ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/Client.xs
(Generate patch)

Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.262 by root, Wed Jul 16 20:12:27 2008 UTC vs.
Revision 1.295 by root, Mon Dec 21 03:30:22 2009 UTC

19 19
20#ifdef _WIN32 20#ifdef _WIN32
21# undef pipe 21# undef pipe
22// microsoft vs. C 22// microsoft vs. C
23# define sqrtf(x) sqrt(x) 23# define sqrtf(x) sqrt(x)
24# define roundf(x) (int)(x)
25# define atan2f(x,y) atan2(x,y) 24# define atan2f(x,y) atan2(x,y)
26# define M_PI 3.14159265f 25# define M_PI 3.14159265f
27#endif 26#endif
28 27
29#include <assert.h> 28#include <assert.h>
38#include <SDL_thread.h> 37#include <SDL_thread.h>
39#include <SDL_endian.h> 38#include <SDL_endian.h>
40#include <SDL_image.h> 39#include <SDL_image.h>
41#include <SDL_mixer.h> 40#include <SDL_mixer.h>
42#include <SDL_opengl.h> 41#include <SDL_opengl.h>
42
43/* work around os x broken headers */
44#ifdef __MACOSX__
45typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
46#endif
43 47
44#define PANGO_ENABLE_BACKEND 48#define PANGO_ENABLE_BACKEND
45#define G_DISABLE_CAST_CHECKS 49#define G_DISABLE_CAST_CHECKS
46 50
47#include <glib/gmacros.h> 51#include <glib/gmacros.h>
76#define expect_false(expr) expect ((expr) != 0, 0) 80#define expect_false(expr) expect ((expr) != 0, 0)
77#define expect_true(expr) expect ((expr) != 0, 1) 81#define expect_true(expr) expect ((expr) != 0, 1)
78 82
79#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 83#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
80 84
81#define FOW_DARKNESS 32 85#define FOW_DARKNESS 64
86#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */
82 87
83#define MAP_EXTEND_X 32 88#define MAP_EXTEND_X 32
84#define MAP_EXTEND_Y 512 89#define MAP_EXTEND_Y 512
85 90
86#define MIN_FONT_HEIGHT 10 91#define MIN_FONT_HEIGHT 10
87 92
88/* mask out modifiers we are not interested in */ 93/* mask out modifiers we are not interested in */
89#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
90 95
91#if 1 96#define KMOD_LRAM 0x10000 // our extension
92# define PARACHUTE SDL_INIT_NOPARACHUTE 97
93#else 98#define TEXID_SPEECH 1
94# define PARACHUTE 0 99#define TEXID_NOFACE 2
95#endif 100#define TEXID_HIDDEN 3
96 101
97static AV *texture_av; 102static AV *texture_av;
98 103
99static struct 104static struct
100{ 105{
232 int w, h; 237 int w, h;
233 float s, t; 238 float s, t;
234 uint8_t r, g, b, a; 239 uint8_t r, g, b, a;
235 tileid smoothtile; 240 tileid smoothtile;
236 uint8_t smoothlevel; 241 uint8_t smoothlevel;
242 uint8_t unused; /* set to zero on use */
237} maptex; 243} maptex;
238 244
239typedef struct { 245typedef struct {
240 uint32_t player; 246 uint32_t player;
241 tileid tile[3]; 247 tileid tile[3];
373 self->oy = 0; 379 self->oy = 0;
374 self->row = 0; 380 self->row = 0;
375 self->rows = 0; 381 self->rows = 0;
376} 382}
377 383
384#define CELL_CLEAR(cell) \
385 do { \
386 if ((cell)->player) \
387 (cell)->tile [2] = 0; \
388 (cell)->darkness = 0; \
389 (cell)->stat_hp = 0; \
390 (cell)->flags = 0; \
391 (cell)->player = 0; \
392 } while (0)
393
378static void 394static void
379map_blank (DC__Map self, int x0, int y0, int w, int h) 395map_blank (DC__Map self, int x0, int y0, int w, int h)
380{ 396{
381 int x, y; 397 int x, y;
382 maprow *row; 398 maprow *row;
396 if (x >= row->c1) 412 if (x >= row->c1)
397 break; 413 break;
398 414
399 cell = row->col + x - row->c0; 415 cell = row->col + x - row->c0;
400 416
401 cell->darkness = 0; 417 CELL_CLEAR (cell);
402 cell->stat_hp = 0;
403 cell->flags = 0;
404 cell->player = 0;
405 } 418 }
406 } 419 }
407} 420}
408 421
409typedef struct { 422typedef struct {
520 if (!svp || !SvTRUE (*svp)) 533 if (!svp || !SvTRUE (*svp))
521 return 0; 534 return 0;
522 535
523 return 1; 536 return 1;
524} 537}
538
539/******************************************************************************/
540
541/* process keyboard modifiers */
542static int
543mod_munge (int mod)
544{
545 mod &= MOD_MASK;
546
547 if (mod & (KMOD_META | KMOD_ALT))
548 mod |= KMOD_LRAM;
549
550 return mod;
551}
552
553static void
554deliantra_main ()
555{
556 char *argv[] = { 0 };
557 call_argv ("::main", G_DISCARD | G_VOID, argv);
558}
559
560#ifdef __MACOSX__
561 /* to due surprising braindamage on the side of SDL design, we
562 * do some mind-boggling hack here: SDL requires a custom main()
563 * on OS X, so... we provide one and call the original main(), which,
564 * due to share dlibrary magic, calls -lSDLmain's main, not perl's main,
565 * and which calls our main (== SDL_main) back.
