index 07ad1744eb81d6b089e4919486324675a1394ff3..898c208e4bb7e2cc2d75f0481d91cd8851c51c29 100644 (file)
+{$MODE DELPHI}
unit e_graphics;
interface
uses
- SysUtils, Math, e_log, e_textures, SDL, GL, GLExt, MAPDEF;
+ SysUtils, Math, e_log, e_textures, SDL2, GL, GLExt, MAPDEF;
type
TMirrorType=(M_NONE, M_HORIZONTAL, M_VERTICAL);
procedure e_Clear(); overload;
procedure e_EndRender();
-procedure e_SaveGLContext();
-procedure e_RestoreGLContext();
-
-function e_GetGamma(): Byte;
-procedure e_SetGamma(Gamma: Byte);
+function e_GetGamma(win: PSDL_Window): Byte;
+procedure e_SetGamma(win: PSDL_Window;Gamma: Byte);
procedure e_MakeScreenshot(FileName: string; Width, Height: Word);
var
e_Colors: TRGB;
+ e_NoGraphics: Boolean = False;
implementation
+type
+ LONG = LongInt;
+ BITMAPINFOHEADER = record
+ biSize : DWORD;
+ biWidth : LONG;
+ biHeight : LONG;
+ biPlanes : WORD;
+ biBitCount : WORD;
+ biCompression : DWORD;
+ biSizeImage : DWORD;
+ biXPelsPerMeter : LONG;
+ biYPelsPerMeter : LONG;
+ biClrUsed : DWORD;
+ biClrImportant : DWORD;
+ end;
+ LPBITMAPINFOHEADER = ^BITMAPINFOHEADER;
+ TBITMAPINFOHEADER = BITMAPINFOHEADER;
+ PBITMAPINFOHEADER = ^BITMAPINFOHEADER;
+
+ RGBQUAD = record
+ rgbBlue : BYTE;
+ rgbGreen : BYTE;
+ rgbRed : BYTE;
+ rgbReserved : BYTE;
+ end;
+ tagRGBQUAD = RGBQUAD;
+ TRGBQUAD = RGBQUAD;
+ PRGBQUAD = ^RGBQUAD;
+
+ BITMAPINFO = record
+ bmiHeader : BITMAPINFOHEADER;
+ bmiColors : array[0..0] of RGBQUAD;
+ end;
+ LPBITMAPINFO = ^BITMAPINFO;
+ PBITMAPINFO = ^BITMAPINFO;
+ TBITMAPINFO = BITMAPINFO;
+
+ BITMAPFILEHEADER = packed record
+ bfType : Word;
+ bfSize : DWord;
+ bfReserved1 : Word;
+ bfReserved2 : Word;
+ bfOffBits : DWord;
+ end;
+ tagBITMAPFILEHEADER = BITMAPFILEHEADER;
+
type
TTexture = record
- ID: DWORD;
+ //ID: DWORD;
+ tx: GLTexture;
Width: Word;
Height: Word;
Fmt: Word;
e_Textures: array of TTexture = nil;
e_TextureFonts: array of TTextureFont = nil;
e_CharFonts: array of TCharFont;
- e_SavedTextures: array of TSavedTexture;
+ //e_SavedTextures: array of TSavedTexture;
//------------------------------------------------------------------
// Èíèöèàëèçèðóåò OpenGL
//------------------------------------------------------------------
procedure e_InitGL();
begin
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
+ if e_NoGraphics then
+ begin
+ e_DummyTextures := True;
+ Exit;
+ end;
e_Colors.R := 255;
e_Colors.G := 255;
e_Colors.B := 255;
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
glClearColor(0, 0, 0, 0);
end;
mat: Array [0..15] of GLDouble;
begin
+ if e_NoGraphics then Exit;
glLoadIdentity();
glScissor(X, Y, Width, Height);
glViewport(X, Y, Width, Height);
find_id := FindTexture();
- if not LoadTexture(FileName, e_Textures[find_id].ID, e_Textures[find_id].Width,
+ if not LoadTexture(FileName, e_Textures[find_id].tx, e_Textures[find_id].Width,
e_Textures[find_id].Height, @fmt) then Exit;
ID := find_id;
find_id := FindTexture();
- if not LoadTextureEx(FileName, e_Textures[find_id].ID, fX, fY, fWidth, fHeight, @fmt) then exit;
+ if not LoadTextureEx(FileName, e_Textures[find_id].tx, fX, fY, fWidth, fHeight, @fmt) then exit;
e_Textures[find_id].Width := fWidth;
e_Textures[find_id].Height := fHeight;
find_id := FindTexture;
- if not LoadTextureMem(pData, e_Textures[find_id].ID, e_Textures[find_id].Width,
+ if not LoadTextureMem(pData, e_Textures[find_id].tx, e_Textures[find_id].Width,
e_Textures[find_id].Height, @fmt) then exit;
id := find_id;
