From: Ketmar Dark Date: Tue, 5 Sep 2017 03:59:45 +0000 (+0300) Subject: untested code for NPOT resizing panels X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=commitdiff_plain;h=284b42d73c49f7218f2b446f3937bcf62aa7eaf9 untested code for NPOT resizing panels --- diff --git a/src/engine/e_graphics.pas b/src/engine/e_graphics.pas index 3fdc66c..614a538 100644 --- a/src/engine/e_graphics.pas +++ b/src/engine/e_graphics.pas @@ -71,7 +71,7 @@ procedure e_DrawSizeMirror(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: procedure e_DrawFill(ID: DWORD; X, Y: Integer; XCount, YCount: Word; Alpha: Integer; AlphaChannel: Boolean; Blending: Boolean); -procedure e_DrawFillX (id: DWORD; x, y, wdt, hgt: Integer; alpha: Integer; alphachannel: Boolean; blending: Boolean); +procedure e_DrawFillX (id: DWORD; x, y, wdt, hgt: Integer; alpha: Integer; alphachannel: Boolean; blending: Boolean; scale: Single); procedure e_DrawPoint(Size: Byte; X, Y: Integer; Red, Green, Blue: Byte); procedure e_DrawLine(Width: Byte; X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byte = 0); @@ -683,11 +683,50 @@ begin glDisable(GL_BLEND); end; -procedure e_DrawFillX (id: DWORD; x, y, wdt, hgt: Integer; alpha: Integer; alphachannel: Boolean; blending: Boolean); + +//TODO: overflow checks +function intersectRect (var x0, y0, w0, h0: Integer; const x1, y1, w1, h1: Integer): Boolean; +var + ex0, ey0: Integer; +begin + result := false; + if (w0 < 1) or (h0 < 1) or (w1 < 1) or (h1 < 1) then exit; + // check for intersection + if (x0+w0 <= x1) or (y0+h0 <= y1) or (x1+w1 <= x0) or (y1+h1 <= y0) then exit; + if (x0 >= x1+w1) or (y0 >= y1+h1) or (x1 >= x0+h0) or (y1 >= y0+h0) then exit; + // ok, intersects + ex0 := x0+w0; + ey0 := y0+h0; + if (x0 < x1) then x0 := x1; + if (y0 < y1) then y0 := y1; + if (ex0 > x1+w1) then ex0 := x1+w1; + if (ey0 > y1+h1) then ey0 := y1+h1; + w0 := ex0-x0; + h0 := ey0-y0; + result := (w0 > 0) and (h0 > 0); +end; + + +procedure e_DrawFillX (id: DWORD; x, y, wdt, hgt: Integer; alpha: Integer; alphachannel: Boolean; blending: Boolean; scale: Single); var x2, y2: Integer; - //dx, w, h: Integer; - //u, v: Single; + wassc: Boolean; + scxywh: array[0..3] of GLint; + vpxywh: array[0..3] of GLint; + w, h, dw: Integer; + u, v: Single; + + procedure setScissorGLInternal (x, y, w, h: Integer); + begin + //if not scallowed then exit; + x := trunc(x*scale); + y := trunc(y*scale); + w := trunc(w*scale); + h := trunc(h*scale); + y := vpxywh[3]-(y+h); + if not intersectRect(x, y, w, h, scxywh[0], scxywh[1], scxywh[2], scxywh[3]) then glScissor(0, 0, 0, 0) else glScissor(x, y, w, h); + end; + begin if e_NoGraphics then exit; @@ -730,32 +769,39 @@ begin end else begin - { - glBegin(GL_QUADS); - // hard day's night + // hard day's night; setup scissor + glGetIntegerv(GL_VIEWPORT, @vpxywh[0]); + wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0); + if wassc then glGetIntegerv(GL_SCISSOR_BOX, @scxywh[0]) else glGetIntegerv(GL_VIEWPORT, @scxywh[0]); + //conwritefln('(%d,%d)-(%d,%d)', [scxywh[0], scxywh[1], scxywh[2], scxywh[3]]); + glEnable(GL_SCISSOR_TEST); + setScissorGLInternal(x, y, wdt, hgt); + // draw quads u := e_Textures[ID].tx.u; v := e_Textures[ID].tx.v; w := e_Textures[ID].tx.width; h := e_Textures[ID].tx.height; - while YCount > 0 do + x2 := x; + glBegin(GL_QUADS); + while (hgt > 0) do begin - dx := XCount; - x2 := X; - while dx > 0 do + Dec(hgt, h); + dw := wdt; + x := x2; + while (dw > 0) do begin - glTexCoord2f(0, v); glVertex2i(X, Y); + Dec(dw, w); + glTexCoord2f(0, v); glVertex2i(X, Y); glTexCoord2f(u, v); glVertex2i(X+w, Y); glTexCoord2f(u, 0); glVertex2i(X+w, Y+h); - glTexCoord2f(0, 0); glVertex2i(X, Y+h); + glTexCoord2f(0, 0); glVertex2i(X, Y+h); Inc(X, w); - Dec(dx); end; - X := x2; Inc(Y, h); - Dec(YCount); + Dec(hgt, h); end; glEnd(); - } + if wassc then glEnable(GL_SCISSOR_TEST) else glDisable(GL_SCISSOR_TEST); end; glDisable(GL_BLEND); diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas index 1ae4b9e..3dfae20 100644 --- a/src/game/g_panel.pas +++ b/src/game/g_panel.pas @@ -453,7 +453,7 @@ begin if not mMovingActive then e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, Width div FTextureWidth, Height div FTextureHeight, FAlpha, True, FBlending) else - e_DrawFillX(FTextureIDs[FCurTexture].Tex, X, Y, Width, Height, FAlpha, True, FBlending); + e_DrawFillX(FTextureIDs[FCurTexture].Tex, X, Y, Width, Height, FAlpha, True, FBlending, g_dbg_scale); end; end; end;