hedgewars/uRender.pas
author unc0rr
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uRender;
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interface
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uses SDLh, uTypes, GLunit, uConsts;
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procedure DrawSprite            (Sprite: TSprite; X, Y, Frame: LongInt);
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procedure DrawSprite            (Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
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procedure DrawSpriteFromRect    (Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); inline;
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procedure DrawSpriteClipped     (Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
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procedure DrawSpriteRotated     (Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
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procedure DrawSpriteRotatedF    (Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
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procedure DrawTexture           (X, Y: LongInt; Texture: PTexture); inline;
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procedure DrawTexture           (X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
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procedure DrawTextureFromRect   (X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
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procedure DrawTextureFromRect   (X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
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procedure DrawTextureFromRectDir(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture; Dir: LongInt);
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procedure DrawTextureCentered   (X, Top: LongInt; Source: PTexture);
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procedure DrawTextureF          (Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
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procedure DrawTextureRotated    (Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
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procedure DrawTextureRotatedF   (Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
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procedure DrawCircle            (X, Y, Radius, Width: LongInt);
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procedure DrawCircle            (X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
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procedure DrawLine              (X0, Y0, X1, Y1, Width: Single; color: LongWord); inline;
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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 DrawHedgehog          (X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
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procedure DrawScreenWidget      (widget: POnScreenWidget);
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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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procedure untint(); inline;
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procedure setTintAdd            (f: boolean); inline;
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implementation
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uses uVariables;
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{$IFDEF USE_TOUCH_INTERFACE}
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const
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    FADE_ANIM_TIME = 500;
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    MOVE_ANIM_TIME = 500;
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{$ENDIF}
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var LastTint: LongWord = 0;
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procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); inline;
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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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DrawTextureFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawTextureFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
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begin
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DrawTextureFromRectDir(X, Y, r^.w, r^.h, r, SourceTexture, 1)
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end;
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procedure DrawTextureFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
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begin
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DrawTextureFromRectDir(X, Y, W, H, r, SourceTexture, 1)
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end;
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procedure DrawTextureFromRectDir(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture; Dir: LongInt);
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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
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    exit;
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
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    exit;
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if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then
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    exit;
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rr.x:= X;
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rr.y:= Y;
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rr.w:= W;
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rr.h:= H;
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_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
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_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
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_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
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_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
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glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
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if Dir < 0 then
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    begin
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    VertexBuffer[0].X:= X + rr.w/2;
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    VertexBuffer[0].Y:= Y;
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    VertexBuffer[1].X:= X - rr.w/2;
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    VertexBuffer[1].Y:= Y;
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    VertexBuffer[2].X:= X - rr.w/2;
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    VertexBuffer[2].Y:= rr.h + Y;
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    VertexBuffer[3].X:= X + rr.w/2;
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    VertexBuffer[3].Y:= rr.h + Y;
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    end
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else
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    begin
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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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    end;
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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); inline;
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begin
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    DrawTexture(X, Y, Texture, 1.0);
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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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    DrawTextureRotatedF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
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end;
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procedure DrawTextureRotatedF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
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var ft, fb, fl, fr: GLfloat;
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    hw, nx, ny: LongInt;
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    VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
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begin
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then
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    exit;
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if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
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    exit;
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir = 0 then Dir:= 1;
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glRotatef(Angle, 0, 0, Dir);
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glTranslatef(Dir*OffsetX, OffsetY, 0);
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glScalef(Scale, Scale, 1);
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// Any reason for this call? And why only in t direction, not s?
