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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.169 by root, Wed Dec 13 17:30:02 2006 UTC vs.
Revision 1.193 by root, Sun Jul 1 03:12:34 2007 UTC

1#ifdef _WIN32 1#ifdef _WIN32
2# define WIN32_LEAN_AND_MEAN 2# define WIN32_LEAN_AND_MEAN
3# define _WIN32_WINNT 0x0500 // needed to get win2000 api calls 3# define NTDDI_VERSION NTDDI_WIN2K // needed to get win2000 api calls
4# include <malloc.h> 4# include <malloc.h>
5# include <windows.h> 5# include <windows.h>
6# include <wininet.h> 6# include <wininet.h>
7# pragma warning(disable:4244) 7# pragma warning(disable:4244)
8# pragma warning(disable:4761) 8# pragma warning(disable:4761)
9#endif
10
11//#define DEBUG 1
12#if DEBUG
13# include <valgrind/memcheck.h>
9#endif 14#endif
10 15
11#include "EXTERN.h" 16#include "EXTERN.h"
12#include "perl.h" 17#include "perl.h"
13#include "XSUB.h" 18#include "XSUB.h"
56# define PARACHUTE SDL_INIT_NOPARACHUTE 61# define PARACHUTE SDL_INIT_NOPARACHUTE
57#else 62#else
58# define PARACHUTE 0 63# define PARACHUTE 0
59#endif 64#endif
60 65
66static AV *texture_av;
67
61static struct 68static struct
62{ 69{
63#define GL_FUNC(ptr,name) ptr name; 70#define GL_FUNC(ptr,name) ptr name;
64#include "glfunc.h" 71#include "glfunc.h"
65#undef GL_FUNC 72#undef GL_FUNC
66} gl; 73} gl;
67 74
75static void
68static void gl_BlendFuncSeparate (GLenum sa, GLenum da, GLenum saa, GLenum daa) 76gl_BlendFuncSeparate (GLenum sa, GLenum da, GLenum saa, GLenum daa)
69{ 77{
70 if (gl.BlendFuncSeparate) 78 if (gl.BlendFuncSeparate)
71 gl.BlendFuncSeparate (sa, da, saa, daa); 79 gl.BlendFuncSeparate (sa, da, saa, daa);
72 else if (gl.BlendFuncSeparateEXT) 80 else if (gl.BlendFuncSeparateEXT)
73 gl.BlendFuncSeparateEXT (sa, da, saa, daa); 81 gl.BlendFuncSeparateEXT (sa, da, saa, daa);
74 else 82 else
75 glBlendFunc (sa, da); 83 glBlendFunc (sa, da);
76} 84}
77 85
86static GLuint
87gen_texture ()
88{
89 GLuint name;
90
91 if (AvFILL (texture_av) >= 0)
92 name = (GLuint)(size_t)av_pop (texture_av);
93 else
94 glGenTextures (1, &name);
95
96 return name;
97}
98
99static void
100del_texture (GLuint name)
101{
102 /* make a half-assed attempt at returning the memory used by the texture */
103 /* textures are frequently being reused by cfplus anyway */
104 /*glBindTexture (GL_TEXTURE_2D, name);*/
105 /*glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);*/
106 av_push (texture_av, (SV *)(size_t)name);
107 glDeleteTextures (1, &name);
108}
109
78#include "texcache.c" 110#include "texcache.c"
79 111
80#include "pango-font.c" 112#include "pango-font.c"
81#include "pango-fontmap.c" 113#include "pango-fontmap.c"
82#include "pango-render.c" 114#include "pango-render.c"
155 187
156 *w = rect.width; 188 *w = rect.width;
157 *h = rect.height; 189 *h = rect.height;
158} 190}
159 191
192typedef uint16_t tileid;
160typedef uint16_t mapface; 193typedef uint16_t faceid;
161 194
162typedef struct { 195typedef struct {
163 GLint name; 196 int name;
164 int w, h; 197 int w, h;
165 float s, t; 198 float s, t;
166 uint8_t r, g, b, a; 199 uint8_t r, g, b, a;
200 tileid smoothtile;
201 uint8_t smoothlevel;
167} maptex; 202} maptex;
168 203
169typedef struct { 204typedef struct {
170 uint32_t player; 205 uint32_t player;
