hedgewars/uRender.pas
author Wuzzy <Wuzzy2@mail.ru>
Sat, 06 Jun 2020 15:40:51 +0200
changeset 15620 6e72bd61002e
parent 15384 c5934cdeecb6
child 15844 4ede5e84278a
permissions -rw-r--r--
Disable gfMoreWind for land objects on turn end only after a fixed-time delay 15s sounds much, but it's the average amount for gfMineStrike mines to settle naturally. And it would be very confusing to see falling mines suddenly not caring about gfMoreWind for no apparent reason. Note this whole thing is a giant hack anyway, to prevent a turn being blocked by infinitely bouncing mines. The better solution would be to help gfMoreWind-affected land objects settle naturally more reliably even under extreme wind. But this commit is "good enough" for now. If you don't like the delay, you can always tweak the constant.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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;

procedure initModule;
procedure freeModule;

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 DrawSpriteRotatedFReal(Sprite: TSprite; X, Y: Real; Frame, Dir: LongInt; Angle: real);
procedure DrawSpritePivotedF(Sprite: TSprite; X, Y, Frame, Dir, PivotX, PivotY: 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 DrawCircleFilled      (X, Y, Radius: 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 DrawLineWrapped       (X0, Y0, X1, Y1, Width: Single; goesLeft: boolean; Wraps: LongWord; color: LongWord); inline;
procedure DrawLineWrapped       (X0, Y0, X1, Y1, Width: Single; goesLeft: boolean; Wraps: LongWord; r, g, b, a: Byte);
procedure DrawLineOnScreen      (X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
procedure DrawRect              (rect: TSDL_Rect; r, g, b, a: Byte; Fill: boolean);
procedure DrawHedgehog          (X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
procedure DrawScreenWidget      (widget: POnScreenWidget);
procedure DrawWater             (Alpha: byte; OffsetY, OffsetX: LongInt);
procedure DrawWaves             (Dir, dX, dY, oX: LongInt; tnt: Byte);

procedure RenderClear           ();
{$IFDEF USE_S3D_RENDERING}
procedure RenderClear           (mode: TRenderMode);
{$ENDIF}
procedure RenderSetClearColor   (r, g, b, a: real);
procedure Tint                  (r, g, b, a: Byte);
procedure Tint                  (c: Longword); inline;
procedure untint(); inline;
procedure setTintAdd            (enable: boolean); inline;

// call this to finish the rendering of current frame
procedure FinishRender();

function isAreaOffscreen(X, Y, Width, Height: LongInt): boolean; inline;
function isCircleOffscreen(X, Y, RadiusSquared: 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 RendererSetup();
procedure RendererCleanup();

procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
procedure ResetDepth(rm: TRenderMode);

// TODO everything below this should not need a public interface

procedure EnableTexture(enable:Boolean);

procedure SetTexCoordPointer(p: Pointer;n: Integer); inline;
procedure SetVertexPointer(p: Pointer;n: Integer); inline;
procedure SetColorPointer(p: Pointer;n: Integer); inline;

procedure UpdateModelviewProjection(); inline;

procedure openglPushMatrix      (); inline;
procedure openglPopMatrix       (); inline;
procedure openglTranslatef      (X, Y, Z: GLfloat); inline;


implementation
uses {$IFNDEF PAS2C} StrUtils, {$ENDIF}uVariables, uUtils
     {$IFDEF GL2}, uMatrix, uConsole, uPhysFSLayer, uDebug{$ENDIF}, uConsts;

{$IFDEF USE_TOUCH_INTERFACE}
const
    FADE_ANIM_TIME = 500;
    MOVE_ANIM_TIME = 500;
{$ENDIF}

{$IFDEF GL2}
var
    shaderMain: GLuint;
    shaderWater: GLuint;
{$ENDIF}

var VertexBuffer : array [0 ..59] of TVertex2f;
    TextureBuffer: array [0 .. 7] of TVertex2f;
    LastTint: LongWord = 0;
{$IFNDEF GL2}
    LastColorPointer , LastTexCoordPointer , LastVertexPointer : Pointer;
{$ENDIF}

{$IFDEF USE_S3D_RENDERING}
    // texture/vertex buffers for left/right/default eye modes
    texLRDtb, texLvb, texRvb: array [0..3] of TVertex2f;
{$ENDIF}

procedure openglLoadIdentity    (); forward;
procedure openglTranslProjMatrix(X, Y, Z: GLFloat); forward;
procedure openglScalef          (ScaleX, ScaleY, ScaleZ: GLfloat); forward;
procedure openglRotatef         (RotX, RotY, RotZ: GLfloat; dir: LongInt); forward;
procedure openglTint            (r, g, b, a: Byte); forward;

{$IFDEF USE_S3D_RENDERING OR USE_VIDEO_RECORDING}
procedure CreateFramebuffer(var frame, depth, tex: GLuint); forward;
procedure DeleteFramebuffer(var frame, depth, tex: GLuint); forward;
{$ENDIF}

function isAreaOffscreen(X, Y, Width, Height: LongInt): boolean; inline;
begin
    isAreaOffscreen:= (isDxAreaOffscreen(X, Width) <> 0) or (isDyAreaOffscreen(Y, Height) <> 0);
end;

function isCircleOffscreen(X, Y, RadiusSquared: LongInt): boolean; inline;
var dRightX, dBottomY, dLeftX, dTopY: LongInt;
begin
    dRightX:= (X - ViewRightX);
    dBottomY:= (Y - ViewBottomY);
    dLeftX:= (ViewLeftX - X);
    dTopY:= (ViewTopY - Y);
    isCircleOffscreen:= 
        ((dRightX > 0) and (sqr(dRightX) > RadiusSquared)) or
        ((dBottomY > 0) and (sqr(dBottomY) > RadiusSquared)) or
        ((dLeftX > 0) and (sqr(dLeftX) > RadiusSquared)) or
        ((dTopY > 0) and (sqr(dTopY) > RadiusSquared))
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 RenderClear();
begin
    glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end;

{$IFDEF USE_S3D_RENDERING}
procedure RenderClear(mode: TRenderMode);
var frame: GLuint;
begin
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
        begin
        case mode of
            rmLeftEye:  frame:= frameL;
            rmRightEye: frame:= frameR;
            else
                frame:= defaultFrame;
        end;

        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame);

