(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) {$INCLUDE ../../shared/a_modes.inc} unit r_panel; interface uses g_panel, MAPDEF; // TPanel + TDFColor procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor); procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer); implementation uses {$INCLUDE ../nogl/noGLuses.inc} SysUtils, Classes, Math, e_graphics, g_basic, g_textures ; // TODO: remove WITH operator procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor); var xx, yy: Integer; NoTextureID: DWORD; NW, NH: Word; begin with p do begin if {Enabled and} (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (Alpha < 255) {and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then begin if TextureIDs[FCurTexture].Anim then begin if TextureIDs[FCurTexture].AnTex = nil then Exit; for xx := 0 to Width div TextureWidth - 1 do for yy := 0 to Height div TextureHeight - 1 do TextureIDs[FCurTexture].AnTex.Draw(X + xx * TextureWidth, Y + yy * TextureHeight, TMirrorType.None); end else begin case TextureIDs[FCurTexture].Tex of LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(X, Y, X + Width - 1, Y + Height - 1, 0, 0, 255, 0, TBlending.Filter); LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(X, Y, X + Width - 1, Y + Height - 1, 0, 230, 0, 0, TBlending.Filter); LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(X, Y, X + Width - 1, Y + Height - 1, 230, 0, 0, 0, TBlending.Filter); LongWord(TEXTURE_NONE): if g_Texture_Get('NOTEXTURE', NoTextureID) then begin e_GetTextureSize(NoTextureID, @NW, @NH); e_DrawFill(NoTextureID, X, Y, Width div NW, Height div NH, 0, False, False); end else begin xx := X + (Width div 2); yy := Y + (Height div 2); e_DrawFillQuad(X, Y, xx, yy, 255, 0, 255, 0); e_DrawFillQuad(xx, Y, X + Width - 1, yy, 255, 255, 0, 0); e_DrawFillQuad(X, yy, xx, Y + Height - 1, 255, 255, 0, 0); e_DrawFillQuad(xx, yy, X + Width - 1, Y + Height - 1, 255, 0, 255, 0); end; else begin if not movingActive then e_DrawFill(TextureIDs[FCurTexture].Tex, X, Y, Width div TextureWidth, Height div TextureHeight, Alpha, True, Blending, hasAmbient) else e_DrawFillX(TextureIDs[FCurTexture].Tex, X, Y, Width, Height, Alpha, True, Blending, g_dbg_scale, hasAmbient); if hasAmbient then e_AmbientQuad(X, Y, Width, Height, ambColor.r, ambColor.g, ambColor.b, ambColor.a); end end end end end end; procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer); procedure extrude (x: Integer; y: Integer); begin glVertex2i(x + (x - lightX) * 500, y + (y - lightY) * 500); //e_WriteLog(Format(' : (%d,%d)', [x + (x - lightX) * 300, y + (y - lightY) * 300]), MSG_WARNING); end; procedure drawLine (x0: Integer; y0: Integer; x1: Integer; y1: Integer); begin // does this side facing the light? if ((x1 - x0) * (lightY - y0) - (lightX - x0) * (y1 - y0) >= 0) then exit; //e_WriteLog(Format('lightpan: (%d,%d)-(%d,%d)', [x0, y0, x1, y1]), MSG_WARNING); // this edge is facing the light, extrude and draw it glVertex2i(x0, y0); glVertex2i(x1, y1); extrude(x1, y1); extrude(x0, y0); end; begin with p do begin if radius < 4 then exit; if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (Alpha < 255) {and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then begin if not TextureIDs[FCurTexture].Anim then begin case TextureIDs[FCurTexture].Tex of LongWord(TEXTURE_SPECIAL_WATER): exit; LongWord(TEXTURE_SPECIAL_ACID1): exit; LongWord(TEXTURE_SPECIAL_ACID2): exit; LongWord(TEXTURE_NONE): exit; end; end; if (X + Width < lightX - radius) then exit; if (Y + Height < lightY - radius) then exit; if (X > lightX + radius) then exit; if (Y > lightY + radius) then exit; //e_DrawFill(TextureIDs[FCurTexture].Tex, X, Y, Width div TextureWidth, Height div TextureHeight, Alpha, True, Blending); glBegin(GL_QUADS); drawLine(x, y, x + width, y); // top drawLine(x + width, y, x + width, y + height); // right drawLine(x + width, y + height, x, y + height); // bottom drawLine(x, y + height, x, y); // left glEnd; end end end; end.