171 mapface face[3]; 206 tileid tile[3];
172 uint16_t darkness; 207 uint16_t darkness;
173 uint8_t stat_width, stat_hp, flags; 208 uint8_t stat_width, stat_hp, flags, smoothmax;
174} mapcell; 209} mapcell;
175 210
176typedef struct { 211typedef struct {
177 int32_t c0, c1; 212 int32_t c0, c1;
178 mapcell *col; 213 mapcell *col;
179} maprow; 214} maprow;
180 215
181typedef struct map { 216typedef struct map {
182 int x, y, w, h; 217 int x, y, w, h;
183 int ox, oy; /* offset to virtual global coordinate system */ 218 int ox, oy; /* offset to virtual global coordinate system */
184 int faces; 219 int faces; tileid *face2tile; // [faceid]
185 mapface *face; 220 int texs; maptex *tex; // [tileid]
186
187 int texs;
188 maptex *tex;
189 221
190 int32_t rows; 222 int32_t rows;
191 maprow *row; 223 maprow *row;
192} *CFPlus__Map; 224} *CFPlus__Map;
193 225
213 return ptr; 245 return ptr;
214} 246}
215 247
216#define Append(type,ptr,sze,inc) (ptr) = (type *)append ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type)) 248#define Append(type,ptr,sze,inc) (ptr) = (type *)append ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type))
217#define Prepend(type,ptr,sze,inc) (ptr) = (type *)prepend ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type)) 249#define Prepend(type,ptr,sze,inc) (ptr) = (type *)prepend ((char *)ptr, (sze) * sizeof (type), (inc) * sizeof (type))
250
251static void
252need_facenum (struct map *self, faceid face)
253{
254 while (self->faces <= face)
255 {
256 Append (tileid, self->face2tile, self->faces, self->faces);
257 self->faces *= 2;
258 }
259}
260
261static void
262need_texid (struct map *self, int texid)
263{
264 while (self->texs <= texid)
265 {
266 Append (maptex, self->tex, self->texs, self->texs);
267 self->texs *= 2;
268 }
269}
218 270
219static maprow * 271static maprow *
220map_get_row (CFPlus__Map self, int y) 272map_get_row (CFPlus__Map self, int y)
221{ 273{
222 if (0 > y) 274 if (0 > y)
315 cell->stat_hp = 0; 367 cell->stat_hp = 0;
316 cell->flags = 0; 368 cell->flags = 0;
317 cell->player = 0; 369 cell->player = 0;
318 } 370 }
319 } 371 }
372}
373
374typedef struct {
375 tileid tile;
376 uint8_t x, y, level;
377} smooth_key;
378
379static void
380smooth_or_bits (HV *hv, smooth_key *key, IV bits)
381{
382 SV **sv = hv_fetch (hv, (char *)key, sizeof (*key), 1);
383
384 if (SvIOK (*sv))
385 SvIV_set (*sv, SvIVX (*sv) | bits);
386 else
387 sv_setiv (*sv, bits);
320} 388}
321 389
322static void 390static void
323music_finished (void) 391music_finished (void)
324{ 392{
578 RETVAL = !!SDL_SetVideoMode ( 646 RETVAL = !!SDL_SetVideoMode (
579 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0) 647 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0)
580 ); 648 );
581 if (RETVAL) 649 if (RETVAL)
582 { 650 {
651 av_clear (texture_av);
652
583 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+"); 653 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+");
584# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 654# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
585# include "glfunc.h" 655# include "glfunc.h"
586# undef GL_FUNC 656# undef GL_FUNC
657
587 } 658 }
588 OUTPUT: 659 OUTPUT:
589 RETVAL 660 RETVAL
590 661
591void 662void
665Mix_AllocateChannels (int numchans = -1) 736Mix_AllocateChannels (int numchans = -1)
