--- a/hedgewars/uStore.pas Sat Jun 14 00:56:11 2014 +0200
+++ b/hedgewars/uStore.pas Sat Jun 14 02:25:49 2014 +0200
@@ -44,8 +44,9 @@
procedure LoadHedgehogHat(var HH: THedgehog; newHat: shortstring);
procedure LoadHedgehogHat2(var HH: THedgehog; newHat: shortstring; allowSurfReuse: boolean);
+procedure InitZoom(zoom: real);
+
procedure SetupOpenGL;
-procedure SetScale(f: GLfloat);
function RenderHelpWindow(caption, subcaption, description, extra: ansistring; extracolor: LongInt; iconsurf: PSDL_Surface; iconrect: PSDL_Rect): PTexture;
procedure RenderWeaponTooltip(atype: TAmmoType);
procedure ShowWeaponTooltip(x, y: LongInt);
@@ -62,18 +63,6 @@
procedure SetSkyColor(r, g, b: real);
{$IFDEF GL2}
-procedure UpdateModelviewProjection;
-{$ENDIF}
-
-procedure EnableTexture(enable:Boolean);
-
-procedure SetTexCoordPointer(p: Pointer;n: Integer);
-procedure SetVertexPointer(p: Pointer;n: Integer);
-procedure SetColorPointer(p: Pointer;n: Integer);
-
-procedure updateViewLimits();
-
-{$IFDEF GL2}
var
shaderMain: GLuint;
shaderWater: GLuint;
@@ -112,6 +101,12 @@
prevHat:= 'NoHat';
end;
+procedure InitZoom(zoom: real);
+begin
+ SetScale(zoom);
+ UpdateViewLimits();
+end;
+
function WriteInRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: PChar): TSDL_Rect;
var w, h: LongInt;
tmpsurf: PSDL_Surface;
@@ -1092,73 +1087,6 @@
// disable/lower perspective correction (will not need it anyway)
end;
-procedure EnableTexture(enable:Boolean);
-begin
- {$IFDEF GL2}
- if enable then
- glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 1)
- else
- glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 0);
- {$ELSE}
- if enable then
- glEnable(GL_TEXTURE_2D)
- else
- glDisable(GL_TEXTURE_2D);
- {$ENDIF}
-end;
-
-procedure SetTexCoordPointer(p: Pointer; n: Integer);
-begin
-{$IFDEF GL2}
- glBindBuffer(GL_ARRAY_BUFFER, tBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
- glEnableVertexAttribArray(aTexCoord);
- glVertexAttribPointer(aTexCoord, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
-{$ELSE}
- n:= n;
- glTexCoordPointer(2, GL_FLOAT, 0, p);
-{$ENDIF}
-end;
-
-procedure SetVertexPointer(p: Pointer; n: Integer);
-begin
-{$IFDEF GL2}
- glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
- glEnableVertexAttribArray(aVertex);
- glVertexAttribPointer(aVertex, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
-{$ELSE}
- n:= n;
- glVertexPointer(2, GL_FLOAT, 0, p);
-{$ENDIF}
-end;
-
-procedure SetColorPointer(p: Pointer; n: Integer);
-begin
-{$IFDEF GL2}
- glBindBuffer(GL_ARRAY_BUFFER, cBuffer);
- glBufferData(GL_ARRAY_BUFFER, n * 4, p, GL_STATIC_DRAW);
- glEnableVertexAttribArray(aColor);
- glVertexAttribPointer(aColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, pointer(0));
-{$ELSE}
- n:= n;
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, p);
-{$ENDIF}
-end;
-
-{$IFDEF GL2}
-procedure UpdateModelviewProjection;
-var
- mvp: TMatrix4x4f;
-begin
- //MatrixMultiply(mvp, mProjection, mModelview);
-{$HINTS OFF}
- hglMVP(mvp);
-{$HINTS ON}
- glUniformMatrix4fv(uCurrentMVPLocation, 1, GL_FALSE, @mvp[0, 0]);
-end;
-{$ENDIF}
-
(*
procedure UpdateProjection;
var
@@ -1180,55 +1108,6 @@
end;
*)
-
-procedure updateViewLimits();
-var tmp: real;
-begin
- // cScaleFactor is 2.0 on "no zoom"
- tmp:= cScreenWidth / cScaleFactor;
- ViewRightX:= round(tmp); // ceil could make more sense
- ViewLeftX:= round(-tmp); // floor could make more sense
- tmp:= cScreenHeight / cScaleFactor;
- ViewBottomY:= round(tmp) + cScreenHeight div 2; // ceil could make more sense
- ViewTopY:= round(-tmp) + cScreenHeight div 2; // floor could make more sense
-end;
-
-procedure SetScale(f: GLfloat);
-begin
-// leave immediately if scale factor did not change
- if f = cScaleFactor then
- exit;
-
- if f = cDefaultZoomLevel then
-{$IFDEF GL2}
- hglPopMatrix // "return" to default scaling
-{$ELSE}
- glPopMatrix
-{$ENDIF}
- else // other scaling
- begin
-{$IFDEF GL2}
- hglPushMatrix; // save default scaling
- hglLoadIdentity;
- hglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
- hglTranslatef(0, -cScreenHeight / 2, 0);
-{$ELSE}
- glPushMatrix; // save default scaling
- glLoadIdentity;
- glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
- glTranslatef(0, -cScreenHeight / 2, 0);
-{$ENDIF}
- end;
-
- cScaleFactor:= f;
- updateViewLimits();
-
-{$IFDEF GL2}
- UpdateModelviewProjection;
-{$ENDIF}
-end;
-
-
////////////////////////////////////////////////////////////////////////////////
procedure AddProgress;
var r: TSDL_Rect;