X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_draw.pas;h=cd0c58fb3e5c2aace4d792c3e52d4ba1fae8ed88;hb=1c7ee44e1a322dcb170a94d39b3a37f36a9a17bd;hp=d76f493e3ed590f9ec3122b60b90731271ba5a14;hpb=f4dd4b6d0fcdfa236212949133d63b7174585b44;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_draw.pas b/src/game/renders/opengl/r_draw.pas index d76f493..cd0c58f 100644 --- a/src/game/renders/opengl/r_draw.pas +++ b/src/game/renders/opengl/r_draw.pas @@ -18,16 +18,28 @@ unit r_draw; interface uses - g_textures, + g_animations, r_textures ; - procedure r_Draw_Texture (img: TGLTexture; x, y, w, h: Integer; flip: Boolean); - procedure r_Draw_TextureRepeat (img: TGLTexture; x, y, w, h: Integer; flip: Boolean); + 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 a: TAnimState; x, y, w, h: Integer; flip: Boolean); + 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 @@ -38,19 +50,33 @@ implementation GL, GLEXT, {$ENDIF} SysUtils, Classes, Math, - e_log, utils, - g_game // gScreenWidth, gScreenHeight + e_log, utils ; - procedure SetupMatrix; + 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 - 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); @@ -63,15 +89,15 @@ implementation glEnd(); end; - procedure DrawTile (tile: TGLAtlasNode; x, y, w, h: Integer; flip: Boolean); + 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 - glColor3ub(255, 0, 0); - glDisable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + 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 @@ -83,11 +109,11 @@ implementation ay := (tile.t) / nw; by := (tile.b + 1) / nh; l := x; t := y; r := x + w; b := y + h; - glColor3ub(255, 255, 255); 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); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin(GL_QUADS); glTexCoord2f(ax, ay); glVertex2i(r, t); glTexCoord2f(bx, ay); glVertex2i(l, t); @@ -99,99 +125,99 @@ implementation end end; -(* - procedure r_Draw_Texture (img: TGLTexture; x, y, w, h: Integer; flip: Boolean); - var i, j, offx, offy, nw, nh: Integer; n: TGLAtlasNode; + procedure r_Draw_Texture (img: TGLTexture; x, y, w, h: Integer; flip: Boolean; r, g, b, a: Byte; blend: Boolean); + var i, j, offx, offy: Integer; n: TGLAtlasNode; begin ASSERT(w >= 0); ASSERT(h >= 0); if img = nil then - DrawTile(nil, x, y, w, h, flip) + DrawTile(nil, x, y, w, h, flip, NTR, NTB, NTG, NTA, blend) else begin offx := 0; offy := 0; - nw := w div img.cols; - nh := h div img.lines; for j := 0 to img.lines - 1 do begin for i := 0 to img.cols - 1 do begin n := img.GetTile(i, j); ASSERT(n <> nil); - DrawTile(n, x + offx, y + offy, nw, nh, flip); - offx := offx + nw; + glPushMatrix; + glTranslatef(x + offx, y + offy, 0); + glScalef(w / img.width, h / img.height, 1); + DrawTile(n, 0, 0, n.width, n.height, flip, r, g, b, a, blend); + glPopMatrix; + offx := offx + n.width; end; offx := 0; - offy := offy + nh; - end + offy := offy + n.height; + end; end end; -*) - procedure r_Draw_Texture (img: TGLTexture; x, y, w, h: Integer; flip: Boolean); - var i, j, offx, offy: Integer; n: TGLAtlasNode; + 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 - DrawTile(nil, x, y, w, h, flip) + r_Draw_Texture(nil, x, y, w, h, flip, NTR, NTG, NTB, NTB, blend) else - begin - glPushMatrix; - glScalef(w / img.width, h / img.height, 1); - offx := 0; - offy := 0; - for j := 0 to img.lines - 1 do - begin - for i := 0 to img.cols - 1 do - begin - n := img.GetTile(i, j); - ASSERT(n <> nil); - DrawTile(n, x + offx, y + offy, n.width, n.height, flip); - offx := offx + n.width; - end; - offx := 0; - offy := offy + n.height; - end; - glPopMatrix; - end + 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_TextureRepeat (img: TGLTexture; x, y, w, h: Integer; flip: Boolean); - var i, j: Integer; + 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 img = nil then - r_Draw_Texture(nil, x, y, w, h, flip) + 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 - for j := 0 to h div img.height - 1 do - for i := 0 to w div img.width - 1 do - r_Draw_Texture(img, x + i * img.width, y + j * img.height, img.width, img.height, flip); + r_Draw_TextureRepeat(img, x, y, w, h, flip, r, g, b, a, blend); end; - procedure r_Draw_MultiTextureRepeat (m: TGLMultiTexture; const a: TAnimState; x, y, w, h: Integer; flip: 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(a.IsValid()); + ASSERT(anim.IsValid()); if m = nil then - r_Draw_TextureRepeat(nil, x, y, w, h, flip) + 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 := a.CurrentFrame mod total; - if cur < m.count then i := cur else i := total - cur - 1; - end - else - i := a.CurrentFrame mod m.count; - img := m.GetTexture(i); - r_Draw_TextureRepeat(img, x, y, w, h, flip) + 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); @@ -208,4 +234,109 @@ 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); + 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); + 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.