566 */
567 extern C_LINKAGE int
568 main (int argc, char *argv[])
569 {
570 deliantra_main ();
571 }
572
573 #undef main
574
575 extern C_LINKAGE int main (int argc, char *argv[]);
576
577 static void
578 SDL_braino (void)
579 {
580 char *argv[] = { "deliantra client", 0 };
581 (main) (1, argv);
582 }
583#else
584 static void
585 SDL_braino (void)
586 {
587 deliantra_main ();
588 }
589#endif
525 590
526MODULE = Deliantra::Client PACKAGE = DC 591MODULE = Deliantra::Client PACKAGE = DC
527 592
528PROTOTYPES: ENABLE 593PROTOTYPES: ENABLE
529 594
558 const_iv (SDL_USEREVENT), 623 const_iv (SDL_USEREVENT),
559 624
560 const_iv (SDL_APPINPUTFOCUS), 625 const_iv (SDL_APPINPUTFOCUS),
561 const_iv (SDL_APPMOUSEFOCUS), 626 const_iv (SDL_APPMOUSEFOCUS),
562 const_iv (SDL_APPACTIVE), 627 const_iv (SDL_APPACTIVE),
628
629
630 const_iv (SDLK_UNKNOWN),
631 const_iv (SDLK_FIRST),
632 const_iv (SDLK_BACKSPACE),
633 const_iv (SDLK_TAB),
634 const_iv (SDLK_CLEAR),
635 const_iv (SDLK_RETURN),
636 const_iv (SDLK_PAUSE),
637 const_iv (SDLK_ESCAPE),
638 const_iv (SDLK_SPACE),
639 const_iv (SDLK_EXCLAIM),
640 const_iv (SDLK_QUOTEDBL),
641 const_iv (SDLK_HASH),
642 const_iv (SDLK_DOLLAR),
643 const_iv (SDLK_AMPERSAND),
644 const_iv (SDLK_QUOTE),
645 const_iv (SDLK_LEFTPAREN),
646 const_iv (SDLK_RIGHTPAREN),
647 const_iv (SDLK_ASTERISK),
648 const_iv (SDLK_PLUS),
649 const_iv (SDLK_COMMA),
650 const_iv (SDLK_MINUS),
651 const_iv (SDLK_PERIOD),
652 const_iv (SDLK_SLASH),
653 const_iv (SDLK_0),
654 const_iv (SDLK_1),
655 const_iv (SDLK_2),
656 const_iv (SDLK_3),
657 const_iv (SDLK_4),
658 const_iv (SDLK_5),
659 const_iv (SDLK_6),
660 const_iv (SDLK_7),
661 const_iv (SDLK_8),
662 const_iv (SDLK_9),
663 const_iv (SDLK_COLON),
664 const_iv (SDLK_SEMICOLON),
665 const_iv (SDLK_LESS),
666 const_iv (SDLK_EQUALS),
667 const_iv (SDLK_GREATER),
668 const_iv (SDLK_QUESTION),
669 const_iv (SDLK_AT),
670
671 const_iv (SDLK_LEFTBRACKET),
672 const_iv (SDLK_BACKSLASH),
673 const_iv (SDLK_RIGHTBRACKET),
674 const_iv (SDLK_CARET),
675 const_iv (SDLK_UNDERSCORE),
676 const_iv (SDLK_BACKQUOTE),
677 const_iv (SDLK_DELETE),
563 678
564 const_iv (SDLK_FIRST), 679 const_iv (SDLK_FIRST),
565 const_iv (SDLK_LAST), 680 const_iv (SDLK_LAST),
566 const_iv (SDLK_KP0), 681 const_iv (SDLK_KP0),
567 const_iv (SDLK_KP1), 682 const_iv (SDLK_KP1),
643 const_iv (KMOD_RMETA), 758 const_iv (KMOD_RMETA),
644 const_iv (KMOD_NUM), 759 const_iv (KMOD_NUM),
645 const_iv (KMOD_CAPS), 760 const_iv (KMOD_CAPS),
646 const_iv (KMOD_MODE), 761 const_iv (KMOD_MODE),
647 762
763 const_iv (KMOD_LRAM),
764
648 const_iv (MIX_DEFAULT_FORMAT), 765 const_iv (MIX_DEFAULT_FORMAT),
766
767 const_iv (SDL_INIT_TIMER),
768 const_iv (SDL_INIT_AUDIO),
769 const_iv (SDL_INIT_VIDEO),
770 const_iv (SDL_INIT_CDROM),
771 const_iv (SDL_INIT_JOYSTICK),
772 const_iv (SDL_INIT_EVERYTHING),
773 const_iv (SDL_INIT_NOPARACHUTE),
774 const_iv (SDL_INIT_EVENTTHREAD),
775
776 const_iv (SDL_GL_RED_SIZE),
777 const_iv (SDL_GL_GREEN_SIZE),
778 const_iv (SDL_GL_BLUE_SIZE),
779 const_iv (SDL_GL_ALPHA_SIZE),
780 const_iv (SDL_GL_DOUBLEBUFFER),
