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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.175 by root, Fri Apr 6 08:09:42 2007 UTC vs.
Revision 1.196 by root, Sun Jul 15 21:02:20 2007 UTC

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 9#endif
10 10
11//#define DEBUG 1
12#if DEBUG
13# include <valgrind/memcheck.h>
14#endif
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"
14 19
15#ifdef _WIN32 20#ifdef _WIN32
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"
163typedef struct { 195typedef struct {
164 int name; 196 int name;
165 int w, h; 197 int w, h;
166 float s, t; 198 float s, t;
167 uint8_t r, g, b, a; 199 uint8_t r, g, b, a;
200 tileid smoothtile;
201 uint8_t smoothlevel;
168} maptex; 202} maptex;
169 203
170typedef struct { 204typedef struct {
171 uint32_t player; 205 uint32_t player;
172 tileid tile[3]; 206 tileid tile[3];
173 uint16_t darkness; 207 uint16_t darkness;
174 uint8_t stat_width, stat_hp, flags; 208 uint8_t stat_width, stat_hp, flags, smoothmax;
175} mapcell; 209} mapcell;
176 210
177typedef struct { 211typedef struct {
178 int32_t c0, c1; 212 int32_t c0, c1;
179 mapcell *col; 213 mapcell *col;
333 cell->stat_hp = 0; 367 cell->stat_hp = 0;
334 cell->flags = 0; 368 cell->flags = 0;
335 cell->player = 0; 369 cell->player = 0;
336 } 370 }
337 } 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);
338} 388}
339 389
340static void 390static void
341music_finished (void) 391music_finished (void)
342{ 392{
596 RETVAL = !!SDL_SetVideoMode ( 646 RETVAL = !!SDL_SetVideoMode (
597 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0) 647 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0)
598 ); 648 );
599 if (RETVAL) 649 if (RETVAL)
600 { 650 {
651 av_clear (texture_av);
652
601 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+"); 653 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+");
602# 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);
603# include "glfunc.h" 655# include "glfunc.h"
604# undef GL_FUNC 656# undef GL_FUNC
657
605 } 658 }
606 OUTPUT: 659 OUTPUT:
607 RETVAL 660 RETVAL
608 661
609void 662void
638 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0); 691 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0);
639 hv_store (hv, "state", 5, newSViv (ev.active.state), 0); 692 hv_store (hv, "state", 5, newSViv (ev.active.state), 0);
640 break; 693 break;
641 694
642 case SDL_MOUSEMOTION: 695 case SDL_MOUSEMOTION:
696 {
697 int state = ev.motion.state;
698 int x = ev.motion.x;
699 int y = ev.motion.y;
700 int xrel = ev.motion.xrel;
701 int yrel = ev.motion.yrel;
702
703 /* do simplistic event compression */
704 while (SDL_PeepEvents (&ev, 1, SDL_PEEKEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION)) > 0
705 && state == ev.motion.state)
706 {
707 xrel += ev.motion.xrel;
708 yrel += ev.motion.yrel;
709 x = ev.motion.x;
710 y = ev.motion.y;
711 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION));
712 }
713
643 hv_store (hv, "mod", 3, newSViv (SDL_GetModState ()), 0); 714 hv_store (hv, "mod", 3, newSViv (SDL_GetModState ()), 0);
644
645 hv_store (hv, "state", 5, newSViv (ev.motion.state), 0); 715 hv_store (hv, "state", 5, newSViv (state), 0);
646 hv_store (hv, "x", 1, newSViv (ev.motion.x), 0); 716 hv_store (hv, "x", 1, newSViv (x), 0);
647 hv_store (hv, "y", 1, newSViv (ev.motion.y), 0); 717 hv_store (hv, "y", 1, newSViv (y), 0);