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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hw:= w div (2 div Dir);
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nx:= round(Texture^.w / w); // number of horizontal frames
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ny:= round(Texture^.h / h); // number of vertical frames
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ft:= (Frame mod ny) * Texture^.ry / ny;
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fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
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fl:= (Frame div ny) * Texture^.rx / nx;
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fr:= ((Frame div ny) + 1) * Texture^.rx / nx;
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glBindTexture(GL_TEXTURE_2D, Texture^.id);
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VertexBuffer[0].X:= -hw;
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VertexBuffer[0].Y:= w / -2;
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VertexBuffer[1].X:= hw;
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VertexBuffer[1].Y:= w / -2;
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VertexBuffer[2].X:= hw;
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VertexBuffer[2].Y:= w / 2;
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VertexBuffer[3].X:= -hw;
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VertexBuffer[3].Y:= w / 2;
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TextureBuffer[0].X:= fl;
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TextureBuffer[0].Y:= ft;
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TextureBuffer[1].X:= fr;
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TextureBuffer[1].Y:= ft;
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TextureBuffer[2].X:= fr;
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TextureBuffer[2].Y:= fb;
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TextureBuffer[3].X:= fl;
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TextureBuffer[3].Y:= fb;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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glPopMatrix
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end;
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procedure DrawSpriteRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
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begin
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    DrawTextureRotated(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 DrawSpriteRotatedF(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
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    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 DrawTextureRotated(Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then
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    exit;
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if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
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    exit;
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir < 0 then
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    begin
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    hw:= - hw;
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    glRotatef(Angle, 0, 0, -1);
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    end
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else
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    glRotatef(Angle, 0, 0,  1);
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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:= -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, @Texture^.tb);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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glPopMatrix
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end;
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procedure DrawSprite(Sprite: TSprite; X, Y, Frame: LongInt);
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var row, col, numFramesFirstCol: LongInt;
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begin
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    if SpritesData[Sprite].imageHeight = 0 then
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        exit;
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    numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
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    row:= Frame mod numFramesFirstCol;
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    col:= Frame div numFramesFirstCol;
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    DrawSprite(Sprite, X, Y, col, row);
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end;
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procedure DrawSprite(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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    DrawTextureFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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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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   337
9792
59cde1e53ca5 This seems to be enough to fix the bug with sprGirder rendered in stripe
unc0rr
parents: 9666
diff changeset
   338
if (r.h < r.y) or (r.w < r.x) then 
59cde1e53ca5 This seems to be enough to fix the bug with sprGirder rendered in stripe
unc0rr
parents: 9666
diff changeset
   339
    exit;
59cde1e53ca5 This seems to be enough to fix the bug with sprGirder rendered in stripe
unc0rr
parents: 9666
diff changeset
   340
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   341
dec(r.h, r.y);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   342
dec(r.w, r.x);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   343
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
   344
DrawTextureFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   345
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   346
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
   347
procedure DrawTextureCentered(X, Top: LongInt; Source: PTexture);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   348
var scale: GLfloat;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   349
begin
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   350
    if (Source^.w + 20) > cScreenWidth then
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   351
        scale:= cScreenWidth / (Source^.w + 20)
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   352
    else
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   353
        scale:= 1.0;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   354
    DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale)
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   355
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   356
9557
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   357
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; color: LongWord); inline;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   358
begin
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   359
DrawLine(X0, Y0, X1, Y1, Width, (color shr 24) and $FF, (color shr 16) and $FF, (color shr 8) and $FF, color and $FF)
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   360
end;
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   361
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   362
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
8626
cfc44db21d72 Fix DrawLine bug
Urbertar@gmail.com
parents: 8560
diff changeset
   363
var VertexBuffer: array [0..1] of TVertex2f;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   364
begin
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   365
    glDisable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   366
    glEnable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   367
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   368
    glPushMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   369
    glTranslatef(WorldDx, WorldDy, 0);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   370
    glLineWidth(Width);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   371
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   372
    Tint(r, g, b, a);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   373
    VertexBuffer[0].X:= X0;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   374
    VertexBuffer[0].Y:= Y0;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   375
    VertexBuffer[1].X:= X1;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   376