781 const_iv (SDL_GL_BUFFER_SIZE),
782 const_iv (SDL_GL_DEPTH_SIZE),
783 const_iv (SDL_GL_STENCIL_SIZE),
784 const_iv (SDL_GL_ACCUM_RED_SIZE),
785 const_iv (SDL_GL_ACCUM_GREEN_SIZE),
786 const_iv (SDL_GL_ACCUM_BLUE_SIZE),
787 const_iv (SDL_GL_ACCUM_ALPHA_SIZE),
788 const_iv (SDL_GL_STEREO),
789 const_iv (SDL_GL_MULTISAMPLEBUFFERS),
790 const_iv (SDL_GL_MULTISAMPLESAMPLES),
791 const_iv (SDL_GL_ACCELERATED_VISUAL),
792 const_iv (SDL_GL_SWAP_CONTROL),
793
794 const_iv (FOW_DARKNESS)
649# undef const_iv 795# undef const_iv
650 }; 796 };
651 797
652 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 798 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
653 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 799 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
674NV ceil (NV x) 820NV ceil (NV x)
675 821
676IV minpot (UV n) 822IV minpot (UV n)
677 823
678IV popcount (UV n) 824IV popcount (UV n)
825
826NV distance (NV dx, NV dy)
827 CODE:
828 RETVAL = pow (dx * dx + dy * dy, 0.5);
829 OUTPUT:
830 RETVAL
679 831
680void 832void
681pango_init () 833pango_init ()
682 CODE: 834 CODE:
683{ 835{
689 pango_context_set_language (opengl_context, pango_language_from_string ("en")); 841 pango_context_set_language (opengl_context, pango_language_from_string ("en"));
690 /*pango_context_set_base_dir (opengl_context, PANGO_DIRECTION_WEAK_LTR);*/ 842 /*pango_context_set_base_dir (opengl_context, PANGO_DIRECTION_WEAK_LTR);*/
691#endif 843#endif
692} 844}
693 845
694char *
695SDL_GetError () 846char *SDL_GetError ()
696 847
697int 848void SDL_braino ()
698SDL_Init (U32 flags = SDL_INIT_VIDEO | SDL_INIT_AUDIO | PARACHUTE)
699 849
700void 850int SDL_Init (U32 flags)
851
852int SDL_InitSubSystem (U32 flags)
853
854void SDL_QuitSubSystem (U32 flags)
855
701SDL_Quit () 856void SDL_Quit ()
857
858int SDL_GL_SetAttribute (int attr, int value)
859
860int SDL_GL_GetAttribute (int attr)
861 CODE:
862 if (SDL_GL_GetAttribute (attr, &RETVAL))
863 XSRETURN_UNDEF;
864 OUTPUT:
865 RETVAL
702 866
703void 867void
704SDL_ListModes (int rgb, int alpha) 868SDL_ListModes (int rgb, int alpha)
705 PPCODE: 869 PPCODE:
706{ 870{
718 SDL_GL_SetAttribute (SDL_GL_ACCUM_GREEN_SIZE, 0); 882 SDL_GL_SetAttribute (SDL_GL_ACCUM_GREEN_SIZE, 0);
719 SDL_GL_SetAttribute (SDL_GL_ACCUM_BLUE_SIZE , 0); 883 SDL_GL_SetAttribute (SDL_GL_ACCUM_BLUE_SIZE , 0);
720 SDL_GL_SetAttribute (SDL_GL_ACCUM_ALPHA_SIZE, 0); 884 SDL_GL_SetAttribute (SDL_GL_ACCUM_ALPHA_SIZE, 0);
721 885
722 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1); 886 SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
723#if SDL_VERSION_ATLEAST(1,2,10)
724 SDL_GL_SetAttribute (SDL_GL_ACCELERATED_VISUAL, 1);
725 SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1); 887 SDL_GL_SetAttribute (SDL_GL_SWAP_CONTROL, 1);
726#endif
727 888
728 m = SDL_ListModes (0, SDL_FULLSCREEN | SDL_OPENGL); 889 m = SDL_ListModes (0, SDL_FULLSCREEN | SDL_OPENGL);
729 890
730 if (m && m != (SDL_Rect **)-1) 891 if (m && m != (SDL_Rect **)-1)
731 while (*m) 892 while (*m)
732 { 893 {
733 if ((*m)->w >= 800 && (*m)->h >= 480) 894 if ((*m)->w >= 400 && (*m)->h >= 300)