648 hv_store (hv, "xrel", 4, newSViv (ev.motion.xrel), 0); 718 hv_store (hv, "xrel", 4, newSViv (xrel), 0);
649 hv_store (hv, "yrel", 4, newSViv (ev.motion.yrel), 0); 719 hv_store (hv, "yrel", 4, newSViv (yrel), 0);
720 }
650 break; 721 break;
651 722
652 case SDL_MOUSEBUTTONDOWN: 723 case SDL_MOUSEBUTTONDOWN:
653 case SDL_MOUSEBUTTONUP: 724 case SDL_MOUSEBUTTONUP:
654 hv_store (hv, "mod", 3, newSViv (SDL_GetModState ()), 0); 725 hv_store (hv, "mod", 3, newSViv (SDL_GetModState ()), 0);
683Mix_AllocateChannels (int numchans = -1) 754Mix_AllocateChannels (int numchans = -1)
684 755
685void 756void
686lowdelay (int fd, int val = 1) 757lowdelay (int fd, int val = 1)
687 CODE: 758 CODE:
688#ifndef _WIN32
689 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 759 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
690#endif
691 760
692void 761void
693win32_proxy_info () 762win32_proxy_info ()
694 PPCODE: 763 PPCODE:
695{ 764{
836 ExitThread (retval); // unclean, please beam me up 905 ExitThread (retval); // unclean, please beam me up
837#else 906#else
838 _exit (retval); 907 _exit (retval);
839#endif 908#endif
840 909
910void
911debug ()
912 CODE:
913{
914#if DEBUG
915 VALGRIND_DO_LEAK_CHECK;
916#endif
917}
918
841MODULE = CFPlus PACKAGE = CFPlus::Font 919MODULE = CFPlus PACKAGE = CFPlus::Font
842 920
843CFPlus::Font 921CFPlus::Font
844new_from_file (SV *class, char *path, int id = 0) 922new_from_file (SV *class, char *path, int id = 0)
845 CODE: 923 CODE:
1292set_tileid (CFPlus::Map self, int face, int tile) 1370set_tileid (CFPlus::Map self, int face, int tile)
1293 CODE: 1371 CODE:
1294{ 1372{
1295 need_facenum (self, face); self->face2tile [face] = tile; 1373 need_facenum (self, face); self->face2tile [face] = tile;
1296 need_texid (self, tile); 1374 need_texid (self, tile);
1375}
1376
1377void
1378set_smooth (CFPlus::Map self, int face, int smooth, int level)
1379 CODE:
1380{
1381 tileid texid;
1382 maptex *tex;
1383
1384 if (face < 0 || face >= self->faces)
1385 return;
1386
1387 if (smooth < 0 || smooth >= self->faces)
1388 return;
1389
1390 texid = self->face2tile [face];
1391
1392 if (!texid)
1393 return;
1394
1395 tex = self->tex + texid;
1396 tex->smoothtile = self->face2tile [smooth];
1397 tex->smoothlevel = level;
1297} 1398}
1298 1399
1299void 1400void
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) 1401set_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: 1402 CODE:
1352 CODE: 1453 CODE:
1353{ 1454{
1354 if (dx > 0) 1455 if (dx > 0)
1355 map_blank (self, self->x, self->y, dx, self->h); 1456 map_blank (self, self->x, self->y, dx, self->h);
1356 else if (dx < 0) 1457 else if (dx < 0)
1357 map_blank (self, self->x + self->w + dx + 1, self->y, -dx, self->h); 1458 map_blank (self, self->x + self->w + dx, self->y, -dx, self->h);
1358 1459
1359 if (dy > 0) 1460 if (dy > 0)
1360 map_blank (self, self->x, self->y, self->w, dy); 1461 map_blank (self, self->x, self->y, self->w, dy);
1361 else if (dy < 0) 1462 else if (dy < 0)
1362 map_blank (self, self->x, self->y + self->h + dy + 1, self->w, -dy); 1463 map_blank (self, self->x, self->y + self->h + dy, self->w, -dy);
1363 1464
1364 self->ox += dx; self->x += dx; 1465 self->ox += dx; self->x += dx;
1365 self->oy += dy; self->y += dy; 1466 self->oy += dy; self->y += dy;
1366 1467
1367 while (self->y < 0) 1468 while (self->y < 0)
1421 } 1522 }
1422 else if (cmd == 6) // monster width 1523 else if (cmd == 6) // monster width