        RenderClear();
        end
    else
        begin
        // draw left eye in red channel only
        if mode = rmLeftEye then
            begin
            glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
            RenderClear();
            if cStereoMode = smGreenRed then
                glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
            else if cStereoMode = smBlueRed then
                glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
            else if cStereoMode = smCyanRed then
                glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
            else
                glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
            end
        else
            begin
            // draw right eye in selected channel(s) only
            if cStereoMode = smRedGreen then
                glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
            else if cStereoMode = smRedBlue then
                glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
            else if cStereoMode = smRedCyan then
                glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
            else
                glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
            end;
        end;
end;
{$ENDIF}

procedure RenderSetClearColor(r, g, b, a: real);
begin
    glClearColor(r, g, b, a);
end;

procedure FinishRender();
begin

{$IFDEF USE_S3D_RENDERING}
if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
    begin
    RenderClear(rmDefault);

    SetScale(cDefaultZoomLevel);


    // same for all
    SetTexCoordPointer(@texLRDtb, Length(texLRDtb));


    // draw left frame
    glBindTexture(GL_TEXTURE_2D, texl);
    SetVertexPointer(@texLvb, Length(texLvb));
    //UpdateModelviewProjection;
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(texLvb));

    // draw right frame
    glBindTexture(GL_TEXTURE_2D, texl);
    SetVertexPointer(@texRvb, Length(texRvb));
    //UpdateModelviewProjection;
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(texRvb));

    SetScale(zoom);
    end;
{$ENDIF}
end;

{$IFDEF GL2}
function CompileShader(shaderFile: string; shaderType: GLenum): GLuint;
var
    shader: GLuint;
    f: PFSFile;
    source, line: ansistring;
    sourceA: Pchar;
    lengthA: GLint;
    compileResult: GLint;
    logLength: GLint;
    log: PChar;
begin
    f:= pfsOpenRead(cPathz[ptShaders] + '/' + shaderFile);
    checkFails(f <> nil, 'Unable to load ' + shaderFile, true);

    source:='';
    while not pfsEof(f) do
    begin
        pfsReadLnA(f, line);
        source:= source + line + #10;
    end;

    pfsClose(f);

    WriteLnToConsole('Compiling shader: ' + cPathz[ptShaders] + '/' + shaderFile);

    sourceA:=PChar(source);
    lengthA:=Length(source);

    shader:=glCreateShader(shaderType);
    glShaderSource(shader, 1, @sourceA, @lengthA);
    glCompileShader(shader);
    glGetShaderiv(shader, GL_COMPILE_STATUS, @compileResult);
    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, @logLength);

    if logLength > 1 then
    begin
        log := GetMem(logLength);
        glGetShaderInfoLog(shader, logLength, nil, log);
        WriteLnToConsole('========== Compiler log  ==========');
        WriteLnToConsole(shortstring(log));
        WriteLnToConsole('===================================');
        FreeMem(log, logLength);
    end;

    if compileResult <> GL_TRUE then
    begin
        WriteLnToConsole('Shader compilation failed, halting');
        halt(HaltStartupError);
    end;

    CompileShader:= shader;
end;

function CompileProgram(shaderName: string): GLuint;
var
    program_: GLuint;
    vs, fs: GLuint;
    linkResult: GLint;
    logLength: GLint;
    log: PChar;
begin
    program_:= glCreateProgram();
    vs:= CompileShader(shaderName + '.vs', GL_VERTEX_SHADER);
    fs:= CompileShader(shaderName + '.fs', GL_FRAGMENT_SHADER);
    glAttachShader(program_, vs);
    glAttachShader(program_, fs);

    glBindAttribLocation(program_, aVertex, PChar('vertex'));
    glBindAttribLocation(program_, aTexCoord, PChar('texcoord'));
    glBindAttribLocation(program_, aColor, PChar('color'));

    glLinkProgram(program_);
    glDeleteShader(vs);
    glDeleteShader(fs);

    glGetProgramiv(program_, GL_LINK_STATUS, @linkResult);
    glGetProgramiv(program_, GL_INFO_LOG_LENGTH, @logLength);

    if logLength > 1 then
    begin
        log := GetMem(logLength);
        glGetProgramInfoLog(program_, logLength, nil, log);
        WriteLnToConsole('========== Compiler log  ==========');
        WriteLnToConsole(shortstring(log));
        WriteLnToConsole('===================================');
        FreeMem(log, logLength);
    end;

    if linkResult <> GL_TRUE then
    begin
        WriteLnToConsole('Linking program failed, halting');
        halt(HaltStartupError);
    end;

    CompileProgram:= program_;
end;
{$ENDIF}

function glLoadExtension(extension : shortstring) : boolean;
var logmsg: shortstring;
begin
    extension:= extension; // avoid hint
    glLoadExtension:= false;
    logmsg:= 'OpenGL - "' + extension + '" skipped';

{$IFNDEF IPHONEOS}
//TODO: pas2c does not handle
{$IFNDEF PAS2C}
// FreePascal doesnt come with OpenGL ES 1.1 Extension headers
{$IF GLunit <> gles11}

    glLoadExtension:= glext_LoadExtension(extension);

    if glLoadExtension then
        logmsg:= 'OpenGL - "' + extension + '" loaded'
    else
        logmsg:= 'OpenGL - "' + extension + '" failed to load';

{$ENDIF}
{$ENDIF}
{$ENDIF}
    AddFileLog(logmsg);
end;

{$IFDEF USE_S3D_RENDERING OR USE_VIDEO_RECORDING}
procedure CreateFramebuffer(var frame, depth, tex: GLuint);
begin
    glGenFramebuffersEXT(1, @frame);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frame);
    glGenRenderbuffersEXT(1, @depth);
    glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
    glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, cScreenWidth, cScreenHeight);
    glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
    glGenTextures(1, @tex);
    glBindTexture(GL_TEXTURE_2D, tex);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8,  cScreenWidth, cScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);
end;

procedure DeleteFramebuffer(var frame, depth, tex: GLuint);
begin
    glDeleteTextures(1, @tex);
    glDeleteRenderbuffersEXT(1, @depth);
    glDeleteFramebuffersEXT(1, @frame);
end;
{$ENDIF}

procedure RendererCleanup();
begin
{$IFNDEF PAS2C}
{$IFDEF USE_VIDEO_RECORDING}
    if defaultFrame <> 0 then
        DeleteFramebuffer(defaultFrame, depthv, texv);
{$ENDIF}
{$IFDEF USE_S3D_RENDERING}
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
        begin
        DeleteFramebuffer(framel, depthl, texl);
        DeleteFramebuffer(framer, depthr, texr);
        end
{$ENDIF}
{$ENDIF}
end;

procedure RendererSetup();
var AuxBufNum: LongInt = 0;
    tmpstr: ansistring;
    tmpint: LongInt;
    tmpn: LongInt;
begin
    // suppress hint/warning
    AuxBufNum:= AuxBufNum;