734 { 895 {
735 AV *av = newAV (); 896 AV *av = newAV ();
736 av_push (av, newSViv ((*m)->w)); 897 av_push (av, newSViv ((*m)->w));
737 av_push (av, newSViv ((*m)->h)); 898 av_push (av, newSViv ((*m)->h));
738 av_push (av, newSViv (rgb)); 899 av_push (av, newSViv (rgb));
801 { 962 {
802 case SDL_KEYDOWN: 963 case SDL_KEYDOWN:
803 case SDL_KEYUP: 964 case SDL_KEYUP:
804 hv_store (hv, "state", 5, newSViv (ev.key.state), 0); 965 hv_store (hv, "state", 5, newSViv (ev.key.state), 0);
805 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0); 966 hv_store (hv, "sym", 3, newSViv (ev.key.keysym.sym), 0);
806 hv_store (hv, "mod", 3, newSViv (ev.key.keysym.mod & MOD_MASK), 0); 967 hv_store (hv, "mod", 3, newSViv (mod_munge (ev.key.keysym.mod)), 0);
807 hv_store (hv, "cmod", 4, newSViv (SDL_GetModState () & MOD_MASK), 0); /* current mode */ 968 hv_store (hv, "cmod", 4, newSViv (mod_munge (SDL_GetModState ())), 0); /* current mode */
808 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0); 969 hv_store (hv, "unicode", 7, newSViv (ev.key.keysym.unicode), 0);
809 break; 970 break;
810 971
811 case SDL_ACTIVEEVENT: 972 case SDL_ACTIVEEVENT:
812 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0); 973 hv_store (hv, "gain", 4, newSViv (ev.active.gain), 0);
830 x = ev.motion.x; 991 x = ev.motion.x;
831 y = ev.motion.y; 992 y = ev.motion.y;
832 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION)); 993 SDL_PeepEvents (&ev, 1, SDL_GETEVENT, SDL_EVENTMASK (SDL_MOUSEMOTION));
833 } 994 }
834 995
835 hv_store (hv, "mod", 3, newSViv (SDL_GetModState () & MOD_MASK), 0); 996 hv_store (hv, "mod", 3, newSViv (mod_munge (SDL_GetModState ())), 0);
836 hv_store (hv, "state", 5, newSViv (state), 0); 997 hv_store (hv, "state", 5, newSViv (state), 0);
837 hv_store (hv, "x", 1, newSViv (x), 0); 998 hv_store (hv, "x", 1, newSViv (x), 0);
838 hv_store (hv, "y", 1, newSViv (y), 0); 999 hv_store (hv, "y", 1, newSViv (y), 0);
839 hv_store (hv, "xrel", 4, newSViv (xrel), 0); 1000 hv_store (hv, "xrel", 4, newSViv (xrel), 0);
840 hv_store (hv, "yrel", 4, newSViv (yrel), 0); 1001 hv_store (hv, "yrel", 4, newSViv (yrel), 0);
1056#if DEBUG 1217#if DEBUG
1057 VALGRIND_DO_LEAK_CHECK; 1218 VALGRIND_DO_LEAK_CHECK;
1058#endif 1219#endif
1059} 1220}
1060 1221
1222int
1223SvREFCNT (SV *sv)
1224 CODE:
1225 RETVAL = SvREFCNT (sv);
1226 OUTPUT:
1227 RETVAL
1228
1061MODULE = Deliantra::Client PACKAGE = DC::Font 1229MODULE = Deliantra::Client PACKAGE = DC::Font
1062 1230
1063PROTOTYPES: DISABLE 1231PROTOTYPES: DISABLE
1064 1232
1065DC::Font 1233DC::Font
1494 if (ix) 1662 if (ix)
1495 { 1663 {
1496 glDisable (GL_ALPHA_TEST); 1664 glDisable (GL_ALPHA_TEST);
1497 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1498 } 1666 }
1667}
1668
1669void
1670draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1, float blend = 0.f, float dx = 0.f, float dy = 0.f, int name2 = 0, float s2 = 0.f, float t2 = 0.f, float w2 = 0.f, float h2 = 0.f)
1671 PROTOTYPE: @
1672 CODE:
1673{
1674 glEnable (GL_TEXTURE_2D);
1675 glEnable (GL_BLEND);
