4378
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{$INCLUDE "options.inc"}
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unit uRender;
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interface
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uses SDLh, uTypes, GLunit;
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procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
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procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
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procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
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procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
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procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat = 1.0);
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procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
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procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
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procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
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procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
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procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
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procedure DrawCentered(X, Top: LongInt; Source: PTexture);
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procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
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procedure DrawFillRect(r: TSDL_Rect);
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procedure DrawCircle(X, Y, Radius: LongInt; Width: Single; r, g, b, a: Byte);
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4385
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procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
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4378
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procedure Tint(r, g, b, a: Byte); inline;
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procedure Tint(c: Longword); inline;
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4385
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var
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HHTexture: PTexture;
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4378
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implementation
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uses uVariables;
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var
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lastTint: Longword;
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procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt);
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begin
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r.y:= r.y + Height * Position;
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r.h:= Height;
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DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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begin
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DrawFromRect(X, Y, r^.w, r^.h, r, SourceTexture)
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end;
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procedure DrawFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
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var rr: TSDL_Rect;
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_l, _r, _t, _b: real;
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VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
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begin
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if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then exit;
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// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > W) and ((abs(X + W / 2) - W / 2) > cScreenWidth / cScaleFactor) then
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exit;
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if (abs(Y) > H) and ((abs(Y + H / 2 - (0.5 * cScreenHeight)) - H / 2) > cScreenHeight / cScaleFactor) then
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exit;
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rr.x:= X;
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rr.y:= Y;
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rr.w:= W;
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rr.h:= H;
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_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
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_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
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_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
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_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
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glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
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VertexBuffer[0].X:= X;
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VertexBuffer[0].Y:= Y;
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VertexBuffer[1].X:= rr.w + X;
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VertexBuffer[1].Y:= Y;
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VertexBuffer[2].X:= rr.w + X;
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VertexBuffer[2].Y:= rr.h + Y;
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VertexBuffer[3].X:= X;
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VertexBuffer[3].Y:= rr.h + Y;
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TextureBuffer[0].X:= _l;
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TextureBuffer[0].Y:= _t;
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TextureBuffer[1].X:= _r;
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TextureBuffer[1].Y:= _t;
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TextureBuffer[2].X:= _r;
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TextureBuffer[2].Y:= _b;
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TextureBuffer[3].X:= _l;
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TextureBuffer[3].Y:= _b;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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end;
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procedure DrawTexture(X, Y: LongInt; Texture: PTexture; Scale: GLfloat);
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begin
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glPushMatrix;
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glTranslatef(X, Y, 0);
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glScalef(Scale, Scale, 1);
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glBindTexture(GL_TEXTURE_2D, Texture^.id);
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glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
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glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(Texture^.vb));
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glPopMatrix
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end;
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procedure DrawTextureF(Texture: PTexture; Scale: GLfloat; X, Y, Frame, Dir, w, h: LongInt);
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begin
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DrawRotatedTextureF(Texture, Scale, 0, 0, X, Y, Frame, Dir, w, h, 0)
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end;
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procedure DrawRotatedTextureF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
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var ft, fb, fl, fr: GLfloat;
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hw, nx, ny: LongInt;
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VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
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begin
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// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > W) and ((abs(X + dir * OffsetX) - W / 2) * cScaleFactor > cScreenWidth) then
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exit;
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if (abs(Y) > H) and ((abs(Y + OffsetY - (0.5 * cScreenHeight)) - W / 2) * cScaleFactor > cScreenHeight) then
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exit;
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir < 0 then
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glRotatef(Angle, 0, 0, -1)
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else
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glRotatef(Angle, 0, 0, 1);
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glTranslatef(Dir*OffsetX, OffsetY, 0);
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glScalef(Scale, Scale, 1);
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// Any reason for this call? And why only in t direction, not s?