    // get the max (h and v) size for textures that the gpu can support
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, @MaxTextureSize);
    if MaxTextureSize <= 0 then
        begin
        MaxTextureSize:= 1024;
        AddFileLog('OpenGL Warning - driver didn''t provide any valid max texture size; assuming 1024');
        end
    else if (MaxTextureSize < 1024) and (MaxTextureSize >= 512) then
        begin
        cReducedQuality := cReducedQuality or rqNoBackground;
        AddFileLog('Texture size too small for backgrounds, disabling.');
        end;
    // everyone loves debugging
    // find out which gpu we are using (for extension compatibility maybe?)
    AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
    AddFileLog('  |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
    AddFileLog('  |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
    AddFileLog('  |----- Texture Size: ' + inttostr(MaxTextureSize));
{$IFDEF USE_VIDEO_RECORDING}
    glGetIntegerv(GL_AUX_BUFFERS, @AuxBufNum);
    AddFileLog('  |----- Number of auxiliary buffers: ' + inttostr(AuxBufNum));
{$ENDIF}
{$IFNDEF PAS2C}
    AddFileLog('  \----- Extensions: ');

    // fetch extentions and store them in string
    tmpstr := StrPas(PChar(glGetString(GL_EXTENSIONS)));
    tmpn := WordCount(tmpstr, [' ']);
    tmpint := 1;

    repeat
        begin
        // print up to 3 extentions per row
        // ExtractWord will return empty string if index out of range
        //AddFileLog(TrimRight(
        AddFileLog(Trim(
            ExtractWord(tmpint, tmpstr, [' ']) + ' ' +
            ExtractWord(tmpint+1, tmpstr, [' ']) + ' ' +
            ExtractWord(tmpint+2, tmpstr, [' '])
        ));
        tmpint := tmpint + 3;
        end;
    until (tmpint > tmpn);
{$ENDIF}
    AddFileLog('');

    defaultFrame:= 0;

{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
        begin
        if glLoadExtension('GL_EXT_framebuffer_object') then
            begin
            CreateFramebuffer(defaultFrame, depthv, texv);
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
            AddFileLog('Using framebuffer for video recording.');
            end
        else if AuxBufNum > 0 then
            begin
            glDrawBuffer(GL_AUX0);
            glReadBuffer(GL_AUX0);
            AddFileLog('Using auxiliary buffer for video recording.');
            end
        else
            begin
            glDrawBuffer(GL_BACK);
            glReadBuffer(GL_BACK);
            AddFileLog('Warning: off-screen rendering is not supported; using back buffer but it may not work.');
            end;
        end;
{$ENDIF}

{$IFDEF GL2}

{$IFNDEF PAS2C}
    if not Load_GL_VERSION_2_0 then
        begin
        WriteLnToConsole('Load_GL_VERSION_2_0 returned false!');
        halt(HaltStartupError);
        end;
{$ENDIF}

    shaderWater:= CompileProgram('water');
    glUseProgram(shaderWater);
    glUniform1i(glGetUniformLocation(shaderWater, pchar('tex0')), 0);
    uWaterMVPLocation:= glGetUniformLocation(shaderWater, pchar('mvp'));

    shaderMain:= CompileProgram('default');
    glUseProgram(shaderMain);
    glUniform1i(glGetUniformLocation(shaderMain, pchar('tex0')), 0);
    uMainMVPLocation:= glGetUniformLocation(shaderMain, pchar('mvp'));
    uMainTintLocation:= glGetUniformLocation(shaderMain, pchar('tint'));

    uCurrentMVPLocation:= uMainMVPLocation;

    Tint(255, 255, 255, 255);
    UpdateModelviewProjection;
{$ENDIF}

{$IFDEF USE_S3D_RENDERING}
    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
        begin
        // prepare left and right frame buffers and associated textures
        if glLoadExtension('GL_EXT_framebuffer_object') then
            begin
            CreateFramebuffer(framel, depthl, texl);
            CreateFramebuffer(framer, depthr, texr);




            // reset
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame)
            end
        else
            cStereoMode:= smNone;
        end;

    // set up vertex/texture buffers for frame textures
    texLRDtb[0].X:= 0.0;
    texLRDtb[0].Y:= 0.0;
    texLRDtb[1].X:= 1.0;
    texLRDtb[1].Y:= 0.0;
    texLRDtb[2].X:= 1.0;
    texLRDtb[2].Y:= 1.0;
    texLRDtb[3].X:= 0.0;
    texLRDtb[3].Y:= 1.0;

    if cStereoMode = smHorizontal then
        begin
        texLvb[0].X:= cScreenWidth / -2;
        texLvb[0].Y:= cScreenHeight;
        texLvb[1].X:= 0;
        texLvb[1].Y:= cScreenHeight;
        texLvb[2].X:= 0;
        texLvb[2].Y:= 0;
        texLvb[3].X:= cScreenWidth / -2;
        texLvb[3].Y:= 0;

        texRvb[0].X:= 0;
        texRvb[0].Y:= cScreenHeight;
        texRvb[1].X:= cScreenWidth / 2;
        texRvb[1].Y:= cScreenHeight;
        texRvb[2].X:= cScreenWidth / 2;
        texRvb[2].Y:= 0;
        texRvb[3].X:= 0;
        texRvb[3].Y:= 0;
        end
    else
        begin
        texLvb[0].X:= cScreenWidth / -2;
        texLvb[0].Y:= cScreenHeight / 2;
        texLvb[1].X:= cScreenWidth / 2;
        texLvb[1].Y:= cScreenHeight / 2;
        texLvb[2].X:= cScreenWidth / 2;
        texLvb[2].Y:= 0;
        texLvb[3].X:= cScreenWidth / -2;
        texLvb[3].Y:= 0;

        texRvb[0].X:= cScreenWidth / -2;
        texRvb[0].Y:= cScreenHeight;
        texRvb[1].X:= cScreenWidth / 2;
        texRvb[1].Y:= cScreenHeight;
        texRvb[2].X:= cScreenWidth / 2;
        texRvb[2].Y:= cScreenHeight / 2;
        texRvb[3].X:= cScreenWidth / -2;
        texRvb[3].Y:= cScreenHeight / 2;
        end;
{$ENDIF}