666 737
667void 738void
668lowdelay (int fd, int val = 1) 739lowdelay (int fd, int val = 1)
669 CODE: 740 CODE:
670#ifndef _WIN32
671 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 741 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
672#endif
673 742
674void 743void
675win32_proxy_info () 744win32_proxy_info ()
676 PPCODE: 745 PPCODE:
677{ 746{
818 ExitThread (retval); // unclean, please beam me up 887 ExitThread (retval); // unclean, please beam me up
819#else 888#else
820 _exit (retval); 889 _exit (retval);
821#endif 890#endif
822 891
892void
893debug ()
894 CODE:
895{
896#if DEBUG
897 VALGRIND_DO_LEAK_CHECK;
898#endif
899}
900
823MODULE = CFPlus PACKAGE = CFPlus::Font 901MODULE = CFPlus PACKAGE = CFPlus::Font
824 902
825CFPlus::Font 903CFPlus::Font
826new_from_file (SV *class, char *path, int id = 0) 904new_from_file (SV *class, char *path, int id = 0)
827 CODE: 905 CODE:
1240 RETVAL->y = 0; 1318 RETVAL->y = 0;
1241 RETVAL->w = 0; 1319 RETVAL->w = 0;
1242 RETVAL->h = 0; 1320 RETVAL->h = 0;
1243 RETVAL->ox = 0; 1321 RETVAL->ox = 0;
1244 RETVAL->oy = 0; 1322 RETVAL->oy = 0;
1245 RETVAL->faces = 8192; 1323 RETVAL->faces = 8192; Newz (0, RETVAL->face2tile, RETVAL->faces, tileid);
1246 Newz (0, RETVAL->face, RETVAL->faces, mapface); 1324 RETVAL->texs = 8192; Newz (0, RETVAL->tex , RETVAL->texs , maptex);
1247 RETVAL->texs = 8192;
1248 Newz (0, RETVAL->tex, RETVAL->texs, maptex);
1249 RETVAL->rows = 0; 1325 RETVAL->rows = 0;
1250 RETVAL->row = 0; 1326 RETVAL->row = 0;
1251 OUTPUT: 1327 OUTPUT:
1252 RETVAL 1328 RETVAL
1253 1329
1254void 1330void
1255DESTROY (CFPlus::Map self) 1331DESTROY (CFPlus::Map self)
1256 CODE: 1332 CODE:
1257{ 1333{
1258 map_clear (self); 1334 map_clear (self);
1259 Safefree (self->face); 1335 Safefree (self->face2tile);
1260 Safefree (self->tex); 1336 Safefree (self->tex);
1261 Safefree (self); 1337 Safefree (self);
1262} 1338}
1263 1339
1264void 1340void
1271clear (CFPlus::Map self) 1347clear (CFPlus::Map self)
1272 CODE: 1348 CODE:
1273 map_clear (self); 1349 map_clear (self);
1274 1350
1275void 1351void
1276set_face (CFPlus::Map self, int face, int texid) 1352set_tileid (CFPlus::Map self, int face, int tile)
1277 CODE: 1353 CODE:
1278{ 1354{
1279 while (self->faces <= face) 1355 need_facenum (self, face); self->face2tile [face] = tile;
1280 { 1356 need_texid (self, tile);
1281 Append (mapface, self->face, self->faces, self->faces); 1357}
1282 self->faces *= 2;
1283 }
1284 1358
1285 self->face [face] = texid; 1359void
1360set_smooth (CFPlus::Map self, int face, int smooth, int level)
1361 CODE:
1362{
1363 tileid texid;
1364 maptex *tex;
1365
1366 if (face < 0 || face >= self->faces)
1367 return;
1368
1369 if (smooth < 0 || smooth >= self->faces)
1370 return;
1371
1372 texid = self->face2tile [face];
1373
1374 if (!texid)
1375 return;
1376
1377 tex = self->tex + texid;
1378 tex->smoothtile = self->face2tile [smooth];
1379 tex->smoothlevel = level;
1286} 1380}
1287 1381
1288void 1382void
1289set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a) 1383set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a)
1290 CODE: 1384 CODE:
1291{ 1385{
1292 while (self->texs <= texid) 1386 need_texid (self, texid);
1293 {
1294 Append (maptex, self->tex, self->texs, self->texs);
