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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.174 by root, Fri Apr 6 07:45:34 2007 UTC vs.
Revision 1.192 by root, Fri Apr 27 21:27:51 2007 UTC

56# define PARACHUTE SDL_INIT_NOPARACHUTE 56# define PARACHUTE SDL_INIT_NOPARACHUTE
57#else 57#else
58# define PARACHUTE 0 58# define PARACHUTE 0
59#endif 59#endif
60 60
61static AV *texture_av;
62
61static struct 63static struct
62{ 64{
63#define GL_FUNC(ptr,name) ptr name; 65#define GL_FUNC(ptr,name) ptr name;
64#include "glfunc.h" 66#include "glfunc.h"
65#undef GL_FUNC 67#undef GL_FUNC
66} gl; 68} gl;
67 69
70static void
68static void gl_BlendFuncSeparate (GLenum sa, GLenum da, GLenum saa, GLenum daa) 71gl_BlendFuncSeparate (GLenum sa, GLenum da, GLenum saa, GLenum daa)
69{ 72{
70 if (gl.BlendFuncSeparate) 73 if (gl.BlendFuncSeparate)
71 gl.BlendFuncSeparate (sa, da, saa, daa); 74 gl.BlendFuncSeparate (sa, da, saa, daa);
72 else if (gl.BlendFuncSeparateEXT) 75 else if (gl.BlendFuncSeparateEXT)
73 gl.BlendFuncSeparateEXT (sa, da, saa, daa); 76 gl.BlendFuncSeparateEXT (sa, da, saa, daa);
74 else 77 else
75 glBlendFunc (sa, da); 78 glBlendFunc (sa, da);
76} 79}
77 80
81static GLuint
82gen_texture ()
83{
84 GLuint name;
85
86 if (AvFILL (texture_av) >= 0)
87 name = (GLuint)(size_t)av_pop (texture_av);
88 else
89 glGenTextures (1, &name);
90
91 return name;
92}
93
94static void
95del_texture (GLuint name)
96{
97 /* make a half-assed attempt at returning the memory used by the texture */
98 /* textures are frequently being reused by cfplus anyway */
99 /*glBindTexture (GL_TEXTURE_2D, name);*/
100 /*glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);*/
101 av_push (texture_av, (SV *)(size_t)name);
102 glDeleteTextures (1, &name);
103}
104
78#include "texcache.c" 105#include "texcache.c"
79 106
80#include "pango-font.c" 107#include "pango-font.c"
81#include "pango-fontmap.c" 108#include "pango-fontmap.c"
82#include "pango-render.c" 109#include "pango-render.c"
163typedef struct { 190typedef struct {
164 int name; 191 int name;
165 int w, h; 192 int w, h;
166 float s, t; 193 float s, t;
167 uint8_t r, g, b, a; 194 uint8_t r, g, b, a;
195 tileid smoothtile;
196 uint8_t smoothlevel;
168} maptex; 197} maptex;
169 198
170typedef struct { 199typedef struct {
171 uint32_t player; 200 uint32_t player;
172 tileid tile[3]; 201 tileid tile[3];
173 uint16_t darkness; 202 uint16_t darkness;
174 uint8_t stat_width, stat_hp, flags; 203 uint8_t stat_width, stat_hp, flags, smoothmax;
175} mapcell; 204} mapcell;
176 205
177typedef struct { 206typedef struct {
178 int32_t c0, c1; 207 int32_t c0, c1;
179 mapcell *col; 208 mapcell *col;
333 cell->stat_hp = 0; 362 cell->stat_hp = 0;
334 cell->flags = 0; 363 cell->flags = 0;
335 cell->player = 0; 364 cell->player = 0;
336 } 365 }
337 } 366 }
367}
368
369typedef struct {
370 tileid tile;
371 uint8_t x, y, level;
372} smooth_key;
373
374static void
375smooth_or_bits (HV *hv, smooth_key *key, IV bits)
376{
377 SV **sv = hv_fetch (hv, (char *)key, sizeof (*key), 1);
378
379 if (SvIOK (*sv))
380 SvIV_set (*sv, SvIVX (*sv) | bits);
381 else
382 sv_setiv (*sv, bits);
338} 383}
339 384
340static void 385static void
341music_finished (void) 386music_finished (void)
342{ 387{
596 RETVAL = !!SDL_SetVideoMode ( 641 RETVAL = !!SDL_SetVideoMode (
597 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0) 642 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0)
598 ); 643 );
599 if (RETVAL) 644 if (RETVAL)
600 { 645 {
646 av_clear (texture_av);
647
601 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+"); 648 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+");
602# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 649# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
603# include "glfunc.h" 650# include "glfunc.h"
604# undef GL_FUNC 651# undef GL_FUNC
652
605 } 653 }
606 OUTPUT: 654 OUTPUT:
607 RETVAL 655 RETVAL
608 656
609void 657void
683Mix_AllocateChannels (int numchans = -1) 731Mix_AllocateChannels (int numchans = -1)
684 732
685void 733void
686lowdelay (int fd, int val = 1) 734lowdelay (int fd, int val = 1)
687 CODE: 735 CODE:
688#ifndef _WIN32
689 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 736 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
690#endif
691 737
692void 738void
693win32_proxy_info () 739win32_proxy_info ()
694 PPCODE: 740 PPCODE:
695{ 741{
1295 need_facenum (self, face); self->face2tile [face] = tile; 1341 need_facenum (self, face); self->face2tile [face] = tile;
1296 need_texid (self, tile); 1342 need_texid (self, tile);
1297} 1343}
1298 1344
1299void 1345void
1346set_smooth (CFPlus::Map self, int face, int smooth, int level)
1347 CODE:
1348{
1349 tileid texid;
1350 maptex *tex;
1351
1352 if (face < 0 || face >= self->faces)
1353 return;
1354
1355 if (smooth < 0 || smooth >= self->faces)
1356 return;
1357
1358 texid = self->face2tile [face];
1359
1360 if (!texid)
1361 return;
1362
1363 tex = self->tex + texid;
1364 tex->smoothtile = self->face2tile [smooth];
1365 tex->smoothlevel = level;
1366}
1367
1368void
1300set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a) 1369set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a)
1301 CODE: 1370 CODE:
1302{ 1371{
1303 need_texid (self, texid); 1372 need_texid (self, texid);
1304 1373
1352 CODE: 1421 CODE:
1353{ 1422{
1354 if (dx > 0) 1423 if (dx > 0)
1355 map_blank (self, self->x, self->y, dx, self->h); 1424 map_blank (self, self->x, self->y, dx, self->h);
1356 else if (dx < 0) 1425 else if (dx < 0)
1357 map_blank (self, self->x + self->w + dx + 1, self->y, -dx, self->h); 1426 map_blank (self, self->x + self->w + dx, self->y, -dx, self->h);
1358 1427
1359 if (dy > 0) 1428 if (dy > 0)
1360 map_blank (self, self->x, self->y, self->w, dy); 1429 map_blank (self, self->x, self->y, self->w, dy);
1361 else if (dy < 0) 1430 else if (dy < 0)
1362 map_blank (self, self->x, self->y + self->h + dy + 1, self->w, -dy); 1431 map_blank (self, self->x, self->y + self->h + dy, self->w, -dy);
1363 1432
1364 self->ox += dx; self->x += dx; 1433 self->ox += dx; self->x += dx;
1365 self->oy += dy; self->y += dy; 1434 self->oy += dy; self->y += dy;
1366 1435
1367 while (self->y < 0) 1436 while (self->y < 0)
1421 } 1490 }
1422 else if (cmd == 6) // monster width 1491 else if (cmd == 6) // monster width
1423 cell->stat_width = *data++ + 1; 1492 cell->stat_width = *data++ + 1;
1424 else if (cmd == 0x47) 1493 else if (cmd == 0x47)
1425 { 1494 {
1426 if (*data == 8) 1495 if (*data == 4)
1427 ; // decode player uuid 1496 ; // decode player count
1428 1497
1429 data += *data + 1; 1498 data += *data + 1;
1430 } 1499 }
1431 else if (cmd == 8) // cell flags 1500 else if (cmd == 8) // cell flags
1432 cell->flags = *data++; 1501 cell->flags = *data++;
1524 1593
1525void 1594void
1526draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T) 1595draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1527 CODE: 1596 CODE:
1528{ 1597{
1598 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1599 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1600 static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k)
1601 smooth_key skey;
1529 int x, y, z; 1602 int x, y, z;
1530 int last_name; 1603 int last_name;
1604
1605 // thats current max. sorry.