// set view port to whole window
glViewport(0, 0, cScreenWidth, cScreenHeight);

{$IFDEF GL2}
    uMatrix.initModule;
    hglMatrixMode(MATRIX_MODELVIEW);
    // prepare default translation/scaling
    hglLoadIdentity();
    hglScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    hglTranslatef(0, -cScreenHeight / 2, 0);

    EnableTexture(True);

    glEnableVertexAttribArray(aVertex);
    glEnableVertexAttribArray(aTexCoord);
    glGenBuffers(1, @vBuffer);
    glGenBuffers(1, @tBuffer);
    glGenBuffers(1, @cBuffer);
{$ELSE}
    glMatrixMode(GL_MODELVIEW);
    // prepare default translation/scaling
    glLoadIdentity();
    glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
    glTranslatef(0, -cScreenHeight / 2, 0);

    // disable/lower perspective correction (will not need it anyway)
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
    // disable dithering
    glDisable(GL_DITHER);
    // enable common states by default as they save a lot
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
{$ENDIF}

    // enable alpha blending
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    // disable/lower perspective correction (will not need it anyway)
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;
{ workaround for pascal bug https://bugs.freepascal.org/view.php?id=27222 }
var tmpdir: LongInt;
begin
tmpdir:=dir;
{$IFDEF GL2}
    hglRotatef(RotX, RotY, RotZ, tmpdir);
{$ELSE}
    glRotatef(RotX, RotY, RotZ, tmpdir);
{$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);
        LastTexCoordPointer:= nil;
        {$ENDIF}
        end
    else
        begin
        {$IFDEF GL2}
        glDisableVertexAttribArray(aColor);
        glEnableVertexAttribArray(aTexCoord);
        {$ELSE}
        glDisableClientState(GL_COLOR_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        LastColorPointer:= nil;
        {$ENDIF}
        end;
    EnableTexture(not b);
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); inline;
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}
    if p = LastTexCoordPointer then
        exit;
    n:= n;
    glTexCoordPointer(2, GL_FLOAT, 0, p);
    LastTexCoordPointer:= p;
{$ENDIF}
end;

procedure SetVertexPointer(p: Pointer; n: Integer); inline;
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}
    if p = LastVertexPointer then
        exit;
    n:= n;
    glVertexPointer(2, GL_FLOAT, 0, p);
    LastVertexPointer:= p;
{$ENDIF}
end;

procedure SetColorPointer(p: Pointer; n: Integer); inline;
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}
    if p = LastColorPointer then
        exit;
    n:= n;
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, p);
    LastColorPointer:= 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: LongInt;
begin
    // cScaleFactor is 2.0 on "no zoom"
    tmp:= round(0.5 + cScreenWidth / cScaleFactor);
    ViewRightX :=  tmp;
    ViewLeftX  := -tmp;
    tmp:= round(0.5 + cScreenHeight / cScaleFactor);
    ViewBottomY:=  tmp + cScreenHeight div 2;
    ViewTopY   := -tmp + cScreenHeight div 2;

    // visual debugging fun :D
    if cViewLimitsDebug then
        begin
        // some margin on each side
        tmp:= trunc(min(cScreenWidth, cScreenHeight) div 2 / cScaleFactor);
        ViewLeftX  := ViewLeftX   + trunc(tmp);
        ViewRightX := ViewRightX  - trunc(tmp);
        ViewBottomY:= ViewBottomY - trunc(tmp);
        ViewTopY   := ViewTopY    + trunc(tmp);
        end;

    ViewWidth := ViewRightX  - ViewLeftX + 1;
    ViewHeight:= ViewBottomY - ViewTopY  + 1;
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
        if cScaleFactor = cDefaultZoomLevel then
            begin
            openglPushMatrix; // save default scaling in matrix;
            end;
        openglLoadIdentity();
        openglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
        openglTranslatef(0, -cScreenHeight div 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 _l, _r, _t, _b: real;
    xw, yh: LongInt;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
    exit;

{if isDxAreaOffscreen(X, W) <> 0 then
    exit;
if isDyAreaOffscreen(Y, H) <> 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) * 2 > ViewWidth) then
    exit;
if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) * 2 > ViewHeight) then
    exit;

_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;

// if direction is mirrored, switch left and right
if Dir < 0 then
    begin
    _t:= _l;
    _l:= _r;
    _r:= _t;
    end;

_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;


xw:= X + W;
yh:= Y + H;

VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
VertexBuffer[1].X:= xw;
VertexBuffer[1].Y:= Y;
VertexBuffer[2].X:= xw;
VertexBuffer[2].Y:= yh;
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= yh;

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;


glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
SetVertexPointer(@VertexBuffer[0], 4);
SetTexCoordPointer(@TextureBuffer[0], 4);

glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

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);

if Scale <> 1.0 then
    openglScalef(Scale, Scale, 1);

glBindTexture(GL_TEXTURE_2D, Texture^.id);

SetVertexPointer(@Texture^.vb, Length(Texture^.vb));
SetTexCoordPointer(@Texture^.tb, Length(Texture^.vb));

UpdateModelviewProjection;

glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
openglPopMatrix;

UpdateModelviewProjection;
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, 4);
SetTexCoordPointer(@TextureBuffer, 4);

UpdateModelviewProjection;

glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
openglPopMatrix;

UpdateModelviewProjection;
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;
begin
// visibility check only under trivial conditions
if (Scale <= 1) then
    begin
    if Angle <> 0  then
        begin
        if (OffsetX = 0) and (OffsetY = 0) then
            begin
            // sized doubled because the sprite might occupy up to 1.4 * of it's
            // original size in each dimension, because it is rotated
            if isDxAreaOffscreen(X - w, 2 * w) <> 0 then
                exit;
            if isDYAreaOffscreen(Y - h, 2 * h) <> 0 then
                exit;
            end;
        end
    else
        begin
        if isDxAreaOffscreen(X + dir * trunc(OffsetX) - w div 2, w) <> 0 then
            exit;
        if isDYAreaOffscreen(Y + trunc(OffsetY) - h div 2, h) <> 0 then
            exit;
        end;
    end;