1295 self->texs *= 2;
1296 }
1297 1387
1298 { 1388 {
1299 maptex *tex = self->tex + texid; 1389 maptex *tex = self->tex + texid;
1300 1390
1301 tex->name = name; 1391 tex->name = name;
1345 CODE: 1435 CODE:
1346{ 1436{
1347 if (dx > 0) 1437 if (dx > 0)
1348 map_blank (self, self->x, self->y, dx, self->h); 1438 map_blank (self, self->x, self->y, dx, self->h);
1349 else if (dx < 0) 1439 else if (dx < 0)
1350 map_blank (self, self->x + self->w + dx + 1, self->y, -dx, self->h); 1440 map_blank (self, self->x + self->w + dx, self->y, -dx, self->h);
1351 1441
1352 if (dy > 0) 1442 if (dy > 0)
1353 map_blank (self, self->x, self->y, self->w, dy); 1443 map_blank (self, self->x, self->y, self->w, dy);
1354 else if (dy < 0) 1444 else if (dy < 0)
1355 map_blank (self, self->x, self->y + self->h + dy + 1, self->w, -dy); 1445 map_blank (self, self->x, self->y + self->h + dy, self->w, -dy);
1356 1446
1357 self->ox += dx; self->x += dx; 1447 self->ox += dx; self->x += dx;
1358 self->oy += dy; self->y += dy; 1448 self->oy += dy; self->y += dy;
1359 1449
1360 while (self->y < 0) 1450 while (self->y < 0)
1414 } 1504 }
1415 else if (cmd == 6) // monster width 1505 else if (cmd == 6) // monster width
1416 cell->stat_width = *data++ + 1; 1506 cell->stat_width = *data++ + 1;
1417 else if (cmd == 0x47) 1507 else if (cmd == 0x47)
1418 { 1508 {
1419 if (*data == 8) 1509 if (*data == 4)
1420 ; // decode player uuid 1510 ; // decode player count
1421 1511
1422 data += *data + 1; 1512 data += *data + 1;
1423 } 1513 }
1424 else if (cmd == 8) // cell flags 1514 else if (cmd == 8) // cell flags
1425 cell->flags = *data++; 1515 cell->flags = *data++;
1434 cell->darkness = *data++ + 1; 1524 cell->darkness = *data++ + 1;
1435 } 1525 }
1436 1526
1437 if (flags & 4) 1527 if (flags & 4)
1438 { 1528 {
1439 cell->face [0] = self->face [(data [0] << 8) + data [1]]; data += 2; 1529 faceid face = (data [0] << 8) + data [1]; data += 2;
1530 need_facenum (self, face);
1531 cell->tile [0] = self->face2tile [face];
1440 } 1532 }
1441 1533
1442 if (flags & 2) 1534 if (flags & 2)
1443 { 1535 {
1444 cell->face [1] = self->face [(data [0] << 8) + data [1]]; data += 2; 1536 faceid face = (data [0] << 8) + data [1]; data += 2;
1537 need_facenum (self, face);
1538 cell->tile [1] = self->face2tile [face];
1445 } 1539 }
1446 1540
1447 if (flags & 1) 1541 if (flags & 1)
1448 { 1542 {
1449 cell->face [2] = self->face [(data [0] << 8) + data [1]]; data += 2; 1543 faceid face = (data [0] << 8) + data [1]; data += 2;
1544 need_facenum (self, face);
1545 cell->tile [2] = self->face2tile [face];
1450 } 1546 }
1451 } 1547 }
1452 else 1548 else
1453 cell->darkness = 0; 1549 cell->darkness = 0;
1454 } 1550 }
1484 { 1580 {
1485 mapcell *cell = row->col + (x - row->c0); 1581 mapcell *cell = row->col + (x - row->c0);
1486 1582
1487 for (z = 0; z <= 0; z++) 1583 for (z = 0; z <= 0; z++)
1488 { 1584 {
1489 mapface face = cell->face [z];
1490
1491 if (face)
1492 {
1493 maptex tex = self->tex [face]; 1585 maptex tex = self->tex [cell->tile [z]];
1494 int a0 = 255 - tex.a; 1586 int a0 = 255 - tex.a;
1495 int a1 = tex.a; 1587 int a1 = tex.a;
1496 1588
1497 r = (r * a0 + tex.r * a1) / 255; 1589 r = (r * a0 + tex.r * a1) / 255;
1498 g = (g * a0 + tex.g * a1) / 255; 1590 g = (g * a0 + tex.g * a1) / 255;
