huh? me? nono, don't mind me. I'm just here to clean up.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
unit uRender;
interface
uses SDLh, uTypes, GLunit, uConsts{$IFDEF GL2}, uMatrix{$ENDIF};
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
procedure DrawSpriteFromRect (Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); inline;
procedure DrawSpriteClipped (Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
procedure DrawSpriteRotated (Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
procedure DrawSpriteRotatedF (Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
procedure DrawTexture (X, Y: LongInt; Texture: PTexture); inline;
procedure DrawTexture (X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
procedure DrawTexture2 (X, Y: LongInt; Texture: PTexture; Scale, Overlap: GLfloat);
procedure DrawTextureFromRect (X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
procedure DrawTextureFromRect (X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
procedure DrawTextureFromRectDir(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture; Dir: LongInt);
procedure DrawTextureCentered (X, Top: LongInt; Source: PTexture);
procedure DrawTextureF (Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
procedure DrawTextureRotated (Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
procedure DrawTextureRotatedF (Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
procedure DrawCircle (X, Y, Radius, Width: LongInt);
procedure DrawCircle (X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
procedure DrawLine (X0, Y0, X1, Y1, Width: Single; color: LongWord); inline;
procedure DrawLine (X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
procedure DrawFillRect (r: TSDL_Rect);
procedure DrawHedgehog (X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawScreenWidget (widget: POnScreenWidget);
procedure DrawWaterBody (pVertexBuffer: Pointer);
procedure Tint (r, g, b, a: Byte); inline;
procedure Tint (c: Longword); inline;
procedure untint(); inline;
procedure setTintAdd (f: boolean); inline;
function isAreaOffscreen(X, Y, Width, Height: LongInt): boolean; inline;
// 0 => not offscreen, <0 => left/top of screen >0 => right/below of screen
function isDxAreaOffscreen(X, Width: LongInt): LongInt; inline;
function isDyAreaOffscreen(Y, Height: LongInt): LongInt; inline;
procedure SetScale(f: GLfloat);
procedure UpdateViewLimits();
procedure EnableTexture(enable:Boolean);
procedure SetTexCoordPointer(p: Pointer;n: Integer);
procedure SetVertexPointer(p: Pointer;n: Integer);
procedure SetColorPointer(p: Pointer;n: Integer);
procedure UpdateModelviewProjection(); inline;
procedure openglLoadIdentity (); inline;
procedure openglTranslProjMatrix(X, Y, Z: GLFloat); inline;
procedure openglPushMatrix (); inline;
procedure openglPopMatrix (); inline;
procedure openglTranslatef (X, Y, Z: GLfloat); inline;
procedure openglScalef (ScaleX, ScaleY, ScaleZ: GLfloat); inline;
procedure openglRotatef (RotX, RotY, RotZ: GLfloat; dir: LongInt); inline;
procedure openglTint (r, g, b, a: Byte); inline;
implementation
uses uVariables;
{$IFDEF USE_TOUCH_INTERFACE}
const
FADE_ANIM_TIME = 500;
MOVE_ANIM_TIME = 500;
{$ENDIF}
var LastTint: LongWord = 0;
function isAreaOffscreen(X, Y, Width, Height: LongInt): boolean; inline;
begin
isAreaOffscreen:= (isDxAreaOffscreen(X, Width) <> 0) or (isDyAreaOffscreen(Y, Height) <> 0);
end;
function isDxAreaOffscreen(X, Width: LongInt): LongInt; inline;
begin
if X > ViewRightX then exit(1);
if X + Width < ViewLeftX then exit(-1);
isDxAreaOffscreen:= 0;
end;
function isDyAreaOffscreen(Y, Height: LongInt): LongInt; inline;
begin
if Y > ViewBottomY then exit(1);
if Y + Height < ViewTopY then exit(-1);
isDyAreaOffscreen:= 0;
end;
procedure openglLoadIdentity(); inline;