1676 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1677 glBindTexture (GL_TEXTURE_2D, name1);
1678
1679 glColor3f (intensity, intensity, intensity);
1680 glPushMatrix ();
1681 glScalef (1./3, 1./3, 1.);
1682
1683 if (blend > 0.f)
1684 {
1685 float S2, T2; /* 0. 0. for texture 2 */
1686 float w = w1 > w2 ? w1 : w2;
1687 float h = h1 > h2 ? h1 : h2;
1688 GLfloat env_color[4] = { 0., 0., 0., blend };
1689
1690 /* interpolate the two shadow textures */
1691 /* stage 0 == rgb(glcolor) + alpha(t0) */
1692 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1693
1694 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1695 gl.ActiveTexture (GL_TEXTURE1);
1696 glEnable (GL_TEXTURE_2D);
1697 glBindTexture (GL_TEXTURE_2D, name2);
1698 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1699
1700 /* rgb == rgb(glcolor) */
1701 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1702 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1704
1705 /* alpha = interpolate t0, t1 by env_alpha */
1706 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1707
1708 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1709 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1710 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1711
1712 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1713 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1714
1715 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1716 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1717
1718 s1 *= w / w1;
1719 t1 *= h / h1;
1720
1721 dx *= -3.f / w2;
1722 dy *= -3.f / h2;
1723 dx *= w / w2;
1724 dy *= h / h2;
1725
1726 s2 *= w / w2;
1727 t2 *= h / h2;
1728
1729 glBegin (GL_QUADS);
1730 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0);
1731 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1);
1732 gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1);
1733 gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0);
1734 glEnd ();
1735
1736 glDisable (GL_TEXTURE_2D);
1737 gl.ActiveTexture (GL_TEXTURE0);
1738 }
1739 else
1740 {
1741 /* simple blending of one texture, also opengl <1.3 path */
1742 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1743
1744 glBegin (GL_QUADS);
1745 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1746 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1747 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1748 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1749 glEnd ();
1750 }
1751
1752 glPopMatrix ();
1753
1754 glDisable (GL_TEXTURE_2D);
1755 glDisable (GL_BLEND);
1499} 1756}
1500 1757
1501IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1758IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1502 CODE: 1759 CODE:
1503{ 1760{
1609 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1866 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1610 // use uglier nearest interpolation because linear suffers 1867 // use uglier nearest interpolation because linear suffers
1611 // from transparent color bleeding and ugly wrapping effects. 1868 // from transparent color bleeding and ugly wrapping effects.
