index 0588f0da35ed92c1b2bbda5f26b9b1fe85dce29f..fda70fed811fde5d7096b62b620067ae4672c5ab 100644 (file)
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
- // TODO set alpha and blending type
if t = nil then
- r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false)
+ r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
- r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false)
+ r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
else
- r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false)
+ r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
end;
if t = nil then
if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
begin
it.obj.Lerp(gLerpFactor, fX, fY);
- r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false);
+ r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false, 255, 255, 255, 255, false);
// if g_debug_frames then // TODO draw collision frame
end;
end;
if VileFire <> nil then
if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
if mon.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then
- r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False);
+ r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False, 255, 255, 255, 255, false);
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
mon.obj.Lerp(gLerpFactor, fX, fY);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip);
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
{
if g_debug_frames
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer);
- var a, pos, act, xx, yy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
+ var a, pos, act, xx, yy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
y + yy,
tex.width,
tex.height,
- d = TDirection.D_LEFT
+ d = TDirection.D_LEFT,
+ 255, 255, 255, 255, false
);
end;
end;
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip);
- // TODO colorize mask
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, 255, false);
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip);
+ begin
+ c := pm.Color;
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, 255, false);
+ end;
end;
end;
begin
fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
- // TODO set GFXAnim[typ].alpha
- r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false);
+ r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
end;
end;
end;
pY := Shots[i].Obj.Rect.Height div 2;
// TODO fix this hack
if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim;
- r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, pX, pY, a);
+ r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, pX, pY, a, false);
end;
end;
end;
hh := h;
if SkyTexture <> nil then
- r_Draw_Texture(SkyTexture, x, y, w, h, false);
+ r_Draw_Texture(SkyTexture, x, y, w, h, false, 255, 255, 255, 255, false);
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);