begin
{$IFDEF GL2}
hglLoadIdentity();
{$ELSE}
glLoadIdentity();
{$ENDIF}
end;
procedure openglTranslProjMatrix(X, Y, Z: GLfloat); inline;
begin
{$IFDEF GL2}
hglMatrixMode(MATRIX_PROJECTION);
hglTranslatef(X, Y, Z);
hglMatrixMode(MATRIX_MODELVIEW);
{$ELSE}
glMatrixMode(GL_PROJECTION);
glTranslatef(X, Y, Z);
glMatrixMode(GL_MODELVIEW);
{$ENDIF}
end;
procedure openglPushMatrix(); inline;
begin
{$IFDEF GL2}
hglPushMatrix();
{$ELSE}
glPushMatrix();
{$ENDIF}
end;
procedure openglPopMatrix(); inline;
begin
{$IFDEF GL2}
hglPopMatrix();
{$ELSE}
glPopMatrix();
{$ENDIF}
end;
procedure openglTranslatef(X, Y, Z: GLfloat); inline;
begin
{$IFDEF GL2}
hglTranslatef(X, Y, Z);
{$ELSE}
glTranslatef(X, Y, Z);
{$ENDIF}
end;
procedure openglScalef(ScaleX, ScaleY, ScaleZ: GLfloat); inline;
begin
{$IFDEF GL2}
hglScalef(ScaleX, ScaleY, ScaleZ);
{$ELSE}
glScalef(ScaleX, ScaleY, ScaleZ);
{$ENDIF}
end;
procedure openglRotatef(RotX, RotY, RotZ: GLfloat; dir: LongInt); inline;
begin
{$IFDEF GL2}
hglRotatef(RotX, RotY, RotZ, dir);
{$ELSE}
glRotatef(RotX, RotY, RotZ, dir);
{$ENDIF}
end;
procedure openglUseColorOnly(b :boolean); inline;
begin
if b then
begin
{$IFDEF GL2}
glDisableVertexAttribArray(aTexCoord);
glEnableVertexAttribArray(aColor);
{$ELSE}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
{$ENDIF}
end
else
begin
{$IFDEF GL2}
glDisableVertexAttribArray(aColor);
glEnableVertexAttribArray(aTexCoord);
{$ELSE}
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
{$ENDIF}
end;
end;
procedure UpdateModelviewProjection(); inline;
{$IFDEF GL2}
var
mvp: TMatrix4x4f;
{$ENDIF}
begin
{$IFDEF GL2}
//MatrixMultiply(mvp, mProjection, mModelview);
{$HINTS OFF}
hglMVP(mvp);
{$HINTS ON}
glUniformMatrix4fv(uCurrentMVPLocation, 1, GL_FALSE, @mvp[0, 0]);
{$ENDIF}
end;
procedure SetTexCoordPointer(p: Pointer; n: Integer);
begin
{$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;
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 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;
// for going back to default scaling just pop matrix
if f = cDefaultZoomLevel then
begin
openglPopMatrix;
end
else
begin
openglPushMatrix; // save default scaling in matrix
openglLoadIdentity();
openglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
openglTranslatef(0, -cScreenHeight / 2, 0);
end;
cScaleFactor:= f;
updateViewLimits();
UpdateModelviewProjection;
end;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt); inline;
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawTextureFromRect(X, Y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawTextureFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
begin
DrawTextureFromRectDir(X, Y, r^.w, r^.h, r, SourceTexture, 1)
end;
procedure DrawTextureFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture); inline;
begin
DrawTextureFromRectDir(X, Y, W, H, r, SourceTexture, 1)
end;
procedure DrawTextureFromRectDir(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture; Dir: LongInt);
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);
if Dir < 0 then
begin
VertexBuffer[0].X:= X + rr.w/2;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= X - rr.w/2;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= X - rr.w/2;
VertexBuffer[2].Y:= rr.h + Y;
VertexBuffer[3].X:= X + rr.w/2;
VertexBuffer[3].Y:= rr.h + Y;
end
else
begin
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;
end;
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, High(VertexBuffer) - Low(VertexBuffer) + 1);
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture); inline;
begin
DrawTexture(X, Y, Texture, 1.0);
end;
procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
begin
openglPushMatrix;
openglTranslatef(X, Y, 0);
openglScalef(Scale, Scale, 1);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