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if Dir < 0 then
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hw:= w div -2
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else
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hw:= w div 2;
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nx:= round(Texture^.w / w); // number of horizontal frames
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ny:= round(Texture^.h / h); // number of vertical frames
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ft:= (Frame mod ny) * Texture^.ry / ny;
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fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
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fl:= (Frame div ny) * Texture^.rx / nx;
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fr:= ((Frame div ny) + 1) * Texture^.rx / nx;
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glBindTexture(GL_TEXTURE_2D, Texture^.id);
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VertexBuffer[0].X:= -hw;
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VertexBuffer[0].Y:= w / -2;
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VertexBuffer[1].X:= hw;
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VertexBuffer[1].Y:= w / -2;
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VertexBuffer[2].X:= hw;
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VertexBuffer[2].Y:= w / 2;
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VertexBuffer[3].X:= -hw;
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VertexBuffer[3].Y:= w / 2;
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TextureBuffer[0].X:= fl;
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TextureBuffer[0].Y:= ft;
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TextureBuffer[1].X:= fr;
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TextureBuffer[1].Y:= ft;
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TextureBuffer[2].X:= fr;
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TextureBuffer[2].Y:= fb;
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TextureBuffer[3].X:= fl;
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TextureBuffer[3].Y:= fb;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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glPopMatrix
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end;
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procedure DrawRotated(Sprite: TSprite; X, Y, Dir: LongInt; Angle: real);
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begin
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DrawRotatedTex(SpritesData[Sprite].Texture,
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SpritesData[Sprite].Width,
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SpritesData[Sprite].Height,
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X, Y, Dir, Angle)
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end;
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procedure DrawRotatedF(Sprite: TSprite; X, Y, Frame, Dir: LongInt; Angle: real);
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begin
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir < 0 then
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glRotatef(Angle, 0, 0, -1)
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else
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glRotatef(Angle, 0, 0, 1);
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if Dir < 0 then glScalef(-1.0, 1.0, 1.0);
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DrawSprite(Sprite, -SpritesData[Sprite].Width div 2, -SpritesData[Sprite].Height div 2, Frame);
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glPopMatrix
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end;
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procedure DrawRotatedTex(Tex: PTexture; hw, hh, X, Y, Dir: LongInt; Angle: real);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(X) > 2 * hw) and ((abs(X) - hw) > cScreenWidth / cScaleFactor) then
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exit;
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if (abs(Y) > 2 * hh) and ((abs(Y - 0.5 * cScreenHeight) - hh) > cScreenHeight / cScaleFactor) then
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exit;
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glPushMatrix;
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glTranslatef(X, Y, 0);
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if Dir < 0 then
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begin
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hw:= - hw;
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glRotatef(Angle, 0, 0, -1);
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end else
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glRotatef(Angle, 0, 0, 1);
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glBindTexture(GL_TEXTURE_2D, Tex^.id);
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VertexBuffer[0].X:= -hw;
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VertexBuffer[0].Y:= -hh;
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VertexBuffer[1].X:= hw;
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VertexBuffer[1].Y:= -hh;
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VertexBuffer[2].X:= hw;
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VertexBuffer[2].Y:= hh;
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VertexBuffer[3].X:= -hw;
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VertexBuffer[3].Y:= hh;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glTexCoordPointer(2, GL_FLOAT, 0, @Tex^.tb);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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glPopMatrix
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end;
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procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
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var row, col, numFramesFirstCol: LongInt;
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begin
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numFramesFirstCol:= SpritesData[Sprite].imageHeight div SpritesData[Sprite].Height;
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row:= Frame mod numFramesFirstCol;
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col:= Frame div numFramesFirstCol;
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DrawSprite2 (Sprite, X, Y, col, row);
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end;
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procedure DrawSpriteClipped(Sprite: TSprite; X, Y, TopY, RightX, BottomY, LeftX: LongInt);
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var r: TSDL_Rect;
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begin
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r.x:= 0;
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r.y:= 0;
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r.w:= SpritesData[Sprite].Width;
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r.h:= SpritesData[Sprite].Height;
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if (X < LeftX) then
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r.x:= LeftX - X;
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if (Y < TopY) then
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r.y:= TopY - Y;
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if (Y + SpritesData[Sprite].Height > BottomY) then
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r.h:= BottomY - Y + 1;
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if (X + SpritesData[Sprite].Width > RightX) then
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r.w:= RightX - X + 1;
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dec(r.h, r.y);
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dec(r.w, r.x);
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DrawFromRect(X + r.x, Y + r.y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