{
// 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) * 2 > ViewWidth) then
    exit;
if (abs(Y) > H) and ((abs(Y + OffsetY - (cScreenHeight / 2)) - W / 2) * 2 > ViewHeight) 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
if nx = 0 then nx:= 1; // one frame is minimum
ny:= Texture^.h div h; // number of vertical frames
if ny = 0 then ny:= 1;

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], 4);
SetTexCoordPointer(@TextureBuffer[0], 4);

UpdateModelviewProjection;

glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

openglPopMatrix;

UpdateModelviewProjection;

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

if Angle <> 0  then
    begin
    // Check the bounding circle
    if isCircleOffscreen(X, Y, (sqr(SpritesData[Sprite].Width) + sqr(SpritesData[Sprite].Height)) div 4) then
        exit;
    end
else
    begin
    if isDxAreaOffscreen(X - SpritesData[Sprite].Width div 2, SpritesData[Sprite].Width) <> 0 then
        exit;
    if isDYAreaOffscreen(Y - SpritesData[Sprite].Height div 2 , SpritesData[Sprite].Height) <> 0 then
        exit;
    end;


openglPushMatrix;
openglTranslatef(X, Y, 0);

// mirror
if Dir < 0 then
    openglScalef(-1.0, 1.0, 1.0);

// apply angle after (conditional) mirroring
if Angle <> 0  then
    openglRotatef(Angle, 0, 0, 1);

UpdateModelviewProjection;

DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

openglPopMatrix;

UpdateModelviewProjection;

end;

procedure DrawSpriteRotatedFReal(Sprite: TSprite; X, Y: Real; Frame, Dir: LongInt; Angle: real);
begin

    if Angle <> 0  then
    begin
        // Check the bounding circle
        if isCircleOffscreen(round(X), round(Y), (sqr(SpritesData[Sprite].Width) + sqr(SpritesData[Sprite].Height)) div 4) then
            exit;
    end
    else
    begin
        if isDxAreaOffscreen(round(X) - SpritesData[Sprite].Width div 2, SpritesData[Sprite].Width) <> 0 then
            exit;
        if isDYAreaOffscreen(round(Y) - SpritesData[Sprite].Height div 2 , SpritesData[Sprite].Height) <> 0 then
            exit;
    end;


    openglPushMatrix;
    openglTranslatef(X, Y, 0);

// mirror
    if Dir < 0 then
        openglScalef(-1.0, 1.0, 1.0);

// apply angle after (conditional) mirroring
    if Angle <> 0  then
        openglRotatef(Angle, 0, 0, 1);

    UpdateModelviewProjection;

    DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

    openglPopMatrix;

    UpdateModelviewProjection;

end;

procedure DrawSpritePivotedF(Sprite: TSprite; X, Y, Frame, Dir, PivotX, PivotY: LongInt; Angle: real);
begin
if Angle <> 0  then
    begin
    // Check the bounding circle 
    // Assuming the pivot point is inside the sprite's rectangle, the farthest possible point is 3/2 of its diagonal away from the center
    if isCircleOffscreen(X, Y, 9 * (sqr(SpritesData[Sprite].Width) + sqr(SpritesData[Sprite].Height)) div 4) then
        exit;
    end
else
    begin
    if isDxAreaOffscreen(X - SpritesData[Sprite].Width div 2, SpritesData[Sprite].Width) <> 0 then
        exit;
    if isDYAreaOffscreen(Y - SpritesData[Sprite].Height div 2 , SpritesData[Sprite].Height) <> 0 then
        exit;
    end;

openglPushMatrix;
openglTranslatef(X, Y, 0);

// mirror
if Dir < 0 then
    openglScalef(-1.0, 1.0, 1.0);

// apply rotation around the pivot after (conditional) mirroring
if Angle <> 0  then
    begin
    openglTranslatef(PivotX, PivotY, 0);
    openglRotatef(Angle, 0, 0, 1);
    openglTranslatef(-PivotX, -PivotY, 0);
    end;

UpdateModelviewProjection;

DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);

openglPopMatrix;

UpdateModelviewProjection;
end;

procedure DrawTextureRotated(Texture: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
begin

if isDxAreaOffscreen(X, 2 * hw) <> 0 then
    exit;
if isDyAreaOffscreen(Y, 2 * hh) <> 0 then
    exit;

// 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], 4);
SetTexCoordPointer(@Texture^.tb, 4);

UpdateModelviewProjection;

glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

openglPopMatrix;

UpdateModelviewProjection;
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;
    left : LongInt;
begin
    // scale down if larger than screen
    if (Source^.w + 20) > cScreenWidth then
        begin
        scale:= cScreenWidth / (Source^.w + 20);
        DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale);
        end
    else
        begin
        left:= X - Source^.w div 2;
        if (not isAreaOffscreen(left, Top, Source^.w, Source^.h)) then
            DrawTexture(left, Top, Source);
        end;
end;

// Same as below, but with color as LongWord
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;

// Draw line between 2 points
// X0, Y0: Start point
// X0, Y1: End point
// Width: Visual line width
// r, g, b, a: Color
procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
begin
    openglPushMatrix();
    openglTranslatef(WorldDx, WorldDy, 0);

    UpdateModelviewProjection;

    DrawLineOnScreen(X0, Y0, X1, Y1, Width, r, g, b, a);

    openglPopMatrix();

    UpdateModelviewProjection;
end;

// Same as below, but with color as a longword
procedure DrawLineWrapped(X0, Y0, X1, Y1, Width: Single; goesLeft: boolean; Wraps: LongWord; color: LongWord); inline;
begin
DrawLineWrapped(X0, Y0, X1, Y1, Width, goesLeft, Wraps, (color shr 24) and $FF, (color shr 16) and $FF, (color shr 8) and $FF, color and $FF);
end;

// Draw a line between 2 points, but it wraps around the
// world edge for a given number of times.
// goesLeft: true if the line direction from the start point is left
// Wraps: Number of times the line intersects the wrapping world edge
// r, g, b, a: color
procedure DrawLineWrapped(X0, Y0, X1, Y1, Width: Single; goesLeft: boolean; Wraps: LongWord; r, g, b, a: Byte);
var w: LongWord;
    startX, startY, endX, endY: Single;
    // total X and Y distance the line travels if you would unwrap it
    // with this we know the slope of the line.
    totalX, totalY: Single;
    // x variable for the line formula
    x: Single;
begin
    openglPushMatrix();
    openglTranslatef(WorldDx, WorldDy, 0);

    UpdateModelviewProjection;

    startX:= X0;
    startY:= Y0;
    if (Wraps = 0) then
        begin
        // Wraps=0 is trivial: Just draw one direct connection
        endX:= X1;
        endY:= Y1;
        DrawLineOnScreen(startX, startY, endX, endY, Width, r, g, b, a);
        end
    else
        begin
        // A wrapping line is drawn using multiple line segments
        // which stop at the left and right border. We
        // calculate the points at which the line intersects with the border.
        // Then we draws all line segments.

