(* 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, r_graphics, g_options, r_animations, r_textures, g_base, g_basic, g_map ; // TODO: remove WITH operator procedure r_Panel_Draw (constref p: TPanel; hasAmbient: Boolean; constref ambColor: TDFColor); var xx, yy: Integer; NoTextureID, TextureID, FramesID: DWORD; NW, NH: Word; Texture: Cardinal; IsAnim: Boolean; begin if {p.Enabled and} (p.FCurTexture >= 0) and (p.Width > 0) and (p.Height > 0) and (p.Alpha < 255) {and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then begin Texture := p.TextureIDs[p.FCurTexture].Texture; IsAnim := p.TextureIDs[p.FCurTexture].Anim; if IsAnim then begin if p.TextureIDs[p.FCurTexture].AnTex <> nil then begin FramesID := Textures[Texture].FramesID; for xx := 0 to p.Width div p.TextureWidth - 1 do for yy := 0 to p.Height div p.TextureHeight - 1 do r_AnimationState_Draw(FramesID, p.TextureIDs[p.FCurTexture].AnTex, p.X + xx * p.TextureWidth, p.Y + yy * p.TextureHeight, TMirrorType.None); end end else begin TextureID := Textures[Texture].TextureID; // GL texture case TextureID of LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(p.X, p.Y, p.X + p.Width - 1, p.Y + p.Height - 1, 0, 0, 255, 0, TBlending.Filter); LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(p.X, p.Y, p.X + p.Width - 1, p.Y + p.Height - 1, 0, 230, 0, 0, TBlending.Filter); LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(p.X, p.Y, p.X + p.Width - 1, p.Y + p.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, p.X, p.Y, p.Width div NW, p.Height div NH, 0, False, False); end else begin xx := p.X + (p.Width div 2); yy := p.Y + (p.Height div 2); e_DrawFillQuad(p.X, p.Y, xx, yy, 255, 0, 255, 0); e_DrawFillQuad(xx, p.Y, p.X + p.Width - 1, yy, 255, 255, 0, 0); e_DrawFillQuad(p.X, yy, xx, p.Y + p.Height - 1, 255, 255, 0, 0); e_DrawFillQuad(xx, yy, p.X + p.Width - 1, p.Y + p.Height - 1, 255, 0, 255, 0); end; else if not p.movingActive then e_DrawFill(TextureID, p.X, p.Y, p.Width div p.TextureWidth, p.Height div p.TextureHeight, p.Alpha, True, p.Blending, hasAmbient) else e_DrawFillX(TextureID, p.X, p.Y, p.Width, p.Height, p.Alpha, True, p.Blending, g_dbg_scale, hasAmbient); if hasAmbient then e_AmbientQuad(p.X, p.Y, p.Width, p.Height, ambColor.r, ambColor.g, ambColor.b, ambColor.a); end end end end; procedure r_Panel_DrawShadowVolume (constref p: TPanel; lightX, lightY: Integer; radius: Integer); var Texture: Cardinal; 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 if radius < 4 then exit; if p.Enabled and (p.FCurTexture >= 0) and (p.Width > 0) and (p.Height > 0) and (p.Alpha < 255) {and g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then begin if not p.TextureIDs[p.FCurTexture].Anim then begin Texture := p.TextureIDs[p.FCurTexture].Texture; case Textures[Texture].TextureID of LongWord(TEXTURE_SPECIAL_WATER): exit; LongWord(TEXTURE_SPECIAL_ACID1): exit; LongWord(TEXTURE_SPECIAL_ACID2): exit; LongWord(TEXTURE_NONE): exit; end; end; if (p.X + p.Width < lightX - radius) then exit; if (p.Y + p.Height < lightY - radius) then exit; if (p.X > lightX + radius) then exit; if (p.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(p.x, p.y, p.x + p.width, p.y); // top drawLine(p.x + p.width, p.y, p.x + p.width, p.y + p.height); // right drawLine(p.x + p.width, p.y + p.height, p.x, p.y + p.height); // bottom drawLine(p.x, p.y + p.height, p.x, p.y); // left glEnd; end end; end.