--- deliantra/Deliantra-Client/Client.xs 2007/08/11 06:34:26 1.222 +++ deliantra/Deliantra-Client/Client.xs 2007/08/11 11:07:08 1.223 @@ -116,6 +116,7 @@ } #include "texcache.c" +#include "rendercache.c" #include "pango-font.c" #include "pango-fontmap.c" @@ -1715,12 +1716,16 @@ draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T) CODE: { + int x, y, z; + HV *smooth = (HV *)sv_2mortal ((SV *)newHV ()); uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k) smooth_key skey; - int x, y, z; - int last_name; + + rc_t *rc = rc_alloc (); + rc_key_t key; + rc_array_t *arr; // thats current max. sorry. if (sw > 255) sw = 255; @@ -1729,16 +1734,14 @@ // clear key, in case of extra padding memset (&skey, 0, sizeof (skey)); - glColor4ub (255, 255, 255, 255); - - glEnable (GL_BLEND); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_TEXTURE_2D); - glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - - glBegin (GL_QUADS); - - last_name = -1; + memset (&key, 0, sizeof (key)); + key.r = 255; + key.g = 255; + key.b = 255; + key.a = 255; + key.mode = GL_QUADS; + key.format = GL_T2F_V3F; + key.texname = -1; mx += self->x; my += self->y; @@ -1765,6 +1768,10 @@ } } + glEnable (GL_BLEND); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + for (z = 0; z <= 2; z++) { memset (smooth_level, 0, sizeof (smooth_level)); @@ -1787,40 +1794,45 @@ // suppressing texture state switches here // is only moderately effective, but worth the extra effort - if (last_name != tex.name) + if (key.texname != tex.name) { if (!tex.name) tex = self->tex [2]; /* missing, replace by noface */ - glEnd (); - glBindTexture (GL_TEXTURE_2D, last_name = tex.name); - glBegin (GL_QUADS); + key.texname = tex.name; + arr = rc_array (rc, &key); } px = (x + 1) * T - tex.w; py = (y + 1) * T - tex.h; - glTexCoord2f (0 , 0 ); glVertex2f (px , py ); - glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h); - glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h); - glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py ); + rc_t2f_v3f (arr, 0 , 0 , px , py , 0); + rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); + rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); + rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); if (cell->flags && z == 2) { + // overlays such as the speech bubble, probably more to come if (cell->flags & 1) { maptex tex = self->tex [1]; int px = x * T + T * 2 / 32; int py = y * T - T * 6 / 32; - glEnd (); - glBindTexture (GL_TEXTURE_2D, last_name = tex.name); - glBegin (GL_QUADS); - - glTexCoord2f (0 , 0 ); glVertex2f (px , py ); - glTexCoord2f (0 , tex.t); glVertex2f (px , py + T); - glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T); - glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py ); + if (tex.name) + { + if (key.texname != tex.name) + { + key.texname = tex.name; + arr = rc_array (rc, &key); + } + + rc_t2f_v3f (arr, 0 , 0 , px , py , 0); + rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); + rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); + rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); + } } } @@ -1899,36 +1911,35 @@ float dx = tex.s * .0625f; // 16 images/row float dy = tex.t * .5f ; // 2 images/column - // this time naively avoiding texture state changes - // save gobs of state changes. - if (last_name != tex.name) - { - if (!tex.name) - continue; // smoothing not yet available - - glEnd (); - glBindTexture (GL_TEXTURE_2D, last_name = tex.name); - glBegin (GL_QUADS); - } - - if (border) + if (tex.name) { - float ox = border * dx; - - glTexCoord2f (ox , 0.f ); glVertex2f (px , py ); - glTexCoord2f (ox , dy ); glVertex2f (px , py + T); - glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T); - glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py ); - } - - if (corner) - { - float ox = corner * dx; - - glTexCoord2f (ox , dy ); glVertex2f (px , py ); - glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T); - glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T); - glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py ); + // this time avoiding texture state changes + // save gobs of state changes. + if (key.texname != tex.name) + { + key.texname = tex.name; + arr = rc_array (rc, &key); + } + + if (border) + { + float ox = border * dx; + + rc_t2f_v3f (arr, ox , 0.f , px , py , 0); + rc_t2f_v3f (arr, ox , dy , px , py + T, 0); + rc_t2f_v3f (arr, ox + dx, dy , px + T, py + T, 0); + rc_t2f_v3f (arr, ox + dx, 0.f , px + T, py , 0); + } + + if (corner) + { + float ox = corner * dx; + + rc_t2f_v3f (arr, ox , dy , px , py , 0); + rc_t2f_v3f (arr, ox , dy * 2.f, px , py + T, 0); + rc_t2f_v3f (arr, ox + dx, dy * 2.f, px + T, py + T, 0); + rc_t2f_v3f (arr, ox + dx, dy , px + T, py , 0); + } } } } @@ -1937,12 +1948,12 @@ } hv_clear (smooth); + rc_draw (rc); + rc_clear (rc); } - glEnd (); - - glDisable (GL_TEXTURE_2D); glDisable (GL_BLEND); + rc_free (rc); // top layer: overlays such as the health bar for (y = 0; y < sh; y++)