find_id := FindTexture();
- if not LoadTextureMemEx(pData, e_Textures[find_id].ID, fX, fY, fWidth, fHeight, @fmt) then exit;
+ if not LoadTextureMemEx(pData, e_Textures[find_id].tx, fX, fY, fWidth, fHeight, @fmt) then exit;
e_Textures[find_id].Width := fWidth;
e_Textures[find_id].Height := fHeight;
begin
w := e_Textures[ID].Width;
h := e_Textures[ID].Height;
- data := GetMemory(w*h*4);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, e_Textures[ID].ID);
- glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
Result.Y := 0;
Result.X := 0;
Result.Width := w;
Result.Height := h;
+ if e_NoGraphics then Exit;
+
+ data := GetMemory(w*h*4);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
+ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+
for y := h-1 downto 0 do
begin
lastline := y;
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Mirror: TMirrorType = M_NONE);
+var
+ u, v: Single;
begin
+ if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
if (Alpha > 0) or (AlphaChannel) or (Blending) then
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, e_Textures[ID].ID);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
glBegin(GL_QUADS);
+ u := e_Textures[ID].tx.u;
+ v := e_Textures[ID].tx.v;
+
if Mirror = M_NONE then
begin
- glTexCoord2i(1, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2i(0, 0); glVertex2i(X, Y);
- glTexCoord2i(0, -1); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2i(1, -1); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(0, 0); glVertex2i(X, Y);
+ glTexCoord2f(0, -v); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
end
else
if Mirror = M_HORIZONTAL then
begin
- glTexCoord2i(1, 0); glVertex2i(X, Y);
- glTexCoord2i(0, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2i(0, -1); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
- glTexCoord2i(1, -1); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(u, 0); glVertex2i(X, Y);
+ glTexCoord2f(0, 0); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(u, -v); glVertex2i(X, Y + e_Textures[id].Height);
end
else
if Mirror = M_VERTICAL then
begin
- glTexCoord2i(1, -1); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2i(0, -1); glVertex2i(X, Y);
- glTexCoord2i(0, 0); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2i(1, 0); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X, Y);
+ glTexCoord2f(0, 0); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
end;
glEnd();
procedure e_DrawSize(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Width, Height: Word; Mirror: TMirrorType = M_NONE);
+var
+ u, v: Single;
begin
+ if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
if (Alpha > 0) or (AlphaChannel) or (Blending) then
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, e_Textures[ID].ID);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
+
+ u := e_Textures[ID].tx.u;
+ v := e_Textures[ID].tx.v;
glBegin(GL_QUADS);
- glTexCoord2i(0, 1); glVertex2i(X, Y);
- glTexCoord2i(1, 1); glVertex2i(X + Width, Y);
- glTexCoord2i(1, 0); glVertex2i(X + Width, Y + Height);
- glTexCoord2i(0, 0); glVertex2i(X, Y + Height);
+ glTexCoord2f(0, v); glVertex2i(X, Y);
+ glTexCoord2f(u, v); glVertex2i(X + Width, Y);
+ glTexCoord2f(u, 0); glVertex2i(X + Width, Y + Height);
+ glTexCoord2f(0, 0); glVertex2i(X, Y + Height);
glEnd();
glDisable(GL_BLEND);
procedure e_DrawSizeMirror(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Width, Height: Word; Mirror: TMirrorType = M_NONE);
+var
+ u, v: Single;
