index b8b90210de603771695a9b76e8f2b1328207f9e6..cd0c58fb3e5c2aace4d792c3e52d4ba1fae8ed88 100644 (file)
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_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_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
implementation
uses
GL, GLEXT,
{$ENDIF}
SysUtils, Classes, Math,
GL, GLEXT,
{$ENDIF}
SysUtils, Classes, Math,
- e_log, utils,
- g_game // gScreenWidth, gScreenHeight
+ e_log, utils
;
const
;
const
NTB = $00;
NTA = $FF;
NTB = $00;
NTA = $FF;
- procedure SetupMatrix;
+ var
+ sl, st, sr, sb: Integer;
+ ScreenWidth, ScreenHeight: Integer;
+
+ procedure r_Draw_Setup (w, h: Integer);
begin
begin
- glScissor(0, 0, gScreenWidth, gScreenHeight);
- glViewport(0, 0, gScreenWidth, gScreenHeight);
+ ASSERT(w >= 0);
+ ASSERT(h >= 0);
+ ScreenWidth := w;
+ ScreenHeight := h;
+ glScissor(0, 0, w, h);
+ glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
- glOrtho(0, gScreenWidth, gScreenHeight, 0, 0, 1);
+ glOrtho(0, w, h, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
+// glTranslatef(0.5, 0.5, 0);
end;
procedure DrawQuad (x, y, w, h: Integer);
end;
procedure DrawQuad (x, y, w, h: Integer);
glEnd;
end;
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);
procedure r_Draw_FillRect (l, t, r, b: Integer; rr, gg, bb, aa: Byte);
begin
ASSERT(r >= l);
glDisable(GL_TEXTURE_2D);
glColor4ub(rr, gg, bb, aa);
glBegin(GL_QUADS);
glDisable(GL_TEXTURE_2D);
glColor4ub(rr, gg, bb, aa);
glBegin(GL_QUADS);
+{
glVertex2i(l, t);
glVertex2i(r, t);
glVertex2i(r, b);
glVertex2i(l, b);
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;
glEnd;
end;
end;
end;
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.
end.