1499 b = (b * a0 + tex.b * a1) / 255; 1591 b = (b * a0 + tex.b * a1) / 255;
1500 a = (a * a0 + tex.a * a1) / 255; 1592 a = (a * a0 + tex.a * a1) / 255;
1501 }
1502 } 1593 }
1503 } 1594 }
1504 1595
1505 *map++ = (r ) 1596 *map++ = (r )
1506 | (g << 8) 1597 | (g << 8)
1513} 1604}
1514 OUTPUT: 1605 OUTPUT:
1515 RETVAL 1606 RETVAL
1516 1607
1517void 1608void
1518draw (CFPlus::Map self, int mx, int my, int sw, int sh) 1609draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1519 CODE: 1610 CODE:
1520{ 1611{
1612 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1613 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1614 static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k)
1615 smooth_key skey;
1521 int x, y, z; 1616 int x, y, z;
1522 int last_name; 1617 int last_name;
1523 mapface face; 1618
1619 // thats current max. sorry.
1620 if (sw > 255) sw = 255;
1621 if (sh > 255) sh = 255;
1622
1623 // clear key, in case of extra padding
1624 memset (&skey, 0, sizeof (skey));
1524 1625
1525 glColor4ub (255, 255, 255, 255); 1626 glColor4ub (255, 255, 255, 255);
1526 1627
1527 glEnable (GL_BLEND); 1628 glEnable (GL_BLEND);
1528 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1629 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1534 last_name = 0; 1635 last_name = 0;
1535 1636
1536 mx += self->x; 1637 mx += self->x;
1537 my += self->y; 1638 my += self->y;
1538 1639
1640 // first pass: determine smooth_max
1641 // rather ugly, if you ask me
1642 // could also be stored inside mapcell and updated on change
1643 memset (smooth_max, 0, sizeof (smooth_max));
1644
1645 for (y = 0; y < sh; y++)
1646 if (0 <= y + my && y + my < self->rows)
1647 {
1648 maprow *row = self->row + (y + my);
1649
1650 for (x = 0; x < sw; x++)
1651 if (row->c0 <= x + mx && x + mx < row->c1)
1652 {
1653 mapcell *cell = row->col + (x + mx - row->c0);
1654
1655 smooth_max[x + 1][y + 1] =
1656 MAX (self->tex [cell->tile [0]].smoothlevel,
1657 MAX (self->tex [cell->tile [1]].smoothlevel,
1658 self->tex [cell->tile [2]].smoothlevel));
1659 }
1660 }
1661
1539 for (z = 0; z < 3; z++) 1662 for (z = 0; z <= 2; z++)
1663 {
1664 memset (smooth_level, 0, sizeof (smooth_level));
1665
1540 for (y = 0; y < sh; y++) 1666 for (y = 0; y < sh; y++)
1541 if (0 <= y + my && y + my < self->rows) 1667 if (0 <= y + my && y + my < self->rows)
1542 { 1668 {
1543 maprow *row = self->row + (y + my); 1669 maprow *row = self->row + (y + my);
1544 1670
1545 for (x = 0; x < sw; x++) 1671 for (x = 0; x < sw; x++)
1546 if (row->c0 <= x + mx && x + mx < row->c1) 1672 if (row->c0 <= x + mx && x + mx < row->c1)
1547 { 1673 {
1548 mapcell *cell = row->col + (x + mx - row->c0); 1674 mapcell *cell = row->col + (x + mx - row->c0);
1549
1550 face = cell->face [z]; 1675 tileid tile = cell->tile [z];
1676
1677 if (tile)
1678 {
1679 maptex tex = self->tex [tile];
1680 int px = (x + 1) * T - tex.w;
1681 int py = (y + 1) * T - tex.h;
1551 1682
1552 if (face && face < self->texs) 1683 // suppressing texture state switches here
1684 // is only moderately effective, but worth the extra effort
1685 if (last_name != tex.name)
1686 {
1687 if (!tex.name)
1688 tex = self->tex [2]; /* missing, replace by noface */
1689
1690 glEnd ();
1691 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1692 glBegin (GL_QUADS);