1606 if (sw > 255) sw = 255;
1607 if (sh > 255) sh = 255;
1608
1609 // clear key, in case of extra padding
1610 memset (&skey, 0, sizeof (skey));
1531 1611
1532 glColor4ub (255, 255, 255, 255); 1612 glColor4ub (255, 255, 255, 255);
1533 1613
1534 glEnable (GL_BLEND); 1614 glEnable (GL_BLEND);
1535 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1615 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1541 last_name = 0; 1621 last_name = 0;
1542 1622
1543 mx += self->x; 1623 mx += self->x;
1544 my += self->y; 1624 my += self->y;
1545 1625
1626 // first pass: determine smooth_max
1627 // rather ugly, if you ask me
1628 // could also be stored inside mapcell and updated on change
1629 memset (smooth_max, 0, sizeof (smooth_max));
1630
1631 for (y = 0; y < sh; y++)
1632 if (0 <= y + my && y + my < self->rows)
1633 {
1634 maprow *row = self->row + (y + my);
1635
1636 for (x = 0; x < sw; x++)
1637 if (row->c0 <= x + mx && x + mx < row->c1)
1638 {
1639 mapcell *cell = row->col + (x + mx - row->c0);
1640
1641 smooth_max[x + 1][y + 1] =
1642 MAX (self->tex [cell->tile [0]].smoothlevel,
1643 MAX (self->tex [cell->tile [1]].smoothlevel,
1644 self->tex [cell->tile [2]].smoothlevel));
1645 }
1646 }
1647
1546 for (z = 0; z < 3; z++) 1648 for (z = 0; z <= 2; z++)
1649 {
1650 memset (smooth_level, 0, sizeof (smooth_level));
1651
1547 for (y = 0; y < sh; y++) 1652 for (y = 0; y < sh; y++)
1548 if (0 <= y + my && y + my < self->rows) 1653 if (0 <= y + my && y + my < self->rows)
1549 { 1654 {
1550 maprow *row = self->row + (y + my); 1655 maprow *row = self->row + (y + my);
1551 1656
1552 for (x = 0; x < sw; x++) 1657 for (x = 0; x < sw; x++)
1553 if (row->c0 <= x + mx && x + mx < row->c1) 1658 if (row->c0 <= x + mx && x + mx < row->c1)
1554 { 1659 {
1555 mapcell *cell = row->col + (x + mx - row->c0); 1660 mapcell *cell = row->col + (x + mx - row->c0);
1556 tileid tile = cell->tile [z]; 1661 tileid tile = cell->tile [z];
1662
1663 if (tile)
1664 {
1665 maptex tex = self->tex [tile];
1666 int px = (x + 1) * T - tex.w;
1667 int py = (y + 1) * T - tex.h;
1668
1669 // suppressing texture state switches here
1670 // is only moderately effective, but worth the extra effort
1671 if (last_name != tex.name)
1672 {
1673 if (!tex.name)
1674 tex = self->tex [2]; /* missing, replace by noface */
1675
1676 glEnd ();
1677 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1678 glBegin (GL_QUADS);
1679 }
1680
1681 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1682 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1683 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1684 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1685
1686 if (cell->flags && z == 2)
1687 {
1688 if (cell->flags & 1)
1689 {
1690 maptex tex = self->tex [1];
1691 int px = x * T + T * 2 / 32;
1692 int py = y * T - T * 6 / 32;
1693
1694 glEnd ();
1695 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1696 glBegin (GL_QUADS);
1697
1698 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1699 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1700 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1701 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1702 }
1703 }
1704
1705 // update smooth hash
1706 if (tex.smoothtile)
1707 {
1708 skey.tile = tex.smoothtile;
1709 skey.level = tex.smoothlevel;
1710
1711 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1712
1713 // add bits to current tile and all neighbours. skey.x|y is
1714 // shifted +1|+1 so we always stay positive.
1715
1716 // bits is ___n cccc CCCC bbbb
1717 // n do not draw borders&corners
1718 // c draw these corners, but...
1719 // C ... not these
1720 // b draw these borders
1721
1722 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1723 // ┃· ·· ·┃ ━━
1724
1725 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1726 // ·· ·· ·┏ ┓·
1727
1728 // full tile
1729 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1730
1731 // borders
1732 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1733 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1734 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1735 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1736
1737 // corners
1738 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1739 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1740 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1741 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1742 }
1743 }
1557 1744 }
1745 }
1746
1747 // go through all smoothlevels, lowest to highest, then draw.
