X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_draw.pas;h=1a6b573db136ff35341a7046f1d73d4471fcd74d;hb=89aefa5014cb0dcaac0bac925dd0bd82da0f979a;hp=441ec2d1e4eaf1df55cbf7e57f15b2ed9c92d6b7;hpb=39f79dfba0fce4eca09ad34f7cd8bee7bb2fb6fd;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_draw.pas b/src/game/renders/opengl/r_draw.pas index 441ec2d..1a6b573 100644 --- a/src/game/renders/opengl/r_draw.pas +++ b/src/game/renders/opengl/r_draw.pas @@ -18,7 +18,7 @@ unit r_draw; interface uses - g_textures, + g_animations, r_textures ; @@ -26,14 +26,20 @@ interface 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; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); - procedure r_Draw_MultiTextureRepeatRotate (m: TGLMultiTexture; const anim: TAnimState; 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 @@ -44,8 +50,7 @@ implementation GL, GLEXT, {$ENDIF} SysUtils, Classes, Math, - e_log, utils, - g_game // gScreenWidth, gScreenHeight + e_log, utils ; const @@ -54,15 +59,24 @@ implementation NTB = $00; NTA = $FF; - procedure SetupMatrix; + var + sl, st, sr, sb: Integer; + ScreenWidth, ScreenHeight: Integer; + + procedure r_Draw_Setup (w, h: Integer); 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; - glOrtho(0, gScreenWidth, gScreenHeight, 0, 0, 1); + glOrtho(0, w, h, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity; +// glTranslatef(0.5, 0.5, 0); end; procedure DrawQuad (x, y, w, h: Integer); @@ -171,28 +185,23 @@ implementation r_Draw_TextureRepeat(img, x, y, w, h, flip, r, g, b, a, blend); end; - procedure r_Draw_MultiTextureRepeat (m: TGLMultiTexture; const anim: TAnimState; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); - var img: TGLTexture; cur, total, i: 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); + 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 - if m.BackAnim then - begin - total := m.count * 2 - 1; - cur := anim.CurrentFrame mod total; - if cur < m.count then i := cur else i := total - cur - 1; - end - else - i := anim.CurrentFrame mod m.count; - img := m.GetTexture(i); + 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; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean; rx, ry, angle: Integer); + 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); @@ -202,11 +211,11 @@ implementation glTranslatef(x + rx, y + ry, 0); glRotatef(angle, 0, 0, 1); glTranslatef(-(x + rx), -(y + ry), 0); - r_Draw_MultiTextureRepeat(m, anim, x, y, w, h, flip, r, g, b, a, blend); + r_Draw_MultiTextureRepeat(m, anim, backanim, x, y, w, h, flip, r, g, b, a, blend); glPopMatrix; end else - r_Draw_MultiTextureRepeat(m, anim, x, y, w, h, flip, r, g, b, a, blend); + 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); @@ -225,6 +234,28 @@ implementation 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); @@ -234,10 +265,22 @@ implementation 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; @@ -258,17 +301,48 @@ implementation end; procedure r_Draw_Text (const text: AnsiString; x, y: Integer; r, g, b, a: Byte; f: TGLFont); - var i, xoff: Integer; t: TGLTexture; ch: AnsiChar; + var i, xoff, spc: Integer; t: TGLTexture; ch: AnsiChar; begin - xoff := x; + 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) + f.GetSpace()); + 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.