        // Calculate position of first wrap point
        if goesLeft then
            begin
            endX:= LeftX;
            totalX:= (RightX - X1) + (X0 - LeftX);
            x:= X0 - LeftX;
            end
        else
            begin
            endX:= RightX;
            totalX:= (RightX - X0) + (X1 - LeftX);
            x:= RightX - X0;
            end;
        if (Wraps >= 2) then
            totalX:= totalX + ((RightX - LeftX) * (Wraps-1));
        totalY:= Y1 - Y0;
        // Calculate Y of first wrap point using the line formula
        endY:= Y0 + (totalY / totalX) * x;
        // Draw line segment between starting point and first wrap point
        DrawLineOnScreen(startX, startY, endX, endY, Width, r, g, b, a);

        // Calculate and draw all remaining line segments
        for w:=1 to Wraps do
            begin
            startY:= endY;
            if goesLeft then
                begin
                startX:= RightX;
                if w < Wraps then
                    endX:= LeftX
                else
                    endX:= X1;
                end
            else
                begin
                startX:= LeftX;
                if w < Wraps then
                    endX:= RightX
                else
                    endX:= X1;
                end;
            if w < Wraps then
                begin
                x:= x + (RightX - LeftX);
                endY:= Y0 + (totalY / totalX) * x;
                end
            else
                endY:= Y1;

            DrawLineOnScreen(startX, startY, endX, endY, Width, r, g, b, a);
            end;

        end;

    openglPopMatrix();

    UpdateModelviewProjection;
end;

procedure DrawLineOnScreen(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
begin
    glEnable(GL_LINE_SMOOTH);

    EnableTexture(False);

    glLineWidth(Width);

    Tint(r, g, b, a);
    VertexBuffer[0].X:= X0;
    VertexBuffer[0].Y:= Y0;
    VertexBuffer[1].X:= X1;
    VertexBuffer[1].Y:= Y1;

    SetVertexPointer(@VertexBuffer[0], 2);
    glDrawArrays(GL_LINES, 0, 2);
    untint();

    EnableTexture(True);

    glDisable(GL_LINE_SMOOTH);
end;

procedure DrawRect(rect: TSDL_Rect; r, g, b, a: Byte; Fill: boolean);
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
if (abs(rect.x) > rect.w) and ((abs(rect.x + rect.w / 2) - rect.w / 2) * 2 > ViewWidth) then
    exit;
if (abs(rect.y) > rect.h) and ((abs(rect.y + rect.h / 2 - (cScreenHeight / 2)) - rect.h / 2) * 2 > ViewHeight) then
    exit;

EnableTexture(False);
Tint(r, g, b, a);

with rect do
begin
    VertexBuffer[0].X:= x;
    VertexBuffer[0].Y:= y;
    VertexBuffer[1].X:= x + w;
    VertexBuffer[1].Y:= y;
    VertexBuffer[2].X:= x + w;
    VertexBuffer[2].Y:= y + h;
    VertexBuffer[3].X:= x;
    VertexBuffer[3].Y:= y + h;
end;

SetVertexPointer(@VertexBuffer[0], 4);
if Fill then
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4)
else
    begin
    glLineWidth(1);
    glDrawArrays(GL_LINE_LOOP, 0, 4);
    end;

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;
begin
    i:= Radius + Width;
    if isDxAreaOffscreen(X - i, 2 * i) <> 0 then
        exit;
    if isDyAreaOffscreen(Y - i, 2 * i) <> 0 then
        exit;

    for i := 0 to 59 do begin
        VertexBuffer[i].X := X + Radius*cos(i*pi/30);
        VertexBuffer[i].Y := Y + Radius*sin(i*pi/30);
    end;

    EnableTexture(False);
    glEnable(GL_LINE_SMOOTH);
    //openglPushMatrix;
    glLineWidth(Width);
    SetVertexPointer(@VertexBuffer[0], 60);
    glDrawArrays(GL_LINE_LOOP, 0, 60);
    //openglPopMatrix;
    EnableTexture(True);
    glDisable(GL_LINE_SMOOTH);
end;

procedure DrawCircleFilled(X, Y, Radius: LongInt; r, g, b, a: Byte);
var
    i: LongInt;
begin
    VertexBuffer[0].X := X;
    VertexBuffer[0].Y := Y;

    for i := 1 to 19 do begin
        VertexBuffer[i].X := X + Radius*cos(i*pi/9);
        VertexBuffer[i].Y := Y + Radius*sin(i*pi/9);
    end;

    EnableTexture(False);
    Tint(r, g, b, a);
    SetVertexPointer(@VertexBuffer[0], 20);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 20);
    Untint();
    EnableTexture(True);
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;
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) * 2 > ViewWidth) then
        exit;
    if (abs(Y) > 32) and ((abs(Y - cScreenHeight / 2) - 16) * 2 > ViewHeight) 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], 4);
    SetTexCoordPointer(@TextureBuffer[0], 4);

    UpdateModelviewProjection;

    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    openglPopMatrix;