1423 cell->stat_width = *data++ + 1; 1524 cell->stat_width = *data++ + 1;
1424 else if (cmd == 0x47) 1525 else if (cmd == 0x47)
1425 { 1526 {
1426 if (*data == 8) 1527 if (*data == 4)
1427 ; // decode player uuid 1528 ; // decode player count
1428 1529
1429 data += *data + 1; 1530 data += *data + 1;
1430 } 1531 }
1431 else if (cmd == 8) // cell flags 1532 else if (cmd == 8) // cell flags
1432 cell->flags = *data++; 1533 cell->flags = *data++;
1524 1625
1525void 1626void
1526draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T) 1627draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1527 CODE: 1628 CODE:
1528{ 1629{
1630 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1631 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1632 static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k)
1633 smooth_key skey;
1529 int x, y, z; 1634 int x, y, z;
1530 int last_name; 1635 int last_name;
1636
1637 // thats current max. sorry.
1638 if (sw > 255) sw = 255;
1639 if (sh > 255) sh = 255;
1640
1641 // clear key, in case of extra padding
1642 memset (&skey, 0, sizeof (skey));
1531 1643
1532 glColor4ub (255, 255, 255, 255); 1644 glColor4ub (255, 255, 255, 255);
1533 1645
1534 glEnable (GL_BLEND); 1646 glEnable (GL_BLEND);
1535 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1647 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1541 last_name = 0; 1653 last_name = 0;
1542 1654
1543 mx += self->x; 1655 mx += self->x;
1544 my += self->y; 1656 my += self->y;
1545 1657
1658 // first pass: determine smooth_max
1659 // rather ugly, if you ask me
1660 // could also be stored inside mapcell and updated on change
1661 memset (smooth_max, 0, sizeof (smooth_max));
1662
1663 for (y = 0; y < sh; y++)
1664 if (0 <= y + my && y + my < self->rows)
1665 {
1666 maprow *row = self->row + (y + my);
1667
1668 for (x = 0; x < sw; x++)
1669 if (row->c0 <= x + mx && x + mx < row->c1)
1670 {
1671 mapcell *cell = row->col + (x + mx - row->c0);
1672
1673 smooth_max[x + 1][y + 1] =
1674 MAX (self->tex [cell->tile [0]].smoothlevel,
1675 MAX (self->tex [cell->tile [1]].smoothlevel,
1676 self->tex [cell->tile [2]].smoothlevel));
1677 }
1678 }
1679
1546 for (z = 0; z < 3; z++) 1680 for (z = 0; z <= 2; z++)
1681 {
1682 memset (smooth_level, 0, sizeof (smooth_level));
1683
1547 for (y = 0; y < sh; y++) 1684 for (y = 0; y < sh; y++)
1548 if (0 <= y + my && y + my < self->rows) 1685 if (0 <= y + my && y + my < self->rows)
1549 { 1686 {
1550 maprow *row = self->row + (y + my); 1687 maprow *row = self->row + (y + my);
1551 1688
1552 for (x = 0; x < sw; x++) 1689 for (x = 0; x < sw; x++)
1553 if (row->c0 <= x + mx && x + mx < row->c1) 1690 if (row->c0 <= x + mx && x + mx < row->c1)
1554 { 1691 {
1555 mapcell *cell = row->col + (x + mx - row->c0); 1692 mapcell *cell = row->col + (x + mx - row->c0);
1556 tileid tile = cell->tile [z]; 1693 tileid tile = cell->tile [z];
1694
1695 if (tile)
1696 {
1697 maptex tex = self->tex [tile];
1698 int px = (x + 1) * T - tex.w;
1699 int py = (y + 1) * T - tex.h;
1700
1701 // suppressing texture state switches here
1702 // is only moderately effective, but worth the extra effort
1703 if (last_name != tex.name)
1704 {
1705 if (!tex.name)
1706 tex = self->tex [2]; /* missing, replace by noface */
1707
1708 glEnd ();
1709 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1710 glBegin (GL_QUADS);
1711 }
1712