begin
+ if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
if (Alpha > 0) or (AlphaChannel) or (Blending) then
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, e_Textures[ID].ID);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
glBegin(GL_QUADS);
+ u := e_Textures[ID].tx.u;
+ v := e_Textures[ID].tx.v;
+
if Mirror = M_NONE then
begin
- glTexCoord2i(1, 0); glVertex2i(X + Width, Y);
- glTexCoord2i(0, 0); glVertex2i(X, Y);
- glTexCoord2i(0, -1); glVertex2i(X, Y + Height);
- glTexCoord2i(1, -1); glVertex2i(X + Width, Y + Height);
+ glTexCoord2f(u, 0); glVertex2i(X + Width, Y);
+ glTexCoord2f(0, 0); glVertex2i(X, Y);
+ glTexCoord2f(0, -v); glVertex2i(X, Y + Height);
+ glTexCoord2f(u, -v); glVertex2i(X + Width, Y + Height);
end
else
if Mirror = M_HORIZONTAL then
begin
- glTexCoord2i(1, 0); glVertex2i(X, Y);
- glTexCoord2i(0, 0); glVertex2i(X + Width, Y);
- glTexCoord2i(0, -1); glVertex2i(X + Width, Y + Height);
- glTexCoord2i(1, -1); glVertex2i(X, Y + Height);
+ glTexCoord2f(u, 0); glVertex2i(X, Y);
+ glTexCoord2f(0, 0); glVertex2i(X + Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X + Width, Y + Height);
+ glTexCoord2f(u, -v); glVertex2i(X, Y + Height);
end
else
if Mirror = M_VERTICAL then
begin
- glTexCoord2i(1, -1); glVertex2i(X + Width, Y);
- glTexCoord2i(0, -1); glVertex2i(X, Y);
- glTexCoord2i(0, 0); glVertex2i(X, Y + Height);
- glTexCoord2i(1, 0); glVertex2i(X + Width, Y + Height);
+ glTexCoord2f(u, -v); glVertex2i(X + Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X, Y);
+ glTexCoord2f(0, 0); glVertex2i(X, Y + Height);
+ glTexCoord2f(u, 0); glVertex2i(X + Width, Y + Height);
end;
glEnd();
procedure e_DrawFill(ID: DWORD; X, Y: Integer; XCount, YCount: Word; Alpha: Integer;
AlphaChannel: Boolean; Blending: Boolean);
var
- X2, Y2: Integer;
-
+ X2, Y2, dx, w, h: Integer;
+ u, v: Single;
begin
+ if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
if (Alpha > 0) or (AlphaChannel) or (Blending) then
YCount := 1;
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, e_Textures[ID].ID);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
X2 := X + e_Textures[ID].Width * XCount;
Y2 := Y + e_Textures[ID].Height * YCount;
- glBegin(GL_QUADS);
- glTexCoord2i(0, YCount); glVertex2i(X, Y);
- glTexCoord2i(XCount, YCount); glVertex2i(X2, Y);
- glTexCoord2i(XCount, 0); glVertex2i(X2, Y2);
- glTexCoord2i(0, 0); glVertex2i(X, Y2);
- glEnd();
+ //k8: this SHOULD work... i hope
+ if (e_Textures[ID].tx.width = e_Textures[ID].tx.glwidth) and (e_Textures[ID].tx.height = e_Textures[ID].tx.glheight) then
+ begin
+ glBegin(GL_QUADS);
+ glTexCoord2i(0, YCount); glVertex2i(X, Y);
+ glTexCoord2i(XCount, YCount); glVertex2i(X2, Y);
+ glTexCoord2i(XCount, 0); glVertex2i(X2, Y2);
+ glTexCoord2i(0, 0); glVertex2i(X, Y2);
+ glEnd();
+ end
+ else
+ begin
+ glBegin(GL_QUADS);
+ // hard day's night
+ 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
+ begin
+ dx := XCount;
+ x2 := X;
+ while dx > 0 do
+ begin
+ 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);
+ Inc(X, w);
+ Dec(dx);
+ end;
+ X := x2;
+ Inc(Y, h);
+ Dec(YCount);
+ end;
+ glEnd();
+ end;
glDisable(GL_BLEND);
end;
procedure e_DrawAdv(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Angle: Single; RC: PPoint; Mirror: TMirrorType = M_NONE);
+var
+ u, v: Single;
begin
+ if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
if (Alpha > 0) or (AlphaChannel) or (Blending) then
end;
