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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-06-08 15:33:48 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-06-08 15:33:48 +0000 |
commit | 46bb010ca7c5eb04551c030105f9999ca80e472f (patch) | |
tree | 3cb6a6bdd7e4e62623c6a83b5d22c1c0dfad73e8 /Game/Code/Menu/UDrawTexture.pas | |
parent | f4425b4558b7fd86de874035f81ea290c987e96d (diff) | |
download | usdx-46bb010ca7c5eb04551c030105f9999ca80e472f.tar.gz usdx-46bb010ca7c5eb04551c030105f9999ca80e472f.tar.xz usdx-46bb010ca7c5eb04551c030105f9999ca80e472f.zip |
- set svn:eol-style to native
- removed some svn:executable properties from non-executable files
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1144 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Menu/UDrawTexture.pas')
-rw-r--r-- | Game/Code/Menu/UDrawTexture.pas | 210 |
1 files changed, 105 insertions, 105 deletions
diff --git a/Game/Code/Menu/UDrawTexture.pas b/Game/Code/Menu/UDrawTexture.pas index 3dddaabc..a7dde18f 100644 --- a/Game/Code/Menu/UDrawTexture.pas +++ b/Game/Code/Menu/UDrawTexture.pas @@ -1,105 +1,105 @@ -unit UDrawTexture;
-
-interface
-
-{$I switches.inc}
-
-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.
+unit UDrawTexture; + +interface + +{$I switches.inc} + +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. |