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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.184 by root, Fri Apr 20 17:25:41 2007 UTC vs.
Revision 1.185 by root, Sat Apr 21 09:21:03 2007 UTC

1600 1600
1601 // first pass: determine smooth_max 1601 // first pass: determine smooth_max
1602 // rather ugly, if you ask me 1602 // rather ugly, if you ask me
1603 // could also be stored inside mapcell and updated on change 1603 // could also be stored inside mapcell and updated on change
1604 memset (smooth_max, 0, sizeof (smooth_max)); 1604 memset (smooth_max, 0, sizeof (smooth_max));
1605 memset (smooth_level, 0, sizeof (smooth_level));
1605 1606
1606 for (y = 0; y < sh; y++) 1607 for (y = 0; y < sh; y++)
1607 if (0 <= y + my && y + my < self->rows) 1608 if (0 <= y + my && y + my < self->rows)
1608 { 1609 {
1609 maprow *row = self->row + (y + my); 1610 maprow *row = self->row + (y + my);
1620 } 1621 }
1621 } 1622 }
1622 1623
1623 for (z = 0; z <= 2; z++) 1624 for (z = 0; z <= 2; z++)
1624 { 1625 {
1625 memset (smooth_level, 0, sizeof (smooth_level));
1626
1627 for (y = 0; y < sh; y++) 1626 for (y = 0; y < sh; y++)
1628 if (0 <= y + my && y + my < self->rows) 1627 if (0 <= y + my && y + my < self->rows)
1629 { 1628 {
1630 maprow *row = self->row + (y + my); 1629 maprow *row = self->row + (y + my);
1631 1630
1716 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 1715 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1717 } 1716 }
1718 } 1717 }
1719 } 1718 }
1720 } 1719 }
1720 }
1721 1721
1722 // go through all smoothlevels, lowest to highest, then draw. 1722 // go through all smoothlevels, lowest to highest, then draw.
1723 // this is basically counting sort 1723 // this is basically counting sort
1724 {
1725 int w, b;
1726
1727 for (w = 0; w < 256 / 32; ++w)
1724 { 1728 {
1725 int w, b;
1726
1727 for (w = 0; w < 256 / 32; ++w)
1728 {
1729 uint32_t smask = smooth_level [w]; 1729 uint32_t smask = smooth_level [w];
1730 if (smask) 1730 if (smask)
1731 for (b = 0; b < 32; ++b) 1731 for (b = 0; b < 32; ++b)
1732 if (smask & (((uint32_t)1) << b)) 1732 if (smask & (((uint32_t)1) << b))
1733 {
1734 int level = (w << 5) | b;
1735 HE *he;
1736
1737 hv_iterinit (smooth);
1738 while ((he = hv_iternext (smooth)))
1733 { 1739 {
1734 int level = (w << 5) | b; 1740 smooth_key *skey = (smooth_key *)HeKEY (he);
1735 HE *he; 1741 IV bits = SvIVX (HeVAL (he));
1736 1742
1737 hv_iterinit (smooth); 1743 if (!(bits & 0x1000)
1738 while ((he = hv_iternext (smooth))) 1744 && skey->level == level
1745 && level >= smooth_max [skey->x][skey->y])
1739 { 1746 {
1740 smooth_key *skey = (smooth_key *)HeKEY (he); 1747 maptex tex = self->tex [skey->tile];
1741 IV bits = SvIVX (HeVAL (he)); 1748 int px = (((int)skey->x) - 1) * T;
1742 1749 int py = (((int)skey->y) - 1) * T;
1743 if (!(bits & 0x1000) 1750 int border = bits & 15;
1744 && skey->level == level 1751 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1745 && level >= smooth_max [skey->x][skey->y]) 1752 float dx = tex.s * .0625f; // 16 images/row
1753 float dy = tex.t * .5f ; // 2 images/column
1754
1755 // this time naively avoiding texture state changes
1756 // save gobs of state changes.
1757 if (last_name != tex.name)
1746 { 1758 {
1747 maptex tex = self->tex [skey->tile];
1748 int px = (((int)skey->x) - 1) * T;
1749 int py = (((int)skey->y) - 1) * T;
1750 int border = bits & 15;
1751 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1752 float dx = tex.s * .0625f; // 16 images/row
1753 float dy = tex.t * .5f ; // 2 images/column
1754
1755 // this time naively avoiding texture state changes
1756 // save gobs of state changes.
1757 if (last_name != tex.name)
1758 {
1759 if (!tex.name) 1759 if (!tex.name)
1760 continue; // smoothing not yet available 1760 continue; // smoothing not yet available
1761 1761
1762 glEnd (); 1762 glEnd ();
1763 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1763 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1764 glBegin (GL_QUADS); 1764 glBegin (GL_QUADS);
1765 } 1765 }
1766 1766
1767 if (border) 1767 if (border)
1768 { 1768 {
1769 float ox = border * dx; 1769 float ox = border * dx;
1770 1770
1771 glTexCoord2f (ox , 0.f ); glVertex2f (px , py ); 1771 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1772 glTexCoord2f (ox , dy ); glVertex2f (px , py + T); 1772 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1773 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T); 1773 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1774 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py ); 1774 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1775 } 1775 }
1776 1776
1777 if (corner) 1777 if (corner)
1778 { 1778 {
1779 float ox = corner * dx; 1779 float ox = corner * dx;
1780 1780
1781 glTexCoord2f (ox , dy ); glVertex2f (px , py ); 1781 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1782 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T); 1782 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1783 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T); 1783 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1784 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py ); 1784 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1785 }
1786 } 1785 }
1787 } 1786 }
1788 } 1787 }
1789 } 1788 }
1790 } 1789 }
1791
1792 hv_clear (smooth);
1793 } 1790 }
1791
1792 //hv_clear (smooth);
1794 1793
1795 glEnd (); 1794 glEnd ();
1796 1795
1797 glDisable (GL_TEXTURE_2D); 1796 glDisable (GL_TEXTURE_2D);
1798 glDisable (GL_BLEND); 1797 glDisable (GL_BLEND);

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