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-rw-r--r--Game/Code/Menu/UDrawTexture.pas210
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.