SetVertexPointer(@Texture^.vb, Length(Texture^.vb));
SetTexCoordPointer(@Texture^.tb, Length(Texture^.vb));
{$IFDEF GL2}
UpdateModelviewProjection;
{$ENDIF}
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
openglPopMatrix;
end;
{ this contains tweaks in order to avoid land tile borders in blurry land mode }
procedure DrawTexture2(X, Y: LongInt; Texture: PTexture; Scale, Overlap: GLfloat);
var
TextureBuffer: array [0..3] of TVertex2f;
begin
openglPushMatrix;
openglTranslatef(X, Y, 0);
openglScalef(Scale, Scale, 1);
glBindTexture(GL_TEXTURE_2D, Texture^.id);
TextureBuffer[0].X:= Texture^.tb[0].X + Overlap;
TextureBuffer[0].Y:= Texture^.tb[0].Y + Overlap;
TextureBuffer[1].X:= Texture^.tb[1].X - Overlap;
TextureBuffer[1].Y:= Texture^.tb[1].Y + Overlap;
TextureBuffer[2].X:= Texture^.tb[2].X - Overlap;
TextureBuffer[2].Y:= Texture^.tb[2].Y - Overlap;
TextureBuffer[3].X:= Texture^.tb[3].X + Overlap;
TextureBuffer[3].Y:= Texture^.tb[3].Y - Overlap;
SetVertexPointer(@Texture^.vb, Length(Texture^.vb));
SetTexCoordPointer(@TextureBuffer, Length(Texture^.vb));
UpdateModelviewProjection;
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
openglPopMatrix;
end;
procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
begin
DrawTextureRotatedF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
end;
procedure DrawTextureRotatedF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
var ft, fb, fl, fr: GLfloat;
hw, hh, 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;
openglPushMatrix;
openglTranslatef(X, Y, 0);
if Dir = 0 then Dir:= 1;
if Angle <> 0 then
openglRotatef(Angle, 0, 0, Dir);
if (OffsetX <> 0) or (OffsetY <> 0) then
openglTranslatef(Dir*OffsetX, OffsetY, 0);
if Scale <> 1.0 then
openglScalef(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);
if Dir > 0 then
hw:= w div 2
else
hw:= -w div 2;
hh:= h div 2;
nx:= Texture^.w div w; // number of horizontal frames
ny:= Texture^.h div 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:= -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;
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;
SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer));
UpdateModelviewProjection;
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
openglPopMatrix;
end;
procedure DrawSpriteRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
begin
DrawTextureRotated(SpritesData[Sprite].Texture,
SpritesData[Sprite].Width,
SpritesData[Sprite].Height,
X, Y, Dir, Angle)
end;
procedure DrawSpriteRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
begin
openglPushMatrix;
openglTranslatef(X, Y, 0);
if Dir < 0 then
begin
openglRotatef(Angle, 0, 0, -1);
openglScalef(-1.0, 1.0, 1.0);
end
else
openglRotatef(Angle, 0, 0, 1);
DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
openglPopMatrix;
end;
procedure DrawTextureRotated(Texture: 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;
openglPushMatrix;
openglTranslatef(X, Y, 0);
if Dir < 0 then
begin
hw:= - hw;
openglRotatef(Angle, 0, 0, -1);
end
else
openglRotatef(Angle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, Texture^.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;
SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
SetTexCoordPointer(@Texture^.tb, Length(VertexBuffer));
UpdateModelviewProjection;
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
openglPopMatrix;
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;
DrawSprite(Sprite, X, Y, col, row);
end;
procedure DrawSprite(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;
DrawTextureFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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;
if (r.h < r.y) or (r.w < r.x) then
exit;
dec(r.h, r.y);
dec(r.w, r.x);
DrawTextureFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