1713 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1714 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1715 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1716 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1717
1718 if (cell->flags && z == 2)
1719 {
1720 if (cell->flags & 1)
1721 {
1722 maptex tex = self->tex [1];
1723 int px = x * T + T * 2 / 32;
1724 int py = y * T - T * 6 / 32;
1725
1726 glEnd ();
1727 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1728 glBegin (GL_QUADS);
1729
1730 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1731 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1732 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1733 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1734 }
1735 }
1736
1737 // update smooth hash
1738 if (tex.smoothtile)
1739 {
1740 skey.tile = tex.smoothtile;
1741 skey.level = tex.smoothlevel;
1742
1743 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1744
1745 // add bits to current tile and all neighbours. skey.x|y is
1746 // shifted +1|+1 so we always stay positive.
1747
1748 // bits is ___n cccc CCCC bbbb
1749 // n do not draw borders&corners
1750 // c draw these corners, but...
1751 // C ... not these
1752 // b draw these borders
1753
1754 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1755 // ┃· ·· ·┃ ━━
1756
1757 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1758 // ·· ·· ·┏ ┓·
1759
1760 // full tile
1761 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1762
1763 // borders
1764 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1765 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1766 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1767 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1768
1769 // corners
1770 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1771 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1772 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1773 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1774 }
1775 }
1557 1776 }
1777 }
1778
1779 // go through all smoothlevels, lowest to highest, then draw.
1780 // this is basically counting sort
1781 {
1782 int w, b;
1783
1784 for (w = 0; w < 256 / 32; ++w)
1785 {
1786 uint32_t smask = smooth_level [w];
1558 if (tile) 1787 if (smask)
1788 for (b = 0; b < 32; ++b)
1789 if (smask & (((uint32_t)1) << b))
1559 { 1790 {
1560 maptex tex = self->tex [tile]; 1791 int level = (w << 5) | b;
1561 int px = (x + 1) * T - tex.w; 1792 HE *he;
1562 int py = (y + 1) * T - tex.h;
1563 1793
1564 if (last_name != tex.name) 1794 hv_iterinit (smooth);
1795 while ((he = hv_iternext (smooth)))
1565 { 1796 {
1797 smooth_key *skey = (smooth_key *)HeKEY (he);
1798 IV bits = SvIVX (HeVAL (he));
1799
1566 if (!tex.name) 1800 if (!(bits & 0x1000)
1567 tex = self->tex [2]; /* missing, replace by noface */ 1801 && skey->level == level
1568 1802 && 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 { 1803 {
1583 maptex tex = self->tex [1]; 1804 maptex tex = self->tex [skey->tile];
1584 int px = x * T + T * 2 / 32; 1805 int px = (((int)skey->x) - 1) * T;
1585 int py = y * T - T * 6 / 32; 1806 int py = (((int)skey->y) - 1) * T;
1807 int border = bits & 15;
1808 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1809 float dx = tex.s * .0625f; // 16 images/row
1810 float dy = tex.t * .5f ; // 2 images/column
1586 1811
1812 // this time naively avoiding texture state changes
1813 // save gobs of state changes.