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, e_Textures[id].ID);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[id].tx.id);
glBegin(GL_QUADS); //0-1 1-1
//00 10
+
+ u := e_Textures[ID].tx.u;
+ v := e_Textures[ID].tx.v;
+
if Mirror = M_NONE then
begin
- glTexCoord2i(1, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2i(0, 0); glVertex2i(X, Y);
- glTexCoord2i(0, -1); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2i(1, -1); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(0, 0); glVertex2i(X, Y);
+ glTexCoord2f(0, -v); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
end
else
if Mirror = M_HORIZONTAL then
begin
- glTexCoord2i(1, 0); glVertex2i(X, Y);
- glTexCoord2i(0, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2i(0, -1); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
- glTexCoord2i(1, -1); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(u, 0); glVertex2i(X, Y);
+ glTexCoord2f(0, 0); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(u, -v); glVertex2i(X, Y + e_Textures[id].Height);
end
else
if Mirror = M_VERTICAL then
begin
- glTexCoord2i(1, -1); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2i(0, -1); glVertex2i(X, Y);
- glTexCoord2i(0, 0); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2i(1, 0); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X, Y);
+ glTexCoord2f(0, 0); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
end;
glEnd();
procedure e_DrawPoint(Size: Byte; X, Y: Integer; Red, Green, Blue: Byte);
begin
+ if e_NoGraphics then Exit;
glDisable(GL_TEXTURE_2D);
glColor3ub(Red, Green, Blue);
glPointSize(Size);
@@ -713,6 +826,7 @@ procedure e_DrawQuad(X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byt
var
nX1, nY1, nX2, nY2: Integer;
begin
+ if e_NoGraphics then Exit;
// Only top-left/bottom-right quad
if X1 > X2 then
begin
procedure e_DrawFillQuad(X1, Y1, X2, Y2: Integer; Red, Green, Blue, Alpha: Byte;
Blending: TBlending = B_NONE);
begin
+ if e_NoGraphics then Exit;
if (Alpha > 0) or (Blending <> B_NONE) then
glEnable(GL_BLEND)
else
procedure e_DrawLine(Width: Byte; X1, Y1, X2, Y2: Integer; Red, Green, Blue: Byte; Alpha: Byte = 0);
begin
+ if e_NoGraphics then Exit;
// Pixel-perfect lines
if Width = 1 then
e_LineCorrection(X1, Y1, X2, Y2);
//------------------------------------------------------------------
procedure e_DeleteTexture(ID: DWORD);
begin
- glDeleteTextures(1, @e_Textures[ID].ID);
- e_Textures[ID].ID := 0;
+ if not e_NoGraphics then
+ glDeleteTextures(1, @e_Textures[ID].tx.id);
+ e_Textures[ID].tx.id := 0;
e_Textures[ID].Width := 0;
e_Textures[ID].Height := 0;
end;
procedure e_BeginRender();
begin
+ if e_NoGraphics then Exit;
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0);
end;
procedure e_Clear(Mask: TGLbitfield; Red, Green, Blue: Single); overload;
begin
- glClearColor(Red, Green, Blue, 0);
- glClear(Mask);
+ if e_NoGraphics then Exit;
+ glClearColor(Red, Green, Blue, 0);
+ glClear(Mask);
end;
procedure e_Clear(); overload;
begin
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT);
+ if e_NoGraphics then Exit;
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
end;
procedure e_EndRender();
begin
+ if e_NoGraphics then Exit;
glPopMatrix();
end;
procedure e_MakeScreenshot(FileName: String; Width, Height: Word);
-begin
-end;
-
-{type
+type
aRGB = Array [0..1] of TRGB;
PaRGB = ^aRGB;
-
TByteArray = Array [0..1] of Byte;
PByteArray = ^TByteArray;
-
var
FILEHEADER: BITMAPFILEHEADER;
INFOHEADER: BITMAPINFOHEADER;
tmp: Byte;
