This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uRender;
interface
uses SDLh, uTypes, GLunit, uConsts;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat = 1.0);
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
procedure DrawFillRect(r: TSDL_Rect);
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
procedure DrawCircle(X, Y, Radius, Width: LongInt);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawScreenWidget(widget: POnScreenWidget);
procedure Tint(r, g, b, a: Byte); inline;
procedure Tint(c: Longword); inline;
implementation
uses uVariables;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
begin
DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
end;
procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
_l, _r, _t, _b: real;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
exit;
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
exit;
if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then
exit;
rr.x:= X;
rr.y:= Y;
rr.w:= W;
rr.h:= H;
_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= rr.w + X;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= rr.w + X;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;
TextureBuffer[0].X:= _l;
TextureBuffer[0].Y:= _t;
TextureBuffer[1].X:= _r;
TextureBuffer[1].Y:= _t;
TextureBuffer[2].X:= _r;
TextureBuffer[2].Y:= _b;
TextureBuffer[3].X:= _l;
TextureBuffer[3].Y:= _b;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
glPopMatrix
end;
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;
procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
var ft, fb, fl, fr: GLfloat;
hw, nx, ny: LongInt;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then
exit;
if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
exit;
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir = 0 then Dir:= 1;
glRotatef(Angle, 0, 0, Dir);
glTranslatef(Dir*OffsetX, OffsetY, 0);
glScalef(Scale, Scale, 1);
// Any reason for this call? And why only in t direction, not s?
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
hw:= w div (2 div Dir);
nx:= round(Texture^.w / w); // number of horizontal frames
ny:= round(Texture^.h / h); // number of vertical frames
ft:= (Frame mod ny) * Texture^.ry / ny;
fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
fl:= (Frame div ny) * Texture^.rx / nx;
fr:= ((Frame div ny) + 1) * Texture^.rx / nx;
glBindTexture(GL_TEXTURE_2D, Texture^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= w / -2;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= w / -2;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= w / 2;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= w / 2;
TextureBuffer[0].X:= fl;
TextureBuffer[0].Y:= ft;
TextureBuffer[1].X:= fr;
TextureBuffer[1].Y:= ft;
TextureBuffer[2].X:= fr;
TextureBuffer[2].Y:= fb;
TextureBuffer[3].X:= fl;
TextureBuffer[3].Y:= fb;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glPopMatrix
end;
procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
DrawRotatedTex(SpritesData[Sprite].Texture,
SpritesData[Sprite].Width,
SpritesData[Sprite].Height,
X, Y, Dir, Angle)
end;
procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
glRotatef(Angle, 0, 0, -1)
else
glRotatef(Angle, 0, 0, 1);
if Dir < 0 then
glScalef(-1.0, 1.0, 1.0);
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
glPopMatrix
end;
procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
var VertexBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then
exit;
if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
exit;
glPushMatrix;
glTranslatef(X, Y, 0);
if Dir < 0 then
begin
hw:= - hw;
glRotatef(Angle, 0, 0, -1);
end
else
glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, Tex^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
VertexBuffer[1].X:= hw;
VertexBuffer[1].Y:= -hh;
VertexBuffer[2].X:= hw;
VertexBuffer[2].Y:= hh;
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= hh;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glPopMatrix
end;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
var row, col, numFramesFirstCol: LongInt;
begin
if SpritesData[Sprite].imageHeight = 0 then
exit;
numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
DrawSprite2 (Sprite, X, Y, col, row);
end;
procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
var r: TSDL_Rect;
begin
r.x:= 0;
r.y:= 0;
r.w:= SpritesData[Sprite].Width;
r.h:= SpritesData[Sprite].Height;
if (X < LeftX) then
r.x:= LeftX - X;
if (Y < TopY) then
r.y:= TopY - Y;
if (Y + SpritesData[Sprite].Height > BottomY) then
r.h:= BottomY - Y + 1;