1693 }
1694
1695 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1696 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1697 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1698 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1699
1700 if (cell->flags && z == 2)
1701 {
1702 if (cell->flags & 1)
1703 {
1704 maptex tex = self->tex [1];
1705 int px = x * T + T * 2 / 32;
1706 int py = y * T - T * 6 / 32;
1707
1708 glEnd ();
1709 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1710 glBegin (GL_QUADS);
1711
1712 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1713 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1714 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1715 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1716 }
1717 }
1718
1719 // update smooth hash
1720 if (tex.smoothtile)
1721 {
1722 skey.tile = tex.smoothtile;
1723 skey.level = tex.smoothlevel;
1724
1725 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1726
1727 // add bits to current tile and all neighbours. skey.x|y is
1728 // shifted +1|+1 so we always stay positive.
1729
1730 // bits is ___n cccc CCCC bbbb
1731 // n do not draw borders&corners
1732 // c draw these corners, but...
1733 // C ... not these
1734 // b draw these borders
1735
1736 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1737 // ┃· ·· ·┃ ━━
1738
1739 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1740 // ·· ·· ·┏ ┓·
1741
1742 // full tile
1743 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1744
1745 // borders
1746 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1747 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1748 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1749 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1750
1751 // corners
1752 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1753 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1754 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1755 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1756 }
1757 }
1758 }
1759 }
1760
1761 // go through all smoothlevels, lowest to highest, then draw.
1762 // this is basically counting sort
1763 {
1764 int w, b;
1765
1766 for (w = 0; w < 256 / 32; ++w)
1767 {
1768 uint32_t smask = smooth_level [w];
1769 if (smask)
1770 for (b = 0; b < 32; ++b)
1771 if (smask & (((uint32_t)1) << b))
1553 { 1772 {
1554 maptex tex = self->tex [face]; 1773 int level = (w << 5) | b;
1555 int px = (x + 1) * 32 - tex.w; 1774 HE *he;
1556 int py = (y + 1) * 32 - tex.h;
1557 1775
1558 if (last_name != tex.name) 1776 hv_iterinit (smooth);
1777 while ((he = hv_iternext (smooth)))
1559 { 1778 {
1779 smooth_key *skey = (smooth_key *)HeKEY (he);
1780 IV bits = SvIVX (HeVAL (he));
1781
1782 if (!(bits & 0x1000)
1783 && skey->level == level
1784 && level > smooth_max [skey->x][skey->y])
1785 {
1786 maptex tex = self->tex [skey->tile];
1787 int px = (((int)skey->x) - 1) * T;
1788 int py = (((int)skey->y) - 1) * T;
1789 int border = bits & 15;
1790 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1791 float dx = tex.s * .0625f; // 16 images/row
1792 float dy = tex.t * .5f ; // 2 images/column
1793
1794 // this time naively avoiding texture state changes
1795 // save gobs of state changes.