i: Integer;
F: File of Byte;
-
begin
+ if e_NoGraphics then Exit;
+
if (Width mod 4) > 0 then
Width := Width + 4 - (Width mod 4);
biClrImportant := 0;
end;
+ //writeln('shot: ', FileName);
AssignFile(F, FileName);
Rewrite(F);
CloseFile(F);
FreeMem(pixels);
-end;}
+end;
-function e_GetGamma(): Byte;
+function e_GetGamma(win: PSDL_Window): Byte;
var
ramp: array [0..256*3-1] of Word;
rgb: array [0..2] of Double;
A, B: double;
i, j: integer;
begin
+ Result := 0;
+ if e_NoGraphics then Exit;
rgb[0] := 1.0;
rgb[1] := 1.0;
rgb[2] := 1.0;
- SDL_GetGammaRamp(@ramp[0], @ramp[256], @ramp[512]);
+ SDL_GetWindowGammaRamp(win, @ramp[0], @ramp[256], @ramp[512]);
for i := 0 to 2 do
begin
Result := 100 - Trunc(((rgb[0] + rgb[1] + rgb[2])/3 - 0.23) * 100/(2.7 - 0.23));
end;
-procedure e_SetGamma(Gamma: Byte);
+procedure e_SetGamma(win: PSDL_Window; Gamma: Byte);
var
ramp: array [0..256*3-1] of Word;
i: integer;
r: double;
g: double;
begin
+ if e_NoGraphics then Exit;
g := (100 - Gamma)*(2.7 - 0.23)/100 + 0.23;
for i := 0 to 255 do
ramp[i + 512] := trunc(r);
end;
- SDL_SetGammaRamp(@ramp[0], @ramp[256], @ramp[512]);
+ SDL_SetWindowGammaRamp(win, @ramp[0], @ramp[256], @ramp[512]);
end;
function e_CharFont_Create(sp: ShortInt=0): DWORD;
var
a: Integer;
begin
+ if e_NoGraphics then Exit;
if Text = '' then Exit;
if e_CharFonts = nil then Exit;
if Integer(FontID) > High(e_CharFonts) then Exit;
a: Integer;
c: TRGB;
begin
+ if e_NoGraphics then Exit;
if Text = '' then Exit;
if e_CharFonts = nil then Exit;
if Integer(FontID) > High(e_CharFonts) then Exit;
tc, c: TRGB;
w, h: Word;
begin
+ if e_NoGraphics then Exit;
if Text = '' then Exit;
if e_CharFonts = nil then Exit;
if Integer(FontID) > High(e_CharFonts) then Exit;
cx, cy : real;
i, id: DWORD;
begin
+ if e_NoGraphics then Exit;
e_WriteLog('Creating texture font...', MSG_NOTIFY);
id := DWORD(-1);
with e_TextureFonts[id] do
begin
Base := glGenLists(XCount*YCount);
- TextureID := e_Textures[Tex].ID;
+ TextureID := e_Textures[Tex].tx.id;
CharWidth := (e_Textures[Tex].Width div XCount)+Space;
CharHeight := e_Textures[Tex].Height div YCount;
XC := XCount;
SPC := Space;
end;
- glBindTexture(GL_TEXTURE_2D, e_Textures[Tex].ID);
+ glBindTexture(GL_TEXTURE_2D, e_Textures[Tex].tx.id);
for loop1 := 0 to XCount*YCount-1 do
begin
cx := (loop1 mod XCount)/XCount;
FontID := id;
end;
-procedure e_TextureFontBuildInPlace(id: DWORD);
-var
- loop1 : GLuint;
- cx, cy : real;
- XCount, YCount, Space: Integer;
- {i,} Tex: DWORD;
-begin
- with e_TextureFonts[id] do
- begin
- Base := glGenLists(XC*YC);
- TextureID := e_Textures[Texture].ID;
- XCount := XC;
- YCount := YC;
- Space := SPC;
- Tex := Texture;
- end;
-
- glBindTexture(GL_TEXTURE_2D, e_Textures[Tex].ID);
- for loop1 := 0 to XCount*YCount-1 do
- begin
- cx := (loop1 mod XCount)/XCount;
- cy := (loop1 div YCount)/YCount;
-
- glNewList(e_TextureFonts[id].Base+loop1, GL_COMPILE);
- glBegin(GL_QUADS);
- glTexCoord2f(cx, 1.0-cy-1/YCount);
- glVertex2d(0, e_Textures[Tex].Height div YCount);
-
- glTexCoord2f(cx+1/XCount, 1.0-cy-1/YCount);
- glVertex2i(e_Textures[Tex].Width div XCount, e_Textures[Tex].Height div YCount);
-
- glTexCoord2f(cx+1/XCount, 1.0-cy);
- glVertex2i(e_Textures[Tex].Width div XCount, 0);
-
- glTexCoord2f(cx, 1.0-cy);
- glVertex2i(0, 0);
- glEnd();
- glTranslated((e_Textures[Tex].Width div XCount)+Space, 0, 0);
- glEndList();
- end;
-end;
-
procedure e_TextureFontKill(FontID: DWORD);
begin
+ if e_NoGraphics then Exit;
