hedgewars/uRender.pas
author unc0rr
Wed, 29 Feb 2012 23:44:49 +0400
changeset 6753 e95b1f62d0de
parent 6710 42504695122d
child 6982 8d41d22a291d
permissions -rw-r--r--
Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others. This should fix problems with ghost teams in frontend. Not tested at all, successfully built on first attempt, which is considered as a bad sign :D Server still thinks game proceeds, so restart isn't possible.

(*
 * 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 DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat = 1.0);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
procedure DrawFillRect(r: TSDL_Rect);
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
procedure DrawCircle(X, Y, Radius, Width: LongInt);
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;

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

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

procedure DrawFromRect(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; 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
    DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;

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

procedure DrawRotatedF(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 DrawRotatedTex(Tex: 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, Tex^.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, @Tex^.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;
DrawSprite2 (Sprite, X, Y, col, row);
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);

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

procedure DrawSprite2(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;
    DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;

procedure DrawCentered(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);
var alpha: byte = $FF;
begin
{$IFDEF USE_TOUCH_INTERFACE}
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, $FF);
        end;
    end;
{$ENDIF}
end;

procedure Tint(r, g, b, a: Byte); inline;
const 
    lastTint: Longword = 0;
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 cGrayScale 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.