From 51ed8fe6f2ea9892e905e81cf5bad3960537eb40 Mon Sep 17 00:00:00 2001 From: brunzelchen Date: Fri, 19 Feb 2010 17:18:42 +0000 Subject: Challenge MOD r7 alpha based on Ultrastar Deluxe v1.0.1a for changes read Changelog.txt in folder Game git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.0.1 Challenge MOD@2107 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Menu/UDrawTexture.pas | 101 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 101 insertions(+) create mode 100644 Game/Code/Menu/UDrawTexture.pas (limited to 'Game/Code/Menu/UDrawTexture.pas') diff --git a/Game/Code/Menu/UDrawTexture.pas b/Game/Code/Menu/UDrawTexture.pas new file mode 100644 index 00000000..5509b29c --- /dev/null +++ b/Game/Code/Menu/UDrawTexture.pas @@ -0,0 +1,101 @@ +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. -- cgit v1.2.3