    UpdateModelviewProjection;
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
{$IFDEF GL2}
    glUseProgram(shaderWater);
    uCurrentMVPLocation:=uWaterMVPLocation;
    UpdateModelviewProjection;
{$ENDIF}

    openglUseColorOnly(true);
end;

procedure EndWater;
begin
{$IFDEF GL2}
    glUseProgram(shaderMain);
    uCurrentMVPLocation:=uMainMVPLocation;
    UpdateModelviewProjection;
{$ENDIF}

    openglUseColorOnly(false);
end;

procedure PrepareVbForWater(
    WithWalls: Boolean;
    InTopY, OutTopY, InLeftX, OutLeftX, InRightX, OutRightX, BottomY: LongInt;
    out first, count: LongInt);

var firsti, afteri, lol: LongInt;
begin

    // We will draw both bottom water and the water walls with a single call,
    // by rendering a GL_TRIANGLE_STRIP of eight points.
    //
    // GL_TRIANGLE_STRIP works like this: "always create triangle between
    // newest point and the two points that were specified before it."
    //
    // To get the result we want we will order the points like this:
    //                                                                     ^ -Y
    //                                                                     |
    //       0-------1         7-------6   <--------------------- OutTopY -|
    //       |      /|         |     _/|                                   |
    //       |     / |         |    /  |                                   |
    //       |    /  |         |  _/   |                                   |
    //       |   /   |         | /     |                                   |
    //       |  /  _.3---------5{      |   <--------------------- InTopY --|
    //       | / _/   `---.___   `--._ |                                   |
    //       |/_/             `---.___\|                                   |
    //       2-------------------------4   <--------------------- BottomY -|
    //                                                                     |
    //       ^       ^         ^       ^                                   V +Y
    //       |       |         |       |
    //       |       |         |       |
    //       |       |         |       |
    //       |       |         |       |
    //       |       |         |       |
    //       |       |         |       |
    //       |       |         |       |
    //  OutLeftX  InLeftX  InRightX  OutRightX
    //       |       |         |       |
    // <---------------------------------------->
    //     -X                              +X
    //

firsti:= -1;
afteri:=  0;

if InTopY < 0 then
    InTopY:= 0;

if not WithWalls then
    begin
    // if no walls are needed, then bottom water surface spans full length
    InLeftX := OutLeftX;
    InRightX:= OutRightX;
    end
else
    begin

    // animate water walls raise animation at start of game
    if GameTicks < 2000 then
        lol:= 2000 - GameTicks
    else
        lol:= 0;

    if InLeftX > ViewLeftX then
        begin
        VertexBuffer[0].X:= OutLeftX - lol;
        VertexBuffer[0].Y:= OutTopY;
        VertexBuffer[1].X:= InLeftX - lol;
        VertexBuffer[1].Y:= OutTopY;
        // shares vertices 2 and 3 with bottom water
        firsti:= 0;
        afteri:= 4;
        end;

    if InRightX < ViewRightX then
        begin
        VertexBuffer[6].X:= OutRightX + lol;
        VertexBuffer[6].Y:= OutTopY;
        VertexBuffer[7].X:= InRightX + lol;
        VertexBuffer[7].Y:= OutTopY;
        // shares vertices 4 and 5 with bottom water
        if firsti < 0 then
            firsti:= 4;
        afteri:= 8;
        end;
    end;

if InTopY < ViewBottomY then
    begin
    // shares vertices 2-5 with water walls

    // starts at vertex 2
    if (firsti < 0) or (firsti > 2) then
        firsti:= 2;
    // ends at vertex 5
    if afteri < 6 then
        afteri:= 6;
    end;

if firsti < 0 then
    begin
    // nothing to draw at all!
    first:= -1;
    count:= 0;
    exit;
    end;

if firsti < 4 then
    begin
    VertexBuffer[2].X:= OutLeftX;
    VertexBuffer[2].Y:= BottomY;
    VertexBuffer[3].X:= InLeftX;
    VertexBuffer[3].Y:= InTopY;
    end;

if afteri > 4 then
    begin
    VertexBuffer[4].X:= OutRightX;
    VertexBuffer[4].Y:= BottomY;
    VertexBuffer[5].X:= InRightX;
    VertexBuffer[5].Y:= InTopY;
    end;

// first index to draw in vertex buffer
first:= firsti;
// number of points to draw
count:= afteri - firsti;

end;

procedure DrawWater(Alpha: byte; OffsetY, OffsetX: LongInt);
var first, count: LongInt;
begin

if (WorldEdge <> weSea) then
    PrepareVbForWater(false,
        OffsetY + WorldDy + cWaterLine, 0,
        0, ViewLeftX,
        0, ViewRightX,
        ViewBottomY,
        first, count)
else
    PrepareVbForWater(true,
        OffsetY + WorldDy + cWaterLine, ViewTopY,
        leftX  + WorldDx - OffsetX, ViewLeftX,
        rightX + WorldDx + OffsetX, ViewRightX,
        ViewBottomY,
        first, count);

// quit if there's nothing to draw (nothing in view)
if count < 1 then
    exit;

// drawing time

UpdateModelviewProjection;

BeginWater;

if SuddenDeathDmg then
    begin // only set alpha if it differs from what we want
    if SDWaterColorArray[0].a <> Alpha then
        begin
        SDWaterColorArray[0].a := Alpha;
        SDWaterColorArray[1].a := Alpha;
        SDWaterColorArray[2].a := Alpha;
        SDWaterColorArray[3].a := Alpha;
        SDWaterColorArray[4].a := Alpha;
        SDWaterColorArray[5].a := Alpha;
        SDWaterColorArray[6].a := Alpha;
        SDWaterColorArray[7].a := Alpha;
        end;
    SetColorPointer(@SDWaterColorArray[0], 8);
    end
else
    begin
    if WaterColorArray[0].a <> Alpha then
        begin
        WaterColorArray[0].a := Alpha;
        WaterColorArray[1].a := Alpha;
        WaterColorArray[2].a := Alpha;
        WaterColorArray[3].a := Alpha;
        WaterColorArray[4].a := Alpha;
        WaterColorArray[5].a := Alpha;
        WaterColorArray[6].a := Alpha;
        WaterColorArray[7].a := Alpha;
        end;
    SetColorPointer(@WaterColorArray[0], 8);
    end;

SetVertexPointer(@VertexBuffer[0], 8);

glDrawArrays(GL_TRIANGLE_STRIP, first, count);

EndWater;

