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authorbrunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-10-14 18:02:35 +0000
committerbrunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-10-14 18:02:35 +0000
commit8782261d8fa6d2456d85b245b7d01824414b8d51 (patch)
tree0befc2a96e4dfea7d073f9beb83a310a9f6bdc9c /medley_new/src/menu/UDrawTexture.pas
parentd165a085eecd9f0d2e9d603de269941d1d30c620 (diff)
downloadusdx-8782261d8fa6d2456d85b245b7d01824414b8d51.tar.gz
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new medley branch, based on the actual (1.1) trunk. the old one will be deleted soon
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2666 b956fd51-792f-4845-bead-9b4dfca2ff2c
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-rw-r--r--medley_new/src/menu/UDrawTexture.pas139
1 files changed, 139 insertions, 0 deletions
diff --git a/medley_new/src/menu/UDrawTexture.pas b/medley_new/src/menu/UDrawTexture.pas
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+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * 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; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * 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; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit UDrawTexture;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$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
+ 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.