1748 // this is basically counting sort
1749 {
1750 int w, b;
1751
1752 for (w = 0; w < 256 / 32; ++w)
1753 {
1754 uint32_t smask = smooth_level [w];
1558 if (tile) 1755 if (smask)
1756 for (b = 0; b < 32; ++b)
1757 if (smask & (((uint32_t)1) << b))
1559 { 1758 {
1560 maptex tex = self->tex [tile]; 1759 int level = (w << 5) | b;
1561 int px = (x + 1) * T - tex.w; 1760 HE *he;
1562 int py = (y + 1) * T - tex.h;
1563 1761
1564 if (last_name != tex.name) 1762 hv_iterinit (smooth);
1763 while ((he = hv_iternext (smooth)))
1565 { 1764 {
1765 smooth_key *skey = (smooth_key *)HeKEY (he);
1766 IV bits = SvIVX (HeVAL (he));
1767
1566 if (!tex.name) 1768 if (!(bits & 0x1000)
1567 tex = self->tex [2]; /* missing, replace by noface */ 1769 && skey->level == level
1568 1770 && level > smooth_max [skey->x][skey->y])
1569 glEnd ();
1570 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1571 glBegin (GL_QUADS);
1572 }
1573
1574 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1575 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1576 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1577 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1578
1579 if (cell->flags && z == 2)
1580 {
1581 if (cell->flags & 1)
1582 { 1771 {
1583 maptex tex = self->tex [1]; 1772 maptex tex = self->tex [skey->tile];
1584 int px = x * T + T * 2 / 32; 1773 int px = (((int)skey->x) - 1) * T;
1585 int py = y * T - T * 6 / 32; 1774 int py = (((int)skey->y) - 1) * T;
1775 int border = bits & 15;
1776 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1777 float dx = tex.s * .0625f; // 16 images/row
1778 float dy = tex.t * .5f ; // 2 images/column
1586 1779
1780 // this time naively avoiding texture state changes
1781 // save gobs of state changes.
1782 if (last_name != tex.name)
1783 {
1784 if (!tex.name)
1785 continue; // smoothing not yet available
1786
1587 glEnd (); 1787 glEnd ();
1588 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1788 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1589 glBegin (GL_QUADS); 1789 glBegin (GL_QUADS);
1790 }
1590 1791
1792 if (border)
1793 {
1794 float ox = border * dx;
1795
1796 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1797 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1798 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1799 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1800 }
1801
1802 if (corner)
1803 {
1804 float ox = corner * dx;
1805
1591 glTexCoord2f (0 , 0 ); glVertex2f (px , py ); 1806 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1592 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T); 1807 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1593 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T); 1808 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1594 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py ); 1809 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1810 }
1595 } 1811 }
1596 } 1812 }
1597 } 1813 }
1598 }
1599 } 1814 }
1815 }
1816
1817 hv_clear (smooth);
1818 }
1600 1819
1601 glEnd (); 1820 glEnd ();
1602 1821
1603 glDisable (GL_TEXTURE_2D); 1822 glDisable (GL_TEXTURE_2D);
1604 glDisable (GL_BLEND); 1823 glDisable (GL_BLEND);
1856 2075
1857 for (z = 0; z <= 2; z++) 2076 for (z = 0; z <= 2; z++)
1858 { 2077 {
1859 tileid t = tile [z]; 2078 tileid t = tile [z];
1860 2079
1861 if (t >= self->texs || !self->tex [t].name) 2080 if (t >= self->texs || (t && !self->tex [t].name))
1862 { 2081 {
1863 XPUSHs (sv_2mortal (newSViv (t))); 2082 XPUSHs (sv_2mortal (newSViv (t)));
1864 need_texid (self, t); 2083 need_texid (self, t);
1865 } 2084 }
1866 2085
2021# undef const_iv 2240# undef const_iv
2022 }; 2241 };
2023 2242
2024 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 2243 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2025 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 2244 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2245
2246 texture_av = newAV ();
2247 AvREAL_off (texture_av);
2026} 2248}
2027 2249
2028char * 2250char *
2029gl_vendor () 2251gl_vendor ()
2030 CODE: 2252 CODE:
2179 2401
2180void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR) 2402void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR)
2181 2403
2182int glGenTexture () 2404int glGenTexture ()
2183 CODE: 2405 CODE:
2184{ 2406 RETVAL = gen_texture ();
2185 GLuint name;
2186 glGenTextures (1, &name);
2187 RETVAL = name;
2188}
2189 OUTPUT: 2407 OUTPUT:
2190 RETVAL 2408 RETVAL
2191 2409
2192void glDeleteTexture (int name) 2410void glDeleteTexture (int name)
2193 CODE: 2411 CODE:
2194{
2195 GLuint name_ = name;
2196 glDeleteTextures (1, &name_); 2412 del_texture (name);
2197} 2413
2198
2199int glGenList () 2414int glGenList ()
2200 CODE: 2415 CODE:
2201 RETVAL = glGenLists (1); 2416 RETVAL = glGenLists (1);
2202 OUTPUT: 2417 OUTPUT:
2203 RETVAL 2418 RETVAL

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