1612 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1869 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1613} 1870}
1871
1872void
1873expire_textures (DC::Map self, int texid, int count)
1874 PPCODE:
1875 for (; texid < self->texs && count; ++texid, --count)
1876 {
1877 maptex *tex = self->tex + texid;
1878
1879 if (tex->name)
1880 {
1881 if (tex->unused)
1882 {
1883 tex->name = 0;
1884 tex->unused = 0;
1885 XPUSHs (sv_2mortal (newSViv (texid)));
1886 }
1887 else
1888 tex->unused = 1;
1889 }
1890 }
1614 1891
1615int 1892int
1616ox (DC::Map self) 1893ox (DC::Map self)
1617 ALIAS: 1894 ALIAS:
1618 oy = 1 1895 oy = 1
1739 cell->tile [z] = self->face2tile [face]; 2016 cell->tile [z] = self->face2tile [face];
1740 2017
1741 if (cell->tile [z]) 2018 if (cell->tile [z])
1742 { 2019 {
1743 maptex *tex = self->tex + cell->tile [z]; 2020 maptex *tex = self->tex + cell->tile [z];
2021 tex->unused = 0;
1744 if (!tex->name) 2022 if (!tex->name)
1745 av_push (missing, newSViv (cell->tile [z])); 2023 av_push (missing, newSViv (cell->tile [z]));
1746 2024
1747 if (tex->smoothtile) 2025 if (tex->smoothtile)
1748 { 2026 {
1749 maptex *smooth = self->tex + tex->smoothtile; 2027 maptex *smooth = self->tex + tex->smoothtile;
2028 smooth->unused = 0;
1750 if (!smooth->name) 2029 if (!smooth->name)
1751 av_push (missing, newSViv (tex->smoothtile)); 2030 av_push (missing, newSViv (tex->smoothtile));
1752 } 2031 }
1753 } 2032 }
1754 } 2033 }
1755 } 2034 }
1756 else 2035 else
1757 cell->darkness = 0; 2036 CELL_CLEAR (cell);
1758 } 2037 }
1759} 2038}
1760 OUTPUT: 2039 OUTPUT:
1761 RETVAL 2040 RETVAL
1762 2041
1814} 2093}
1815 OUTPUT: 2094 OUTPUT:
1816 RETVAL 2095 RETVAL
1817 2096
1818void 2097void
1819draw (DC::Map self, int mx, int my, int sw, int sh, int T, U32 player = 0xffffffff, int pdx = 0, int pdy = 0) 2098draw (DC::Map self, int mx, int my, int sw, int sh, int T, U32 player = 0xffffffff, int sdx = 0, int sdy = 0)
1820 CODE: 2099 CODE:
1821{ 2100{
1822 int x, y, z; 2101 int x, y, z;
1823 2102
1824 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ()); 2103 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1825 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2104 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1826 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2105 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1827 smooth_key skey; 2106 smooth_key skey;
1828 int pl_x, pl_y; 2107 int pl_x, pl_y;
1829 maptex pl_tex; 2108 maptex pl_tex;
1830 rc_t *rc = rc_alloc (); 2109 rc_t *rc = rc_alloc ();
2110 rc_t *rc_ov = rc_alloc ();
1831 rc_key_t key; 2111 rc_key_t key;
1832 rc_array_t *arr; 2112 rc_array_t *arr, *arr_hidden;
1833 2113
1834 pl_tex.name = 0; 2114 pl_tex.name = 0;
1835 2115
1836 // thats current max. sorry. 2116 // that's current max. sorry.
