_SMOOTH);
    glPushMatrix;
    glLineWidth(Width);
    glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
    glDrawArrays(GL_LINE_LOOP, 0, 60);
    glPopMatrix;
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_LINE_SMOOTH);
end;


procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
        (X: -16; Y: -16),
        (X:  16; Y: -16),
        (X:  16; Y:  16),
        (X: -16; Y:  16));
var l, r, t, b: real;
    TextureBuffer: array [0..3] of TVertex2f;
begin
    // do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
    if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
        exit;
    if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
        exit;

    t:= Pos * 32 / HHTexture^.h;
    b:= (Pos + 1) * 32 / HHTexture^.h;

    if Dir = -1 then
        begin
        l:= (Step + 1) * 32 / HHTexture^.w;
        r:= Step * 32 / HHTexture^.w
        end
    else
        begin
        l:= Step * 32 / HHTexture^.w;
        r:= (Step + 1) * 32 / HHTexture^.w
    end;


    glPushMatrix();
    glTranslatef(X, Y, 0);
    glRotatef(Angle, 0, 0, 1);

    glBindTexture(GL_TEXTURE_2D, HHTexture^.id);

    TextureBuffer[0].X:= l;
    TextureBuffer[0].Y:= t;
    TextureBuffer[1].X:= r;
    TextureBuffer[1].Y:= t;
    TextureBuffer[2].X:= r;
    TextureBuffer[2].Y:= b;
    TextureBuffer[3].X:= l;
    TextureBuffer[3].Y:= b;

    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
    glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));

    glPopMatrix
end;

procedure DrawScreenWidget(widget: POnScreenWidget);
{$IFDEF USE_TOUCH_INTERFACE}
var alpha: byte = $FF;
begin
with widget^ do
    begin
    if (fadeAnimStart <> 0) then
        begin
        if RealTicks > (fadeAnimStart + FADE_ANIM_TIME) then
            fadeAnimStart:= 0
        else
            if show then 
                alpha:= Byte(trunc((RealTicks - fadeAnimStart)/FADE_ANIM_TIME * $FF))
            else 
                alpha:= Byte($FF - trunc((RealTicks - fadeAnimStart)/FADE_ANIM_TIME * $FF));
        end;

    with moveAnim do
        if animate then
            if RealTicks > (startTime + MOVE_ANIM_TIME) then
                begin
                startTime:= 0;
                animate:= false;
                frame.x:= target.x;
                frame.y:= target.y;
                active.x:= active.x + (target.x - source.x);
                active.y:= active.y + (target.y - source.y);
                end
            else
                begin
                frame.x:= source.x + Round((target.x - source.x) * ((RealTicks - startTime) / MOVE_ANIM_TIME));
                frame.y:= source.y + Round((target.y - source.y) * ((RealTicks - startTime) / MOVE_ANIM_TIME));
                end;

    if show or (fadeAnimStart <> 0) then
        begin
        Tint($FF, $FF, $FF, alpha);
        DrawTexture(frame.x, frame.y, spritesData[sprite].Texture, buttonScale);
        Tint($FF, $FF, $FF, $FF);
        end;
    end;
{$ELSE}
begin
widget:= widget; // avoid hint
{$ENDIF}
end;

procedure Tint(r, g, b, a: Byte); inline;
var nc, tw: Longword;
begin
    nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;

    if nc = lastTint then
        exit;

    if GrayScale then
        begin
        tw:= round(r * RGB_LUMINANCE_RED + g * RGB_LUMINANCE_GREEN + b * RGB_LUMINANCE_BLUE);
        if tw > 255 then
            tw:= 255;
        r:= tw;
        g:= tw;
        b:= tw
        end;

    glColor4ub(r, g, b, a);
    lastTint:= nc;
end;

procedure Tint(c: Longword); inline;
begin
    Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
end;

end.