X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_draw.pas;h=be5d947aaf8365933d5ba226a611b7b51155fe17;hb=d52e9d7b6bcc5c1846c82c3908a4688339e736f3;hp=c839936087a0754aa00405d235b32c67087422a3;hpb=4db2b2333a84fdfc62acfca2ab0801f440432f03;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_draw.pas b/src/game/renders/opengl/r_draw.pas index c839936..be5d947 100644 --- a/src/game/renders/opengl/r_draw.pas +++ b/src/game/renders/opengl/r_draw.pas @@ -37,7 +37,7 @@ interface 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_Setup (sw, sh, gw, gh: Integer); procedure r_Draw_SetRect (l, t, r, b: Integer); procedure r_Draw_GetRect (out l, t, r, b: Integer); @@ -47,11 +47,7 @@ interface implementation uses - {$IFDEF USE_GLES1} - GLES11, - {$ELSE} - GL, GLEXT, - {$ENDIF} + {$I ../../../nogl/noGLuses.inc} SysUtils, Classes, Math, e_log, utils ; @@ -65,6 +61,7 @@ implementation var sl, st, sr, sb: Integer; ScreenWidth, ScreenHeight: Integer; + GameWidth, GameHeight: Integer; enableTexture2D: Boolean; curR, curG, curB, curA: Byte; @@ -90,21 +87,23 @@ implementation end; end; - procedure r_Draw_Setup (w, h: Integer); + procedure r_Draw_Setup (sw, sh, gw, gh: Integer); begin - ASSERT(w >= 0); - ASSERT(h >= 0); - ScreenWidth := w; - ScreenHeight := h; - glScissor(0, 0, w, h); - glViewport(0, 0, w, h); + ASSERT((sw >= 0) and (sh >= 0)); // screen/window size + ASSERT((gw >= 0) and (gh >= 0)); // virtual screen size + ScreenWidth := sw; + ScreenHeight := sh; + GameWidth := gw; + GameHeight := gh; + glScissor(0, 0, sw, sh); + glViewport(0, 0, sw, sh); glMatrixMode(GL_PROJECTION); glLoadIdentity; - glOrtho(0, w, h, 0, 0, 1); + glOrtho(0, gw, gh, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity; glEnable(GL_SCISSOR_TEST); - r_Draw_SetRect(0, 0, w - 1, h - 1); + r_Draw_SetRect(0, 0, gw - 1, gh - 1); end; procedure DrawQuad (x, y, w, h: Integer); @@ -117,16 +116,24 @@ implementation glEnd(); end; + procedure DrawTextureError (x, y, w, h: Integer); + var w2, h2: Integer; + begin + w2 := w div 2; h2 := h div 2; + r_Draw_FillRect(x, y, x + w2, y + h2, 255, 0, 255, 255); + r_Draw_FillRect(x + w2, y, x + w, y + h2, 255, 255, 255, 255); + r_Draw_FillRect(x + w2, y + h2, x + w, y + h, 255, 0, 255, 255); + r_Draw_FillRect(x, y + h2, x + w2, y + h, 255, 255, 255, 255); + if (w > 2) and (h > 2) then + r_Draw_Rect(x, y, x + w, y + h, 0, 255, 0, 255); + 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 - r_Draw_SetColor(rr, gg, bb, aa); - if blend then glBlendFunc(GL_SRC_ALPHA, GL_ONE) else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - r_Draw_EnableTexture2D(false); - glEnable(GL_BLEND); - DrawQuad(x, y, w, h); + DrawTextureError(x, y, w, h); end else begin @@ -178,7 +185,7 @@ implementation ASSERT(w >= 0); ASSERT(h >= 0); if img = nil then - DrawTile(nil, x, y, w, h, flip, NTR, NTB, NTG, NTA, blend) + DrawTextureError(x, y, w, h) else begin if flip then first := img.cols - 1 else first := 0; @@ -225,7 +232,7 @@ implementation ASSERT(w >= 0); ASSERT(h >= 0); if img = nil then - r_Draw_Texture(nil, x, y, w, h, flip, NTR, NTG, NTB, NTB, blend) + DrawTextureError(x, y, w, h) 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 @@ -256,7 +263,7 @@ implementation begin ASSERT(anim.IsValid()); if m = nil then - r_Draw_TextureRepeat(nil, x, y, w, h, flip, NTR, NTG, NTB, NTB, blend) + DrawTextureError(x, y, w, h) else