    VertexBuffer[1].Y:= Y1;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   377
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   378
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   379
    glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   380
    untint;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   381
    
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   382
    glPopMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   383
    
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   384
    glEnable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   385
    glDisable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   386
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   387
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   388
procedure DrawFillRect(r: TSDL_Rect);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   389
var VertexBuffer: array [0..3] of TVertex2f;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   390
begin
5565
1a326ba319c9 smaller code cleanup
koda
parents: 5561
diff changeset
   391
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   392
if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   393
    exit;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   394
if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   395
    exit;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   396
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   397
glDisable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   398
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   399
Tint($00, $00, $00, $80);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   400
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   401
VertexBuffer[0].X:= r.x;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   402
VertexBuffer[0].Y:= r.y;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   403
VertexBuffer[1].X:= r.x + r.w;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   404
VertexBuffer[1].Y:= r.y;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   405
VertexBuffer[2].X:= r.x + r.w;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   406
VertexBuffer[2].Y:= r.y + r.h;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   407
VertexBuffer[3].X:= r.x;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   408
VertexBuffer[3].Y:= r.y + r.h;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   409
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   410
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   411
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   412
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   413
untint;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   414
glEnable(GL_TEXTURE_2D)
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   415
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   416
4420
6be946bcd17a Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
nemo
parents: 4385
diff changeset
   417
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte); 
4451
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   418
begin
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   419
    Tint(r, g, b, a);
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   420
    DrawCircle(X, Y, Radius, Width); 
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   421
    untint;
4451
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   422
end;
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   423
1c342980b4aa trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
nemo
parents: 4420
diff changeset
   424
procedure DrawCircle(X, Y, Radius, Width: LongInt); 
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   425
var
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   426
    i: LongInt;
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   427
    CircleVertex: array [0..59] of TVertex2f;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   428
begin
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   429
    for i := 0 to 59 do begin
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   430
        CircleVertex[i].X := X + Radius*cos(i*pi/30);
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   431
        CircleVertex[i].Y := Y + Radius*sin(i*pi/30);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   432
    end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   433
    glDisable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   434
    glEnable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   435
    glPushMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   436
    glLineWidth(Width);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   437
    glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
5561
dfbe55237c64 Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
nemo
parents: 5559
diff changeset
   438
    glDrawArrays(GL_LINE_LOOP, 0, 60);
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   439
    glPopMatrix;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   440
    glEnable(GL_TEXTURE_2D);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   441
    glDisable(GL_LINE_SMOOTH);
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   442
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   443
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   444
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   445
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   446
const VertexBuffer: array [0..3] of TVertex2f = (
7069
bcf9d8e64e92 pas2c stuff again
unc0rr
parents: 7028
diff changeset
   447
        (X: -16; Y: -16),
bcf9d8e64e92 pas2c stuff again
unc0rr
parents: 7028
diff changeset
   448
        (X:  16; Y: -16),
bcf9d8e64e92 pas2c stuff again
unc0rr
parents: 7028
diff changeset
   449
        (X:  16; Y:  16),
bcf9d8e64e92 pas2c stuff again
unc0rr
parents: 7028
diff changeset
   450
        (X: -16; Y:  16));
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   451
var l, r, t, b: real;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   452
    TextureBuffer: array [0..3] of TVertex2f;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   453
begin
5565
1a326ba319c9 smaller code cleanup
koda
parents: 5561
diff changeset
   454
    // do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   455
    if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   456
        exit;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   457
    if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   458
        exit;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   459
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   460
    t:= Pos * 32 / HHTexture^.h;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   461
    b:= (Pos + 1) * 32 / HHTexture^.h;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   462
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   463
    if Dir = -1 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   464
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   465
        l:= (Step + 1) * 32 / HHTexture^.w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   466
        r:= Step * 32 / HHTexture^.w
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   467
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   468
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   469
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   470
        l:= Step * 32 / HHTexture^.w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6394
diff changeset
   471
        r:= (Step + 1) * 32 / HHTexture^.w
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   472
    end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   473
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   474
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   475
    glPushMatrix();
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   476
    glTranslatef(X, Y, 0);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   477
    glRotatef(Angle, 0, 0, 1);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   478
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   479
    glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   480
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   481
    TextureBuffer[0].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   482
    TextureBuffer[0].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   483
    TextureBuffer[1].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   484
    TextureBuffer[1].Y:= t;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   485