{$IFNDEF GL2}
// must not be Tint() as color array seems to stay active and color reset is required
glColor4ub($FF, $FF, $FF, $FF);
{$ENDIF}
end;

procedure DrawWaves(Dir, dX, dY, oX: LongInt; tnt: Byte);
var first, count, topy, lx, rx, spriteHeight, spriteWidth, waterSpeed: LongInt;
    waterFrames, waterFrameTicks, frame : LongWord;
    lw, nWaves, shift, realHeight: GLfloat;
    sprite: TSprite;
begin
// note: spriteHeight is the Height of the wave sprite while
//       cWaveHeight describes how many pixels of it will be above waterline

if SuddenDeathDmg then
    begin
    sprite:= sprSDWater;
    waterFrames:= watSDFrames;
    waterFrameTicks:= watSDFrameTicks;
    waterSpeed:= watSDMove;
    end
else
    begin
    sprite:= sprWater;
    waterFrames:= watFrames;
    waterFrameTicks:= watFrameTicks;
    waterSpeed:= watMove;
    end;
 
spriteHeight:= SpritesData[sprite].Height;
realHeight:= SpritesData[sprite].Texture^.ry / waterFrames;

// shift parameters by wave height
// ( ox and dy are used to create different horizontal and vertical offsets
//   between wave layers )
dY:= -cWaveHeight + dy;
ox:= -cWaveHeight + ox;

lx:= leftX  + WorldDx - ox;
rx:= rightX + WorldDx + ox;

topy:= cWaterLine + WorldDy + dY;


if (WorldEdge <> weSea) then
    PrepareVbForWater(false,
        topy, 0,
        0, ViewLeftX,
        0, ViewRightX,
        topy + spriteHeight,
        first, count)
else
    PrepareVbForWater(true,
        topy, ViewTopY,
        lx, lx - spriteHeight,
        rx, rx + spriteHeight,
        topy + spriteHeight,
        first, count);

// quit if there's nothing to draw (nothing in view)
if count < 1 then
    exit;

if SuddenDeathDmg then
    Tint(LongInt(tnt) * SDWaterColorArray[1].r div 255 + 255 - tnt,
         LongInt(tnt) * SDWaterColorArray[1].g div 255 + 255 - tnt,
         LongInt(tnt) * SDWaterColorArray[1].b div 255 + 255 - tnt,
         255
    )
else
    Tint(LongInt(tnt) * WaterColorArray[1].r div 255 + 255 - tnt,
         LongInt(tnt) * WaterColorArray[1].g div 255 + 255 - tnt,
         LongInt(tnt) * WaterColorArray[1].b div 255 + 255 - tnt,
         255
    );

if WorldEdge = weSea then
    begin
    lw:= playWidth;
    dX:= ox;
    end
else
    begin
    lw:= ViewWidth;
    dx:= dx - WorldDx;
    end;

spriteWidth:= SpritesData[sprite].Width;
nWaves:= lw / spriteWidth;
    shift:= - nWaves / 2;

if waterFrames > 1 then
	frame:= RealTicks div waterFrameTicks mod waterFrames
else
	frame:= 0;

TextureBuffer[3].X:= shift + ((LongInt((RealTicks * waterSpeed div 100) shr 6) * Dir + dX) mod spriteWidth) / (spriteWidth - 1);
TextureBuffer[3].Y:= frame * realHeight;
TextureBuffer[5].X:= TextureBuffer[3].X + nWaves;
TextureBuffer[5].Y:= frame * realHeight;
TextureBuffer[4].X:= TextureBuffer[5].X;
TextureBuffer[4].Y:= (frame+1) * realHeight;
TextureBuffer[2].X:= TextureBuffer[3].X;
TextureBuffer[2].Y:= (frame+1) * realHeight;

if (WorldEdge = weSea) then
    begin
    nWaves:= (topy - ViewTopY) / spriteWidth;

    // left side
    TextureBuffer[1].X:= TextureBuffer[3].X - nWaves;
    TextureBuffer[1].Y:= frame * realHeight;
    TextureBuffer[0].X:= TextureBuffer[1].X;
    TextureBuffer[0].Y:= (frame+1) * realHeight;

    // right side
    TextureBuffer[7].X:= TextureBuffer[5].X + nWaves;
    TextureBuffer[7].Y:= frame * realHeight;
    TextureBuffer[6].X:= TextureBuffer[7].X;
    TextureBuffer[6].Y:= (frame+1) * realHeight;
    end;

glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);

SetVertexPointer(@VertexBuffer[0], 8);
SetTexCoordPointer(@TextureBuffer[0], 8);

glDrawArrays(GL_TRIANGLE_STRIP, first, count);

untint;

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);
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(enable: boolean); inline;
begin
    {$IFDEF GL2}
        if enable then
            glUniform1i(glGetUniformLocation(shaderMain, pchar('tintAdd')), 1)
        else
            glUniform1i(glGetUniformLocation(shaderMain, pchar('tintAdd')), 0);
    {$ELSE}
    if enable then
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD)
    else
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    {$ENDIF}
end;

procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
var tmp: LongInt;
begin
{$IFNDEF USE_S3D_RENDERING}
    rm:= rm; d:= d; tmp:= tmp; // avoid hint
{$ELSE}
    d:= d / 5;
    if rm = rmDefault then
        exit
    else if rm = rmLeftEye then
        d:= -d;
    cStereoDepth:= cStereoDepth + d;
    openglTranslProjMatrix(d, 0, 0);
    tmp:= round(d / cScaleFactor * cScreenWidth);
    ViewLeftX := ViewLeftX  - tmp;
    ViewRightX:= ViewRightX - tmp;
{$ENDIF}
end;

procedure ResetDepth(rm: TRenderMode);
var tmp: LongInt;
begin
{$IFNDEF USE_S3D_RENDERING}
    rm:= rm; tmp:= tmp; // avoid hint
{$ELSE}
    if rm = rmDefault then
        exit;
    openglTranslProjMatrix(-cStereoDepth, 0, 0);
    tmp:= round(cStereoDepth / cScaleFactor * cScreenWidth);
    ViewLeftX := ViewLeftX  + tmp;
    ViewRightX:= ViewRightX + tmp;
    cStereoDepth:= 0;
{$ENDIF}
end;


procedure initModule;
begin
    LastTint:= cWhiteColor + 1;
{$IFNDEF GL2}
    LastColorPointer    := nil;
    LastTexCoordPointer := nil;
    LastVertexPointer   := nil;
{$ENDIF}
end;

procedure freeModule;
begin
    if cOnlyStats then exit;
{$IFDEF GL2}
    glDeleteProgram(shaderMain);
    glDeleteProgram(shaderWater);
    glDeleteBuffers(1, @vBuffer);
    glDeleteBuffers(1, @tBuffer);
    glDeleteBuffers(1, @cBuffer);
{$ENDIF}
end;
end.