end;
procedure DrawTextureCentered(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; color: LongWord); inline;
begin
DrawLine(X0, Y0, X1, Y1, Width, (color shr 24) and $FF, (color shr 16) and $FF, (color shr 8) and $FF, color and $FF)
end;
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
var VertexBuffer: array [0..1] of TVertex2f;
begin
glEnable(GL_LINE_SMOOTH);
EnableTexture(False);
openglPushMatrix;
openglTranslatef(WorldDx, WorldDy, 0);
glLineWidth(Width);
UpdateModelviewProjection;
Tint(r, g, b, a);
VertexBuffer[0].X:= X0;
VertexBuffer[0].Y:= Y0;
VertexBuffer[1].X:= X1;
VertexBuffer[1].Y:= Y1;
SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
untint;
openglPopMatrix;
EnableTexture(True);
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;
EnableTexture(False);
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;
SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
untint;
EnableTexture(True);
end;
procedure DrawCircle(X, Y, Radius, Width: LongInt; r, g, b, a: Byte);
begin
Tint(r, g, b, a);
DrawCircle(X, Y, Radius, Width);
untint;
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;
EnableTexture(False);
glEnable(GL_LINE_SMOOTH);
openglPushMatrix;
glLineWidth(Width);
SetVertexPointer(@CircleVertex[0], 60);
glDrawArrays(GL_LINE_LOOP, 0, 60);
openglPopMatrix;
EnableTexture(True);
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;
openglPushMatrix();
openglTranslatef(X, Y, 0);
openglRotatef(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;
SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer));
UpdateModelviewProjection;
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
openglPopMatrix;
end;
procedure DrawScreenWidget(widget: POnScreenWidget);
{$IFDEF USE_TOUCH_INTERFACE}
var alpha: byte = $FF;
begin
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, $FF, alpha);
DrawTexture(frame.x, frame.y, spritesData[sprite].Texture, buttonScale);
untint;
end;
end;
{$ELSE}
begin
widget:= widget; // avoid hint
{$ENDIF}
end;
procedure BeginWater;
begin
{$IFDEF GL2}
glUseProgram(shaderWater);
uCurrentMVPLocation:=uWaterMVPLocation;
UpdateModelviewProjection;
glDisableVertexAttribArray(aTexCoord);
glEnableVertexAttribArray(aColor);
{$ENDIF}
openglUseColorOnly(true);
end;
procedure EndWater;
begin
{$IFDEF GL2}
glUseProgram(shaderMain);
uCurrentMVPLocation:=uMainMVPLocation;
UpdateModelviewProjection;
glDisableVertexAttribArray(aColor);
glEnableVertexAttribArray(aTexCoord);
{$ENDIF}
openglUseColorOnly(false);
end;
procedure DrawWaterBody(pVertexBuffer: Pointer);
begin
UpdateModelviewProjection;
BeginWater;
if SuddenDeathDmg then
SetColorPointer(@SDWaterColorArray[0], 4)
else
SetColorPointer(@WaterColorArray[0], 4);
SetVertexPointer(pVertexBuffer, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
EndWater;
end;
procedure openglTint(r, g, b, a: Byte); inline;
{$IFDEF GL2}
const
scale:Real = 1.0/255.0;
{$ENDIF}
begin
{$IFDEF GL2}
glUniform4f(uMainTintLocation, r*scale, g*scale, b*scale, a*scale);
{$ELSE}
glColor4ub(r, g, b, a);
{$ENDIF}
end;
procedure Tint(r, g, b, a: Byte); inline;
var
nc, tw: Longword;
begin
nc:= (r shl 24) or (g shl 16) or (b shl 8) or a;
if nc = lastTint then
exit;
if GrayScale 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;
openglTint(r, g, b, a);
lastTint:= nc;
end;
procedure Tint(c: Longword); inline;
begin
if c = lastTint then exit;
Tint(((c shr 24) and $FF), ((c shr 16) and $FF), (c shr 8) and $FF, (c and $FF))
end;
procedure untint(); inline;
begin
if cWhiteColor = lastTint then exit;
openglTint($FF, $FF, $FF, $FF);
lastTint:= cWhiteColor;
end;
procedure setTintAdd(f: boolean); inline;
begin
if f then
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD)
else
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
end;
end.