(* Copyright (C) Doom 2D: Forever Developers * * 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 3 of the License ONLY. * * 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, see . *) {$INCLUDE ../../../shared/a_modes.inc} unit r_draw; interface uses g_animations, r_textures ; procedure r_Draw_Texture (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); procedure r_Draw_TextureRepeat (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); procedure r_Draw_TextureRepeatRotate (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean; rx, ry, angle: Integer); procedure r_Draw_MultiTextureRepeat (m: TGLMultiTexture; const anim: TAnimState; backanim: Boolean; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); procedure r_Draw_MultiTextureRepeatRotate (m: TGLMultiTexture; const anim: TAnimState; backanim: Boolean; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean; rx, ry, angle: Integer); procedure r_Draw_Filter (l, t, r, b: Integer; rr, gg, bb, aa: Byte); procedure r_Draw_Rect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); procedure r_Draw_FillRect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); procedure r_Draw_InvertRect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); procedure r_Draw_Text (const text: AnsiString; x, y: Integer; r, g, b, a: Byte; f: TGLFont); procedure r_Draw_GetTextSize (const text: AnsiString; f: TGLFont; out w, h: Integer); procedure r_Draw_Setup (w, h: Integer); procedure r_Draw_SetRect (l, t, r, b: Integer); procedure r_Draw_GetRect (out l, t, r, b: Integer); implementation uses {$IFDEF USE_GLES1} GLES11, {$ELSE} GL, GLEXT, {$ENDIF} SysUtils, Classes, Math, e_log, utils ; const NTR = $FF; NTG = $00; NTB = $00; NTA = $FF; var sl, st, sr, sb: Integer; ScreenWidth, ScreenHeight: Integer; procedure r_Draw_Setup (w, h: Integer); begin ASSERT(w >= 0); ASSERT(h >= 0); ScreenWidth := w; ScreenHeight := h; glScissor(0, 0, w, h); glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity; glOrtho(0, w, h, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glEnable(GL_SCISSOR_TEST); r_Draw_SetRect(0, 0, w - 1, h - 1); end; procedure DrawQuad (x, y, w, h: Integer); begin glBegin(GL_QUADS); glVertex2i(x + w, y); glVertex2i(x, y); glVertex2i(x, y + h); glVertex2i(x + w, y + h); glEnd(); end; procedure DrawTile (tile: TGLAtlasNode; x, y, w, h: Integer; flip: Boolean; rr, gg, bb, aa: Byte; blend: Boolean); var nw, nh, ax, bx, ay, by: GLfloat; l, t, r, b: Integer; begin if tile = nil then begin glColor4ub(rr, gg, bb, aa); if blend then glBlendFunc(GL_SRC_ALPHA, GL_ONE) else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); DrawQuad(x, y, w, h); end else begin nw := tile.base.w; nh := tile.base.h; ax := IfThen(flip, tile.l, tile.r + 1) / nw; bx := IfThen(flip, tile.r + 1, tile.l) / nh; ay := (tile.t) / nw; by := (tile.b + 1) / nh; l := x; t := y; r := x + w; b := y + h; glBindTexture(GL_TEXTURE_2D, tile.id); glColor4ub(rr, gg, bb, aa); if blend then glBlendFunc(GL_SRC_ALPHA, GL_ONE) else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBegin(GL_QUADS); glTexCoord2f(ax, ay); glVertex2i(r, t); glTexCoord2f(bx, ay); glVertex2i(l, t); glTexCoord2f(bx, by); glVertex2i(l, b); glTexCoord2f(ax, by); glVertex2i(r, b); glEnd(); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); end end; procedure DrawHWTexture (gltex: GLint; nw, nh, x, y, w, h: Integer; flip: Boolean; rr, gg, bb, aa: Byte; blend: Boolean); var ax, bx, ay, by: GLfloat; l, t, r, b: Integer; begin ax := IfThen(flip, 0, w) / nw; bx := IfThen(flip, w, 0) / nh; ay := 0 / nw; by := h / nh; l := x; t := y; r := x + w; b := y + h; glBindTexture(GL_TEXTURE_2D, gltex); glColor4ub(rr, gg, bb, aa); if blend then glBlendFunc(GL_SRC_ALPHA, GL_ONE) else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBegin(GL_QUADS); glTexCoord2f(ax, ay); glVertex2i(r, t); glTexCoord2f(bx, ay); glVertex2i(l, t); glTexCoord2f(bx, by); glVertex2i(l, b); glTexCoord2f(ax, by); glVertex2i(r, b); glEnd(); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); end; procedure r_Draw_Texture (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); var i, j, first, last, step: Integer; n: TGLAtlasNode; begin ASSERT(w >= 0); ASSERT(h >= 0); if img = nil then DrawTile(nil, x, y, w, h, flip, NTR, NTB, NTG, NTA, blend) else begin if flip then first := img.cols - 1 else first := 0; if flip then last := -1 else last := img.cols; if flip then step := -1 else step := +1; glPushMatrix; glTranslatef(x, y, 0); glScalef(w / img.width, h / img.height, 1); for j := 0 to img.lines - 1 do begin i := first; repeat n := img.GetTile(i, j); ASSERT(n <> nil); DrawTile(n, 0, 0, n.width, n.height, flip, r, g, b, a, blend); glTranslatef(n.width, 0, 0); i := i + step; until i = last; glTranslatef(-img.width, n.height, 0); end; glPopMatrix; end end; function r_Draw_IsHWRepeatable (img: TGLTexture): Boolean; var n: TGLAtlasNode; a: TGLAtlas; begin ASSERT(img <> nil); result := false; if (img.cols = 1) and (img.lines = 1) then begin n := img.GetTile(0, 0); if (n.width = img.width) and (n.height = img.height) then begin a := n.base; result := (a.GetWidth() = img.width) and (a.GetHeight() = img.height) end; end; end; procedure r_Draw_TextureRepeat (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); var i, j: Integer; begin ASSERT(w >= 0); ASSERT(h >= 0); if img = nil then r_Draw_Texture(nil, x, y, w, h, flip, NTR, NTG, NTB, NTB, blend) else if r_Draw_IsHWRepeatable(img) then DrawHWTexture(img.GetTile(0, 0).base.id, img.width, img.height, x, y, w, h, flip, r, g, b, a, blend) else for j := 0 to (h - 1) div img.height do for i := 0 to (w - 1) div img.width do r_Draw_Texture(img, x + i * img.width, y + j * img.height, img.width, img.height, flip, r, g, b, a, blend); end; procedure r_Draw_TextureRepeatRotate (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean; rx, ry, angle: Integer); begin ASSERT(w >= 0); ASSERT(h >= 0); if a <> 0 then begin glPushMatrix; glTranslatef(x + rx, y + ry, 0); glRotatef(angle, 0, 0, 1); glTranslatef(-(x + rx), -(y + ry), 0); r_Draw_TextureRepeat(img, x, y, w, h, flip, r, g, b, a, blend); glPopMatrix; end else r_Draw_TextureRepeat(img, x, y, w, h, flip, r, g, b, a, blend); end; procedure r_Draw_MultiTextureRepeat (m: TGLMultiTexture; const anim: TAnimState; backanim: Boolean; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); var img: TGLTexture; frame: LongInt; begin ASSERT(anim.IsValid()); if m = nil then r_Draw_TextureRepeat(nil, x, y, w, h, flip, NTR, NTG, NTB, NTB, blend) else begin g_Anim_GetFrameFromState(anim, backanim, frame); ASSERT(frame >= 0); ASSERT(frame < m.count); img := m.GetTexture(frame); r_Draw_TextureRepeat(img, x, y, w, h, flip, r, g, b, a, blend); end