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var r: TSDL_Rect;
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begin
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r.x:= FrameX * SpritesData[Sprite].Width;
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r.w:= SpritesData[Sprite].Width;
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r.y:= FrameY * SpritesData[Sprite].Height;
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r.h:= SpritesData[Sprite].Height;
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DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture)
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end;
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procedure DrawCentered(X, Top: LongInt; Source: PTexture);
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var scale: GLfloat;
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begin
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if (Source^.w + 20) > cScreenWidth then
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scale:= cScreenWidth / (Source^.w + 20)
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else
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scale:= 1.0;
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DrawTexture(X - round(Source^.w * scale) div 2, Top, Source, scale)
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end;
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procedure DrawLine(X0, Y0, X1, Y1, Width: Single; r, g, b, a: Byte);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LINE_SMOOTH);
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glPushMatrix;
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glTranslatef(WorldDx, WorldDy, 0);
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glLineWidth(Width);
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Tint(r, g, b, a);
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VertexBuffer[0].X:= X0;
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VertexBuffer[0].Y:= Y0;
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VertexBuffer[1].X:= X1;
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VertexBuffer[1].Y:= Y1;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glDrawArrays(GL_LINES, 0, Length(VertexBuffer));
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Tint($FF, $FF, $FF, $FF);
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glPopMatrix;
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LINE_SMOOTH);
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end;
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procedure DrawFillRect(r: TSDL_Rect);
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var VertexBuffer: array [0..3] of TVertex2f;
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begin
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// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
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if (abs(r.x) > r.w) and ((abs(r.x + r.w / 2) - r.w / 2) * cScaleFactor > cScreenWidth) then
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exit;
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if (abs(r.y) > r.h) and ((abs(r.y + r.h / 2 - (0.5 * cScreenHeight)) - r.h / 2) * cScaleFactor > cScreenHeight) then
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exit;
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glDisable(GL_TEXTURE_2D);
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Tint($00, $00, $00, $80);
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VertexBuffer[0].X:= r.x;
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VertexBuffer[0].Y:= r.y;
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VertexBuffer[1].X:= r.x + r.w;
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VertexBuffer[1].Y:= r.y;
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VertexBuffer[2].X:= r.x + r.w;
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VertexBuffer[2].Y:= r.y + r.h;
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VertexBuffer[3].X:= r.x;
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VertexBuffer[3].Y:= r.y + r.h;
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glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
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Tint($FF, $FF, $FF, $FF);
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glEnable(GL_TEXTURE_2D)
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end;
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procedure DrawCircle(X, Y, Radius: LongInt; Width: Single; r, g, b, a: Byte);
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var
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i: LongInt;
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CircleVertex: array [0..359] of TVertex2f;
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begin
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for i := 0 to 359 do begin
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CircleVertex[i].X := X + Radius*cos(i*pi/180);
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CircleVertex[i].Y := Y + Radius*sin(i*pi/180);
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end;
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LINE_SMOOTH);
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glPushMatrix;
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glLineWidth(Width);
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Tint(r, g, b, a);
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glVertexPointer(2, GL_FLOAT, 0, @CircleVertex[0]);
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369 |
glDrawArrays(GL_LINE_LOOP, 0, 360);
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|
370 |
Tint($FF, $FF, $FF, $FF);
|
|
371 |
glPopMatrix;
|
|
372 |
glEnable(GL_TEXTURE_2D);
|
|
373 |
glDisable(GL_LINE_SMOOTH);
|
|
374 |
end;
|
|
375 |
|
|
376 |
|
4385
|
377 |
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
|
|
378 |
const VertexBuffer: array [0..3] of TVertex2f = (
|
|
379 |
(x: -16; y: -16),
|
|
380 |
(x: 16; y: -16),
|
|
381 |
(x: 16; y: 16),
|
|
382 |
(x: -16; y: 16));
|
|
383 |
var l, r, t, b: real;
|
|
384 |
TextureBuffer: array [0..3] of TVertex2f;
|
|
385 |
begin
|
|
386 |
// don't draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
|
|
387 |
if (abs(X) > 32) and ((abs(X) - 16) * cScaleFactor > cScreenWidth) then
|
|
388 |
exit;
|
|
389 |
if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
|
|
390 |
exit;
|
|
391 |
|
|
392 |
t:= Pos * 32 / HHTexture^.h;
|
|
393 |
b:= (Pos + 1) * 32 / HHTexture^.h;
|
|
394 |
|
|
395 |
if Dir = -1 then
|
|
396 |
begin
|
|
397 |
l:= (Step + 1) * 32 / HHTexture^.w;
|
|
398 |
r:= Step * 32 / HHTexture^.w
|
|
399 |
end else
|
|
400 |
begin
|
|
401 |
l:= Step * 32 / HHTexture^.w;
|
|
402 |
r:= (Step + 1) * 32 / HHTexture^.w
|
|
403 |
end;
|
|
404 |
|
|
405 |
|
|
406 |
glPushMatrix();
|
|
407 |
glTranslatef(X, Y, 0);
|
|
408 |
glRotatef(Angle, 0, 0, 1);
|
|
409 |
|
|
410 |
glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
|
|
411 |
|
|
412 |
TextureBuffer[0].X:= l;
|
|
413 |
TextureBuffer[0].Y:= t;
|
|
414 |
TextureBuffer[1].X:= r;
|
|
415 |
TextureBuffer[1].Y:= t;
|
|
416 |
TextureBuffer[2].X:= r;
|
|
417 |
TextureBuffer[2].Y:= b;
|
|
418 |
TextureBuffer[3].X:= l;
|
|
419 |
TextureBuffer[3].Y:= b;
|
|
420 |
|
|
421 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
|
|
422 |
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
|
|
423 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
|
|
424 |
|
|
425 |
glPopMatrix
|
|
426 |
end;
|
|
427 |
|
|
428 |
|
4378
|
429 |
procedure Tint(r, g, b, a: Byte); inline;
|
|
430 |
var nc: Longword;
|
|
431 |
begin
|
|
432 |
nc:= (a shl 24) or (b shl 16) or (g shl 8) or r;
|
|
433 |
if nc = lastTint then
|
|
434 |
exit;
|
|
435 |
glColor4ub(r, g, b, a);
|
|
436 |
lastTint:= nc;
|
|
437 |
end;
|
|
438 |
|
|
439 |
procedure Tint(c: Longword); inline;
|
|
440 |
begin
|
|
441 |
Tint(((c shr 16) and $FF), ((c shr 8) and $FF), (c and $FF), $FF);
|
|
442 |
end;
|
|
443 |
|
|
444 |
end.
|