1796 if (last_name != tex.name)
1797 {
1798 if (!tex.name)
1799 continue; // smoothing not yet available
1800
1560 glEnd (); 1801 glEnd ();
1561 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1802 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1562 glBegin (GL_QUADS); 1803 glBegin (GL_QUADS);
1804 }
1805
1806 if (border)
1807 {
1808 float ox = border * dx;
1809
1810 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1811 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1812 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1813 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1814 }
1815
1816 if (corner)
1817 {
1818 float ox = corner * dx;
1819
1820 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1821 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1822 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1823 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1824 }
1563 } 1825 }
1564
1565 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1566 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1567 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1568 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1569 }
1570
1571 if (cell->flags && z == 2)
1572 {
1573 if (cell->flags & 1)
1574 {
1575 maptex tex = self->tex [1];
1576 int px = (x + 1) * 32 - tex.w + 2;
1577 int py = (y + 1) * 32 - tex.h - 6;
1578
1579 glEnd ();
1580 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1581 glBegin (GL_QUADS);
1582
1583 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1584 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1585 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1586 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1587 } 1826 }
1588 } 1827 }
1589 }
1590 } 1828 }
1829 }
1830
1831 hv_clear (smooth);
1832 }
1591 1833
1592 glEnd (); 1834 glEnd ();
1593 1835
1594 glDisable (GL_TEXTURE_2D); 1836 glDisable (GL_TEXTURE_2D);
1595 glDisable (GL_BLEND); 1837 glDisable (GL_BLEND);
1603 for (x = 0; x < sw; x++) 1845 for (x = 0; x < sw; x++)
1604 if (row->c0 <= x + mx && x + mx < row->c1) 1846 if (row->c0 <= x + mx && x + mx < row->c1)
1605 { 1847 {
1606 mapcell *cell = row->col + (x + mx - row->c0); 1848 mapcell *cell = row->col + (x + mx - row->c0);
1607 1849
1608 int px = x * 32; 1850 int px = x * T;
1609 int py = y * 32; 1851 int py = y * T;
1610 1852
1611 if (cell->stat_hp) 1853 if (cell->stat_hp)
1612 { 1854 {
1613 int width = cell->stat_width * 32; 1855 int width = cell->stat_width * T;
1614 int thick = sh / 28 + 1 + cell->stat_width; 1856 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
1615 1857
1616 glColor3ub (0, 0, 0); 1858 glColor3ub (0, 0, 0);
1617 glRectf (px + 1, py - thick - 2, 1859 glRectf (px + 1, py - thick - 2,
1618 px + width - 1, py); 1860 px + width - 1, py);
1619 1861
1758 if (row && row->c0 <= x && x < row->c1) 2000 if (row && row->c0 <= x && x < row->c1)
1759 { 2001 {
1760 mapcell *cell = row->col + (x - row->c0); 2002 mapcell *cell = row->col + (x - row->c0);
1761 uint8_t flags = 0; 2003 uint8_t flags = 0;
1762 2004
1763 if (cell->face [0]) flags |= 1; 2005 if (cell->tile [0]) flags |= 1;
1764 if (cell->face [1]) flags |= 2; 2006 if (cell->tile [1]) flags |= 2;
1765 if (cell->face [2]) flags |= 4; 2007 if (cell->tile [2]) flags |= 4;
1766 2008
1767 *data++ = flags; 2009 *data++ = flags;
1768 2010
1769 if (flags & 1) 2011 if (flags & 1)