    TextureBuffer[2].X:= r;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   486
    TextureBuffer[2].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   487
    TextureBuffer[3].X:= l;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   488
    TextureBuffer[3].Y:= b;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   489
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   490
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   491
    glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   492
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   493
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   494
    glPopMatrix
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   495
end;
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   496
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   497
procedure DrawScreenWidget(widget: POnScreenWidget);
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
   498
{$IFDEF USE_TOUCH_INTERFACE}
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   499
var alpha: byte = $FF;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   500
begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   501
with widget^ do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   502
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   503
    if (fadeAnimStart <> 0) then
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   504
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   505
        if RealTicks > (fadeAnimStart + FADE_ANIM_TIME) then
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   506
            fadeAnimStart:= 0
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   507
        else
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   508
            if show then 
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   509
                alpha:= Byte(trunc((RealTicks - fadeAnimStart)/FADE_ANIM_TIME * $FF))
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   510
            else 
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   511
                alpha:= Byte($FF - trunc((RealTicks - fadeAnimStart)/FADE_ANIM_TIME * $FF));
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   512
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   513
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   514
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   515
        if animate then
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   516
            if RealTicks > (startTime + MOVE_ANIM_TIME) then
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   517
                begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   518
                startTime:= 0;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6700
diff changeset
   519
                animate:= false;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6689
diff changeset
   520
                frame.x:= target.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6689
diff changeset
   521
                frame.y:= target.y;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6700
diff changeset
   522
                active.x:= active.x + (target.x - source.x);
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6700
diff changeset
   523
                active.y:= active.y + (target.y - source.y);
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   524
                end
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   525
            else
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   526
                begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6689
diff changeset
   527
                frame.x:= source.x + Round((target.x - source.x) * ((RealTicks - startTime) / MOVE_ANIM_TIME));
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6689
diff changeset
   528
                frame.y:= source.y + Round((target.y - source.y) * ((RealTicks - startTime) / MOVE_ANIM_TIME));
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   529
                end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   530
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   531
    if show or (fadeAnimStart <> 0) then
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   532
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   533
        Tint($FF, $FF, $FF, alpha);
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6689
diff changeset
   534
        DrawTexture(frame.x, frame.y, spritesData[sprite].Texture, buttonScale);
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   535
        untint;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   536
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   537
    end;
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
   538
{$ELSE}
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
   539
begin
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
   540
widget:= widget; // avoid hint
6689
98a239848ba2 wops, added an extra USE_TOUCH_INTERFACE
Xeli
parents: 6688
diff changeset
   541
{$ENDIF}
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6580
diff changeset
   542
end;
4385
f679ffa2dc8c Introduce uGearsRender
unc0rr
parents: 4378
diff changeset
   543
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   544
procedure Tint(r, g, b, a: Byte); inline;
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6710
diff changeset
   545
var nc, tw: Longword;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   546
begin
9557
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   547
    nc:= (r shl 24) or (g shl 16) or (b shl 8) or a;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   548
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   549
    if nc = lastTint then
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   550
        exit;
5559
a937d43a032f Use local scope global var instead
unc0rr
parents: 5441
diff changeset
   551
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   552
    if GrayScale then
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   553
        begin
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   554
        tw:= round(r * RGB_LUMINANCE_RED + g * RGB_LUMINANCE_GREEN + b * RGB_LUMINANCE_BLUE);
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   555
        if tw > 255 then
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   556
            tw:= 255;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   557
        r:= tw;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   558
        g:= tw;
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   559
        b:= tw
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   560
        end;
5441
39962b855540 Add grayscale option for 3d, helps with colour clashing
nemo
parents: 5235
diff changeset
   561
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   562
    glColor4ub(r, g, b, a);
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   563
    lastTint:= nc;
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   564
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   565
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   566
procedure Tint(c: Longword); inline;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   567
begin
9557
a5005b7ca305 differentiate borders a bit
nemo
parents: 9080
diff changeset
   568
    if c = lastTint then exit;
6986
409dd3851309 add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
koda
parents: 6982
diff changeset
   569
    Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   570
end;
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   571
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   572
procedure untint(); inline;
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   573
begin
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   574
    Tint($FF, $FF, $FF, $FF)
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   575
end;
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   576
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   577
procedure setTintAdd(f: boolean); inline;
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   578
begin
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   579
    if f then
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   580
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD)
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   581
    else
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   582
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   583
end;
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9557
diff changeset
   584
4378
91655618a510 Introduce uRender
unC0Rr
parents:
diff changeset
   585
end.