glDeleteLists(e_TextureFonts[FontID].Base, 256);
e_TextureFonts[FontID].Base := 0;
end;
procedure e_TextureFontPrint(X, Y: GLint; Text: string; FontID: DWORD);
begin
+ if e_NoGraphics then Exit;
if Integer(FontID) > High(e_TextureFonts) then Exit;
if Text = '' then Exit;
// god forgive me for this, but i cannot figure out how to do it without lists
procedure e_TextureFontPrintChar(X, Y: Integer; Ch: Char; FontID: DWORD; Shadow: Boolean = False);
begin
+ if e_NoGraphics then Exit;
glPushMatrix;
if Shadow then
tc, c: TRGB;
w: Word;
begin
+ if e_NoGraphics then Exit;
if Text = '' then Exit;
if e_TextureFonts = nil then Exit;
if Integer(FontID) > High(e_TextureFonts) then Exit;
procedure e_TextureFontPrintEx(X, Y: GLint; Text: string; FontID: DWORD; Red, Green,
Blue: Byte; Scale: Single; Shadow: Boolean = False);
begin
+ if e_NoGraphics then Exit;
if Text = '' then Exit;
glPushMatrix;
procedure e_TextureFontGetSize(ID: DWORD; var CharWidth, CharHeight: Byte);
begin
+ CharWidth := 16;
+ CharHeight := 16;
+ if e_NoGraphics then Exit;
if Integer(ID) > High(e_TextureFonts) then
Exit;
CharWidth := e_TextureFonts[ID].CharWidth;
var
i: integer;
begin
+ if e_NoGraphics then Exit;
if e_TextureFonts = nil then Exit;
for i := 0 to High(e_TextureFonts) do
e_TextureFonts := nil;
end;
-procedure e_SaveGLContext();
-var
- PxLen: Cardinal;
- i: Integer;
-begin
- e_WriteLog('Backing up GL context:', MSG_NOTIFY);
-
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
-
- if e_Textures <> nil then
- begin
- e_WriteLog(' Backing up textures...', MSG_NOTIFY);
- SetLength(e_SavedTextures, Length(e_Textures));
- for i := Low(e_Textures) to High(e_Textures) do
- begin
- e_SavedTextures[i].Pixels := nil;
- if e_Textures[i].Width > 0 then
- begin
- with e_SavedTextures[i] do
- begin
- PxLen := 3;
- if e_Textures[i].Fmt = GL_RGBA then Inc(PxLen);
- Pixels := GetMem(PxLen * e_Textures[i].Width * e_Textures[i].Height);
- glBindTexture(GL_TEXTURE_2D, e_Textures[i].ID);
- glGetTexImage(GL_TEXTURE_2D, 0, e_Textures[i].Fmt, GL_UNSIGNED_BYTE, Pixels);
- glBindTexture(GL_TEXTURE_2D, 0);
- OldID := e_Textures[i].ID;
- TexId := i;
- end;
- end;
- end;
- end;
-
- if e_TextureFonts <> nil then
- begin
- e_WriteLog(' Releasing texturefonts...', MSG_NOTIFY);
- for i := 0 to High(e_TextureFonts) do
- if e_TextureFonts[i].Base <> 0 then
- begin
- glDeleteLists(e_TextureFonts[i].Base, 256);
- e_TextureFonts[i].Base := 0;
- end;
- end;
-end;
-
-procedure e_RestoreGLContext();
-var
- GLID: GLuint;
- i: Integer;
-begin
- e_WriteLog('Restoring GL context:', MSG_NOTIFY);
-
- glPopClientAttrib();
- glPopAttrib();
-
- if e_SavedTextures <> nil then
- begin
- e_WriteLog(' Regenerating textures...', MSG_NOTIFY);
- for i := Low(e_SavedTextures) to High(e_SavedTextures) do
- begin
- if e_SavedTextures[i].Pixels <> nil then
- with e_SavedTextures[i] do
- begin
- GLID := CreateTexture(e_Textures[TexID].Width, e_Textures[TexID].Height,
- e_Textures[TexID].Fmt, Pixels);
- e_Textures[TexID].ID := GLID;
- FreeMem(Pixels);
- end;
- end;
- end;
-
- if e_TextureFonts <> nil then
- begin
- e_WriteLog(' Regenerating texturefonts...', MSG_NOTIFY);
- for i := Low(e_TextureFonts) to High(e_TextureFonts) do
- with e_TextureFonts[i] do
- begin
- TextureID := e_Textures[Texture].ID;
- Base := 0;
- e_TextureFontBuildInPlace(i);
- end;
- end;
-
- SetLength(e_SavedTextures, 0);
-end;
-
-
function _RGB(Red, Green, Blue: Byte): TRGB;
begin
Result.R := Red;