1814 if (last_name != tex.name)
1815 {
1816 if (!tex.name)
1817 continue; // smoothing not yet available
1818
1587 glEnd (); 1819 glEnd ();
1588 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1820 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1589 glBegin (GL_QUADS); 1821 glBegin (GL_QUADS);
1822 }
1590 1823
1824 if (border)
1825 {
1826 float ox = border * dx;
1827
1828 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1829 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1830 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1831 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1832 }
1833
1834 if (corner)
1835 {
1836 float ox = corner * dx;
1837
1591 glTexCoord2f (0 , 0 ); glVertex2f (px , py ); 1838 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1592 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T); 1839 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1593 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T); 1840 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1594 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py ); 1841 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1842 }
1595 } 1843 }
1596 } 1844 }
1597 } 1845 }
1598 }
1599 } 1846 }
1847 }
1848
1849 hv_clear (smooth);
1850 }
1600 1851
1601 glEnd (); 1852 glEnd ();
1602 1853
1603 glDisable (GL_TEXTURE_2D); 1854 glDisable (GL_TEXTURE_2D);
1604 glDisable (GL_BLEND); 1855 glDisable (GL_BLEND);
1907 CODE: 2158 CODE:
1908 RETVAL = Mix_VolumeMusic (volume); 2159 RETVAL = Mix_VolumeMusic (volume);
1909 OUTPUT: 2160 OUTPUT:
1910 RETVAL 2161 RETVAL
1911 2162
2163int
2164fade_out (int ms)
2165 CODE:
2166 RETVAL = Mix_FadeOutMusic (ms);
2167 OUTPUT:
2168 RETVAL
2169
1912CFPlus::MixMusic 2170CFPlus::MixMusic
1913new_from_file (SV *class, char *path) 2171new_from_file (SV *class, char *path)
1914 CODE: 2172 CODE:
1915 RETVAL = Mix_LoadMUS (path); 2173 RETVAL = Mix_LoadMUS (path);
1916 OUTPUT: 2174 OUTPUT:
1923 2181
1924int 2182int
1925play (CFPlus::MixMusic self, int loops = -1) 2183play (CFPlus::MixMusic self, int loops = -1)
1926 CODE: 2184 CODE:
1927 RETVAL = Mix_PlayMusic (self, loops); 2185 RETVAL = Mix_PlayMusic (self, loops);
2186 OUTPUT:
2187 RETVAL
2188
2189int
2190fade_in_pos (CFPlus::MixMusic self, int loops, int ms, double position)
2191 CODE:
2192 RETVAL = Mix_FadeInMusicPos (self, loops, ms, position);
1928 OUTPUT: 2193 OUTPUT:
1929 RETVAL 2194 RETVAL
1930 2195
1931MODULE = CFPlus PACKAGE = CFPlus::OpenGL 2196MODULE = CFPlus PACKAGE = CFPlus::OpenGL
1932 2197
2021# undef const_iv 2286# undef const_iv
2022 }; 2287 };
2023 2288
2024 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 2289 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2025 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 2290 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2291
2292 texture_av = newAV ();
2293 AvREAL_off (texture_av);
2026} 2294}
2027 2295
2028char * 2296char *
2029gl_vendor () 2297gl_vendor ()
2030 CODE: 2298 CODE:
2179 2447
2180void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR) 2448void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR)
2181 2449
2182int glGenTexture () 2450int glGenTexture ()
2183 CODE: 2451 CODE:
2184{ 2452 RETVAL = gen_texture ();
2185 GLuint name;
2186 glGenTextures (1, &name);
2187 RETVAL = name;
2188}
2189 OUTPUT: 2453 OUTPUT:
2190 RETVAL 2454 RETVAL
2191 2455
2192void glDeleteTexture (int name) 2456void glDeleteTexture (int name)
2193 CODE: 2457 CODE:
2194{
2195 GLuint name_ = name;
2196 glDeleteTextures (1, &name_); 2458 del_texture (name);
2197} 2459
2198
2199int glGenList () 2460int glGenList ()
2200 CODE: 2461 CODE:
2201 RETVAL = glGenLists (1); 2462 RETVAL = glGenLists (1);
2202 OUTPUT: 2463 OUTPUT:
2203 RETVAL 2464 RETVAL

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