end; procedure r_Draw_MultiTextureRepeatRotate (m: TGLMultiTexture; const anim: TAnimState; backanim: Boolean; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean; rx, ry, angle: Integer); begin ASSERT(w >= 0); ASSERT(h >= 0); if a <> 0 then begin glPushMatrix; glTranslatef(x + rx, y + ry, 0); glRotatef(angle, 0, 0, 1); glTranslatef(-(x + rx), -(y + ry), 0); r_Draw_MultiTextureRepeat(m, anim, backanim, x, y, w, h, flip, r, g, b, a, blend); glPopMatrix; end else r_Draw_MultiTextureRepeat(m, anim, backanim, x, y, w, h, flip, r, g, b, a, blend); end; procedure r_Draw_Filter (l, t, r, b: Integer; rr, gg, bb, aa: Byte); begin ASSERT(r >= l); ASSERT(b >= t); glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_SRC_COLOR); glDisable(GL_TEXTURE_2D); glColor4ub(rr, gg, bb, aa); glBegin(GL_QUADS); glVertex2i(l, t); glVertex2i(r, t); glVertex2i(r, b); glVertex2i(l, b); glEnd; end; procedure r_Draw_Rect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); begin ASSERT(r >= l); ASSERT(b >= t); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); glColor4ub(rr, gg, bb, aa); glBegin(GL_LINE_LOOP); { glVertex2i(l, t); glVertex2i(r, t); glVertex2i(r, b); glVertex2i(l, b); } glVertex2f(l + 0.5, t + 0.5); glVertex2f(r - 0.5, t + 0.5); glVertex2f(r - 0.5, b - 0.5); glVertex2f(l + 0.5, b - 0.5); glEnd; end; procedure r_Draw_FillRect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); begin ASSERT(r >= l); ASSERT(b >= t); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_TEXTURE_2D); glColor4ub(rr, gg, bb, aa); glBegin(GL_QUADS); { glVertex2i(l, t); glVertex2i(r, t); glVertex2i(r, b); glVertex2i(l, b); } { glVertex2f(l + 0.5, t + 0.5); glVertex2f(r - 0.5, t + 0.5); glVertex2f(r - 0.5, b - 0.5); glVertex2f(l + 0.5, b - 0.5); } glVertex2f(l + 0, t + 0); glVertex2f(r + 0.75, t + 0); glVertex2f(r + 0.75, b + 0.75); glVertex2f(l + 0, b + 0.75); glEnd; end; procedure r_Draw_InvertRect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); begin ASSERT(r >= l); ASSERT(b >= t); glEnable(GL_BLEND); glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); glDisable(GL_TEXTURE_2D); glColor4ub(rr, gg, bb, aa); glBegin(GL_QUADS); glVertex2i(l, t); glVertex2i(r, t); glVertex2i(r, b); glVertex2i(l, b); glEnd; end; procedure r_Draw_Text (const text: AnsiString; x, y: Integer; r, g, b, a: Byte; f: TGLFont); var i, xoff, spc: Integer; t: TGLTexture; ch: AnsiChar; begin xoff := x; spc := MAX(0, f.GetSpace()); for i := 1 to Length(text) do begin ch := text[i]; t := f.GetChar(ch); if t <> nil then r_Draw_Texture(t, xoff, y, t.width, t.height, false, r, g, b, a, false); Inc(xoff, f.GetWidth(ch) + spc); end; end; procedure r_Draw_GetTextSize (const text: AnsiString; f: TGLFont; out w, h: Integer); var i, spc, len: Integer; begin w := 0; h := f.GetMaxHeight(); len := Length(text); if len > 0 then begin spc := MAX(0, f.GetSpace()); for i := 1 to len - 1 do Inc(w, f.GetWidth(text[i]) + spc); Inc(w, f.GetWidth(text[len])); end; end; procedure r_Draw_SetRect (l, t, r, b: Integer); var w, h: Integer; begin ASSERT(l <= r); ASSERT(t <= b); w := r - l + 1; h := b - t + 1; glScissor(l, ScreenHeight - h - t, w, h); sl := l; st := t; sr := r; sb := b; end; procedure r_Draw_GetRect (out l, t, r, b: Integer); begin l := sl; t := st; r := sr; b := sb; end; end.