unit UDrawTexture;
interface
uses UTexture;
procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real);
procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real);
procedure DrawTexture(Texture: TTexture);
implementation
uses gl;
procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real);
begin
glColor3f(ColR, ColG, ColB);
glBegin(GL_LINES);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glEnd;
end;
procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real);
begin
glColor3f(ColR, ColG, ColB);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x, y+h);
glVertex2f(x+w, y+h);
glVertex2f(x+w, y);
glEnd;
end;
procedure DrawTexture(Texture: TTexture);
var
x1, x2, x3, x4: real;
y1, y2, y3, y4: real;
xt1, xt2, xt3, xt4: real;
yt1, yt2, yt3, yt4: real;
begin
with Texture do begin
// rysuje paski gracza
glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthRange(0, 10);
glDepthFunc(GL_LEQUAL);
// glDepthFunc(GL_GEQUAL);
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glBlendFunc(GL_SRC_COLOR, GL_ZERO);
glBindTexture(GL_TEXTURE_2D, TexNum);
x1 := x;
x2 := x;
x3 := x+w*scaleW;
x4 := x+w*scaleW;
y1 := y;
y2 := y+h*scaleH;
y3 := y+h*scaleH;
y4 := y;
if Rot <> 0 then begin
xt1 := x1 - (x + w/2);
xt2 := x2 - (x + w/2);
xt3 := x3 - (x + w/2);
xt4 := x4 - (x + w/2);
yt1 := y1 - (y + h/2);
yt2 := y2 - (y + h/2);
yt3 := y3 - (y + h/2);
yt4 := y4 - (y + h/2);
x1 := (x + w/2) + xt1 * cos(Rot) - yt1 * sin(Rot);
x2 := (x + w/2) + xt2 * cos(Rot) - yt2 * sin(Rot);
x3 := (x + w/2) + xt3 * cos(Rot) - yt3 * sin(Rot);
x4 := (x + w/2) + xt4 * cos(Rot) - yt4 * sin(Rot);
y1 := (y + h/2) + yt1 * cos(Rot) + xt1 * sin(Rot);
y2 := (y + h/2) + yt2 * cos(Rot) + xt2 * sin(Rot);
y3 := (y + h/2) + yt3 * cos(Rot) + xt3 * sin(Rot);
y4 := (y + h/2) + yt4 * cos(Rot) + xt4 * sin(Rot);
end;
{ glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(x1, y1, z);
glTexCoord2f(0, TexH); glVertex3f(x2, y2, z);
glTexCoord2f(TexW, TexH); glVertex3f(x3, y3, z);
glTexCoord2f(TexW, 0); glVertex3f(x4, y4, z);
glEnd;}
glBegin(GL_QUADS);
glTexCoord2f(TexX1*TexW, TexY1*TexH); glVertex3f(x1, y1, z);
glTexCoord2f(TexX1*TexW, TexY2*TexH); glVertex3f(x2, y2, z);
glTexCoord2f(TexX2*TexW, TexY2*TexH); glVertex3f(x3, y3, z);
glTexCoord2f(TexX2*TexW, TexY1*TexH); glVertex3f(x4, y4, z);
glEnd;
end;
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
end;
end.