hedgewars/uRender.pas
author sheepluva
Sun, 06 Feb 2011 11:39:11 +0100
changeset 4929 3dca560e6510
parent 4452 258945553b18
child 4976 088d40d8aba2
permissions -rw-r--r--
I need this export in order to not have the wrapper.c fail to find Game() on linux From this point on compilation and usage of library should work on linux, at least does for me :P
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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;
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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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var
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    HHTexture: PTexture;
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implementation
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uses uVariables;
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var
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    lastTint: Longword;
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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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// don't 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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// don't 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
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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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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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if Dir < 0 then
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    hw:= w div -2
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else
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    hw:= w div 2;
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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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// don't 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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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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// don't 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, $80);
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VertexBuffer[0].X:= r.x;
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VertexBuffer[0].Y:= r.y;
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VertexBuffer[1].X:= r.x + r.w;
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VertexBuffer[1].Y:= r.y;
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VertexBuffer[2].X:= r.x + r.w;
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VertexBuffer[2].Y:= r.y + r.h;
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VertexBuffer[3].X:= r.x;
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VertexBuffer[3].Y:= r.y + r.h;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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Tint($FF, $FF, $FF, $FF);
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glEnable(GL_TEXTURE_2D)
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end;
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4420
6be946bcd17a Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
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procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); 
4451
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begin
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    Tint(r, g, b, a);
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    DrawCircle(X, Y, Radius, Width); 
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
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   359
    Tint($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
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   360
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
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diff changeset
   361
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
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   362
procedure DrawCircle(X, Y, Radius, Width: LongInt); 
4378
91655618a510 Introduce uRender
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   363
var
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   364
    i: LongInt;
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   365
    CircleVertex: array [0..359] of TVertex2f;
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   366
begin
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   367
    for i := 0 to 359 do begin
91655618a510 Introduce uRender
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   368
        CircleVertex[i].X := X + Radius*cos(i*pi/180);
91655618a510 Introduce uRender
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   369
        CircleVertex[i].Y := Y + Radius*sin(i*pi/180);
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   370
    end;
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   371
    glDisable(GL_TEXTURE_2D);
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   372
    glEnable(GL_LINE_SMOOTH);
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   373
    glPushMatrix;
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   374
    glLineWidth(Width);
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   375
    glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
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   376
    glDrawArrays(GL_LINE_LOOP, 0, 360);
91655618a510 Introduce uRender
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   377
    glPopMatrix;
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   378
    glEnable(GL_TEXTURE_2D);
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   379
    glDisable(GL_LINE_SMOOTH);
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   380
end;
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   381
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   382
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   383
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   384
const VertexBuffer: array [0..3] of TVertex2f = (
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unc0rr
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   385
        (x: -16; y: -16),
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unc0rr
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diff changeset
   386
        (x:  16; y: -16),
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unc0rr
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diff changeset
   387
        (x:  16; y:  16),
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unc0rr
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diff changeset
   388
        (x: -16; y:  16));
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unc0rr
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diff changeset
   389
var l, r, t, b: real;
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unc0rr
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diff changeset
   390
    TextureBuffer: array [0..3] of TVertex2f;
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unc0rr
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diff changeset
   391
begin
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   392
    // don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   393
    if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   394
        exit;
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unc0rr
parents: 4378
diff changeset
   395
    if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
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unc0rr
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diff changeset
   396
        exit;
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diff changeset
   397
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diff changeset
   398
    t:= Pos * 32 / HHTexture^.h;
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unc0rr
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diff changeset
   399
    b:= (Pos + 1) * 32 / HHTexture^.h;
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unc0rr
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diff changeset
   400
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diff changeset
   401
    if Dir = -1 then
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   402
    begin
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unc0rr
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diff changeset
   403
    l:= (Step + 1) * 32 / HHTexture^.w;
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   404
    r:= Step * 32 / HHTexture^.w
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   405
    end else
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   406
    begin
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unc0rr
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diff changeset
   407
    l:= Step * 32 / HHTexture^.w;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   408
    r:= (Step + 1) * 32 / HHTexture^.w
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   409
    end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   410
f679ffa2dc8c Introduce uGearsRender
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diff changeset
   411
f679ffa2dc8c Introduce uGearsRender
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diff changeset
   412
    glPushMatrix();
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   413
    glTranslatef(X, Y, 0);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   414
    glRotatef(Angle, 0, 0, 1);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   415
f679ffa2dc8c Introduce uGearsRender
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diff changeset
   416
    glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   417
f679ffa2dc8c Introduce uGearsRender
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diff changeset
   418
    TextureBuffer[0].X:= l;
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   419
    TextureBuffer[0].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   420
    TextureBuffer[1].X:= r;
f679ffa2dc8c Introduce uGearsRender
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diff changeset
   421
    TextureBuffer[1].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   422
    TextureBuffer[2].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   423
    TextureBuffer[2].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   424
    TextureBuffer[3].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   425
    TextureBuffer[3].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   426
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   427
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   428
    glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   429
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   430
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   431
    glPopMatrix
f679ffa2dc8c Introduce uGearsRender
unc0rr
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diff changeset
   432
end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   433
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   434
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   435
procedure Tint(r, g, b, a: Byte); inline;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   436
var nc: Longword;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   437
begin
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   438
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   439
if nc = lastTint then
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   440
    exit;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   441
glColor4ub(r, g, b, a);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   442
lastTint:= nc;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   443
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   444
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   445
procedure Tint(c: Longword); inline;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   446
begin
4452
258945553b18 make Tint(longword) use RGBA
nemo
parents: 4451
diff changeset
   447
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
   448
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   449
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   450
end.