begin g_Anim_GetFrameFromState(anim, backanim, frame); @@ -284,86 +291,96 @@ implementation 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); + 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_ZERO, GL_SRC_COLOR); - r_Draw_EnableTexture2D(false); - r_Draw_SetColor(rr, gg, bb, aa); - glBegin(GL_QUADS); - glVertex2i(l, t); - glVertex2i(r, t); - glVertex2i(r, b); - glVertex2i(l, b); - glEnd; + ASSERT(l <= r); + ASSERT(t <= b); + if (l < r) and (t < b) then + begin + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + r_Draw_EnableTexture2D(false); + r_Draw_SetColor(rr, gg, bb, aa); + glBegin(GL_QUADS); + (* top *) + glVertex2i(l, t); + glVertex2i(r, t); + glVertex2i(r, t+1); + glVertex2i(l, t+1); + (* bottom *) + glVertex2i(l, b-1); + glVertex2i(r, b-1); + glVertex2i(r, b); + glVertex2i(l, b); + (* left *) + glVertex2i(l, t+1); + glVertex2i(l+1, t+1); + glVertex2i(l+1, b-1); + glVertex2i(l, b-1); + (* right *) + glVertex2i(r-1, t+1); + glVertex2i(r, t+1); + glVertex2i(r, b-1); + glVertex2i(r-1, b-1); + glEnd; + end; end; - 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); begin - ASSERT(r >= l); - ASSERT(b >= t); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - r_Draw_EnableTexture2D(false); - r_Draw_SetColor(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; + ASSERT(l <= r); + ASSERT(t <= b); + if (l < r) and (t < b) then + begin + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + r_Draw_EnableTexture2D(false); + r_Draw_SetColor(rr, gg, bb, aa); + glBegin(GL_QUADS); + glVertex2i(l, t); + glVertex2i(r, t); + glVertex2i(r, b); + glVertex2i(l, b); + glEnd; + end; end; - procedure r_Draw_FillRect (l, t, r, b: Integer; rr, gg, bb, aa: Byte); + 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_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - r_Draw_EnableTexture2D(false); - r_Draw_SetColor(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; + ASSERT(l <= r); + ASSERT(t <= b); + if (l < r) and (t < b) then + begin + glEnable(GL_BLEND); + glBlendFunc(GL_ZERO, GL_SRC_COLOR); + r_Draw_EnableTexture2D(false); + r_Draw_SetColor(rr, gg, bb, aa); + glBegin(GL_QUADS); + glVertex2i(l, t); + glVertex2i(r, t); + glVertex2i(r, b); + glVertex2i(l, b); + glEnd; + end; 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); - r_Draw_EnableTexture2D(false); - r_Draw_SetColor(rr, gg, bb, aa); - glBegin(GL_QUADS); - glVertex2i(l, t); - glVertex2i(r, t); - glVertex2i(r, b); - glVertex2i(l, b); - glEnd; + ASSERT(l <= r); + ASSERT(t <= b); + if (l < r) and (t < b) then + begin + glEnable(GL_BLEND); + glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); + r_Draw_EnableTexture2D(false); + r_Draw_SetColor(rr, gg, bb, aa); + glBegin(GL_QUADS); + glVertex2i(l, t); + glVertex2i(r, t); + glVertex2i(r, b); + glVertex2i(l, b); + glEnd; + end; end; procedure r_Draw_Text (const text: AnsiString; x, y: Integer; r, g, b, a: Byte; f: TGLFont); @@ -396,13 +413,15 @@ implementation end; procedure r_Draw_SetRect (l, t, r, b: Integer); - var w, h: Integer; + var x, y, 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); + x := l * ScreenWidth div GameWidth; + y := t * ScreenHeight div GameHeight; + w := (r - l + 1) * ScreenWidth div GameWidth; + h := (b - t + 1) * ScreenHeight div GameHeight; + glScissor(x, ScreenHeight - h - y, w, h); sl := l; st := t; sr := r; sb := b; end;