1770 { 2012 {
2013 tileid tile = cell->tile [0];
1771 *data++ = cell->face [0] >> 8; 2014 *data++ = tile >> 8;
1772 *data++ = cell->face [0]; 2015 *data++ = tile;
1773 } 2016 }
1774 2017
1775 if (flags & 2) 2018 if (flags & 2)
1776 { 2019 {
2020 tileid tile = cell->tile [1];
1777 *data++ = cell->face [1] >> 8; 2021 *data++ = tile >> 8;
1778 *data++ = cell->face [1]; 2022 *data++ = tile;
1779 } 2023 }
1780 2024
1781 if (flags & 4) 2025 if (flags & 4)
1782 { 2026 {
2027 tileid tile = cell->tile [2];
1783 *data++ = cell->face [2] >> 8; 2028 *data++ = tile >> 8;
1784 *data++ = cell->face [2]; 2029 *data++ = tile;
1785 } 2030 }
1786 } 2031 }
1787 else 2032 else
1788 *data++ = 0; 2033 *data++ = 0;
1789 } 2034 }
1829 { 2074 {
1830 uint8_t flags = *data++; 2075 uint8_t flags = *data++;
1831 2076
1832 if (flags) 2077 if (flags)
1833 { 2078 {
1834 mapface face[3] = { 0, 0, 0 };
1835
1836 mapcell *cell = row_get_cell (row, x); 2079 mapcell *cell = row_get_cell (row, x);
2080 tileid tile[3] = { 0, 0, 0 };
1837 2081
1838 if (flags & 1) { face[0] = *data++ << 8; face[0] |= *data++; } 2082 if (flags & 1) { tile[0] = *data++ << 8; tile[0] |= *data++; }
1839 if (flags & 2) { face[1] = *data++ << 8; face[1] |= *data++; } 2083 if (flags & 2) { tile[1] = *data++ << 8; tile[1] |= *data++; }
1840 if (flags & 4) { face[2] = *data++ << 8; face[2] |= *data++; } 2084 if (flags & 4) { tile[2] = *data++ << 8; tile[2] |= *data++; }
1841 2085
1842 if (cell->darkness == 0) 2086 if (cell->darkness == 0)
1843 { 2087 {
1844 cell->darkness = 0; 2088 cell->darkness = 0;
1845 2089
1846 for (z = 0; z <= 2; z++) 2090 for (z = 0; z <= 2; z++)
1847 { 2091 {
1848 cell->face[z] = face[z]; 2092 tileid t = tile [z];
1849 2093
1850 if (face[z] && (face[z] >= self->texs || !self->tex[face [z]].name)) 2094 if (t >= self->texs || (t && !self->tex [t].name))
2095 {
1851 XPUSHs (sv_2mortal (newSViv (face[z]))); 2096 XPUSHs (sv_2mortal (newSViv (t)));
2097 need_texid (self, t);
2098 }
2099
2100 cell->tile [z] = t;
1852 } 2101 }
1853 } 2102 }
1854 } 2103 }
1855 } 2104 }
1856 } 2105 }
2005# undef const_iv 2254# undef const_iv
2006 }; 2255 };
2007 2256
2008 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 2257 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2009 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 2258 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2259
2260 texture_av = newAV ();
2261 AvREAL_off (texture_av);
2010} 2262}
2011 2263
2012char * 2264char *
2013gl_vendor () 2265gl_vendor ()
2014 CODE: 2266 CODE:
2163 2415
2164void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR) 2416void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR)
2165 2417
2166int glGenTexture () 2418int glGenTexture ()
2167 CODE: 2419 CODE:
2168{ 2420 RETVAL = gen_texture ();
2169 GLuint name;
2170 glGenTextures (1, &name);
2171 RETVAL = name;
2172}
2173 OUTPUT: 2421 OUTPUT:
2174 RETVAL 2422 RETVAL
2175 2423
2176void glDeleteTexture (int name) 2424void glDeleteTexture (int name)
2177 CODE: 2425 CODE:
2178{
2179 GLuint name_ = name;
2180 glDeleteTextures (1, &name_); 2426 del_texture (name);
2181} 2427
2182
2183int glGenList () 2428int glGenList ()
2184 CODE: 2429 CODE:
2185 RETVAL = glGenLists (1); 2430 RETVAL = glGenLists (1);
2186 OUTPUT: 2431 OUTPUT:
2187 RETVAL 2432 RETVAL

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