if (X + SpritesData[Sprite].Width > RightX) then
r.w:= RightX - X + 1;
dec(r.h, r.y);
dec(r.w, r.x);
DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawCentered(X, Top: LongInt; Source: PTexture);
var scale: GLfloat;
begin
if (Source^.w + 20) > cScreenWidth then
scale:= cScreenWidth / (Source^.w + 20)
else
scale:= 1.0;
DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale)
end;
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
var VertexBuffer: array [0..3] of TVertex2f;
begin
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glPushMatrix;
glTranslatef(WorldDx, WorldDy, 0);
glLineWidth(Width);
Tint(r, g, b, a);
VertexBuffer[0].X:= X0;
VertexBuffer[0].Y:= Y0;
VertexBuffer[1].X:= X1;
VertexBuffer[1].Y:= Y1;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
Tint($FF, $FF, $FF, $FF);
glPopMatrix;
glEnable(GL_TEXTURE_2D);
glDisable(GL_LINE_SMOOTH);
end;
procedure DrawFillRect(r: TSDL_Rect);
var VertexBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then
exit;
if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then
exit;
glDisable(GL_TEXTURE_2D);
Tint($00, $00, $00, $80);
VertexBuffer[0].X:= r.x;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= r.x + r.w;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= r.x + r.w;
VertexBuffer[2].Y:= r.y + r.h;
VertexBuffer[3].X:= r.x;
VertexBuffer[3].Y:= r.y + r.h;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
Tint($FF, $FF, $FF, $FF);
glEnable(GL_TEXTURE_2D)
end;
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
begin
Tint(r, g, b, a);
DrawCircle(X, Y, Radius, Width);
Tint($FF, $FF, $FF, $FF);
end;
procedure DrawCircle(X, Y, Radius, Width: LongInt);
var
i: LongInt;
CircleVertex: array [0..59] of TVertex2f;
begin
for i := 0 to 59 do begin
CircleVertex[i].X := X + Radius*cos(i*pi/30);
CircleVertex[i].Y := Y + Radius*sin(i*pi/30);
end;
glDisable(GL_TEXTURE_2D);
glEnable(GL_LINE_SMOOTH);
glPushMatrix;
glLineWidth(Width);
glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
glDrawArrays(GL_LINE_LOOP, 0, 60);
glPopMatrix;
glEnable(GL_TEXTURE_2D);
glDisable(GL_LINE_SMOOTH);
end;
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
const VertexBuffer: array [0..3] of TVertex2f = (
(x: -16; y: -16),
(x: 16; y: -16),
(x: 16; y: 16),
(x: -16; y: 16));
var l, r, t, b: real;
TextureBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
exit;
if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
exit;
t:= Pos * 32 / HHTexture^.h;
b:= (Pos + 1) * 32 / HHTexture^.h;
if Dir = -1 then
begin
l:= (Step + 1) * 32 / HHTexture^.w;
r:= Step * 32 / HHTexture^.w
end
else
begin
l:= Step * 32 / HHTexture^.w;
r:= (Step + 1) * 32 / HHTexture^.w
end;
glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
TextureBuffer[0].X:= l;
TextureBuffer[0].Y:= t;
TextureBuffer[1].X:= r;
TextureBuffer[1].Y:= t;
TextureBuffer[2].X:= r;
TextureBuffer[2].Y:= b;
TextureBuffer[3].X:= l;
TextureBuffer[3].Y:= b;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glPopMatrix
end;
procedure DrawScreenWidget(widget: POnScreenWidget);
var alpha: byte = $FF;
begin
{$IFDEF USE_TOUCH_INTERFACE}
with widget^ do
begin
if (fadeAnimStart <> 0) then
begin
if RealTicks > (fadeAnimStart + FADE_ANIM_TIME) then
fadeAnimStart:= 0
else
if show then
alpha:= Byte(trunc((RealTicks - fadeAnimStart)/FADE_ANIM_TIME * $FF))
else
alpha:= Byte($FF - trunc((RealTicks - fadeAnimStart)/FADE_ANIM_TIME * $FF));
end;
with moveAnim do
if animate then
if RealTicks > (startTime + MOVE_ANIM_TIME) then
begin
startTime:= 0;
animate:= false;
frame.x:= target.x;
frame.y:= target.y;
active.x:= active.x + (target.x - source.x);
active.y:= active.y + (target.y - source.y);
end
else
begin
frame.x:= source.x + Round((target.x - source.x) * ((RealTicks - startTime) / MOVE_ANIM_TIME));
frame.y:= source.y + Round((target.y - source.y) * ((RealTicks - startTime) / MOVE_ANIM_TIME));
end;
if show or (fadeAnimStart <> 0) then
begin
Tint($FF, $FF, $FF, alpha);
DrawTexture(frame.x, frame.y, spritesData[sprite].Texture, buttonScale);
Tint($FF, $FF, $FF, $FF);
end;
end;
{$ENDIF}
end;
procedure Tint(r, g, b, a: Byte); inline;
const
lastTint: Longword = 0;
var
nc, tw: Longword;
begin
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;
if nc = lastTint then
exit;
if cGrayScale then
begin
tw:= round(r * RGB_LUMINANCE_RED + g * RGB_LUMINANCE_GREEN + b * RGB_LUMINANCE_BLUE);
if tw > 255 then
tw:= 255;
r:= tw;
g:= tw;
b:= tw
end;
glColor4ub(r, g, b, a);
lastTint:= nc;
end;
procedure Tint(c: Longword); inline;
begin
Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
end;
end.