1837 if (sw > 255) sw = 255; 2117 if (sw > 255) sw = 255;
1838 if (sh > 255) sh = 255; 2118 if (sh > 255) sh = 255;
1839 2119
1840 // clear key, in case of extra padding 2120 // clear key, in case of extra padding
1841 memset (&skey, 0, sizeof (skey)); 2121 memset (&skey, 0, sizeof (skey));
1845 key.g = 255; 2125 key.g = 255;
1846 key.b = 255; 2126 key.b = 255;
1847 key.a = 255; 2127 key.a = 255;
1848 key.mode = GL_QUADS; 2128 key.mode = GL_QUADS;
1849 key.format = GL_T2F_V3F; 2129 key.format = GL_T2F_V3F;
1850 key.texname = -1;
1851 2130
1852 mx += self->x; 2131 mx += self->x;
1853 my += self->y; 2132 my += self->y;
1854 2133
1855 // first pass: determine smooth_max 2134 // first pass: determine smooth_max
1876 2155
1877 glEnable (GL_BLEND); 2156 glEnable (GL_BLEND);
1878 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2157 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1879 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2158 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1880 2159
2160 key.texname = self->tex [TEXID_HIDDEN].name;
2161 arr_hidden = rc_array (rc_ov, &key);
2162
1881 for (z = 0; z <= 2; z++) 2163 for (z = 0; z <= 2; z++)
1882 { 2164 {
1883 memset (smooth_level, 0, sizeof (smooth_level)); 2165 memset (smooth_level, 0, sizeof (smooth_level));
2166 key.texname = -1;
1884 2167
1885 for (y = 0; y < sh; y++) 2168 for (y = 0; y < sh; y++)
1886 if (0 <= y + my && y + my < self->rows) 2169 if (0 <= y + my && y + my < self->rows)
1887 { 2170 {
1888 maprow *row = self->row + (y + my); 2171 maprow *row = self->row + (y + my);
1894 tileid tile = cell->tile [z]; 2177 tileid tile = cell->tile [z];
1895 2178
1896 if (tile) 2179 if (tile)
1897 { 2180 {
1898 maptex tex = self->tex [tile]; 2181 maptex tex = self->tex [tile];
1899 int px = (x + 1) * T - tex.w; 2182 int px, py;
1900 int py = (y + 1) * T - tex.h;
1901 2183
1902 if (key.texname != tex.name) 2184 if (key.texname != tex.name)
1903 { 2185 {
2186 self->tex [tile].unused = 0;
2187
1904 if (!tex.name) 2188 if (!tex.name)
1905 tex = self->tex [2]; /* missing, replace by noface */ 2189 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
1906 2190
1907 key.texname = tex.name; 2191 key.texname = tex.name;
1908 arr = rc_array (rc, &key); 2192 arr = rc_array (rc, &key);
1909 } 2193 }
2194
2195 px = (x + 1) * T - tex.w;
2196 py = (y + 1) * T - tex.h;
1910 2197
1911 if (expect_false (cell->player == player) && expect_false (z == 2)) 2198 if (expect_false (cell->player == player) && expect_false (z == 2))
1912 { 2199 {
1913 pl_x = px; 2200 pl_x = px;
1914 pl_y = py; 2201 pl_y = py;
1919 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2206 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
1920 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2207 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
1921 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2208 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
1922 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2209 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
1923 2210
1924 if (expect_false (cell->flags) && expect_false (z == 2))
1925 {
1926 // overlays such as the speech bubble, probably more to come
1927 if (cell->flags & 1)
1928 {
1929 maptex tex = self->tex [1];
1930 int px = x * T + T * 2 / 32;
1931 int py = y * T - T * 6 / 32;
1932
1933 if (tex.name)
1934 {
1935 if (key.texname != tex.name)
1936 {
1937 key.texname = tex.name;
1938 arr = rc_array (rc, &key);
1939 }
1940
1941 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
1942 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
1943 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
1944 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
1945 }
1946 }
1947 }
1948
1949 // update smooth hash 2211 // update smooth hash
1950 if (tex.smoothtile) 2212 if (tex.smoothtile)
1951 { 2213 {
1952 skey.tile = tex.smoothtile; 2214 skey.tile = tex.smoothtile;
1953 skey.level = tex.smoothlevel; 2215 skey.level = tex.smoothlevel;
1981 // corners 2243 // corners
1982 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2244 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1983 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2245 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1984 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2246 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1985 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2247 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2248 }
2249 }
2250
2251 if (expect_false (z == 2))
2252 {
2253 /* draw question marks on top of hidden spaces */
2254 if (!cell->darkness)
2255 {
2256 maptex tex = self->tex [TEXID_HIDDEN];
2257 int px = (x + 1) * T - tex.w;
2258 int py = (y + 1) * T - tex.h;
2259
2260 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2261 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2262 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2263 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2264 }
2265
2266 if (expect_false (cell->flags))
2267 {
2268 // overlays such as the speech bubble, probably more to come
2269 if (cell->flags & 1)
2270 {
2271 rc_key_t key_ov = key;
2272 maptex tex = self->tex [TEXID_SPEECH];
2273 rc_array_t *arr;
2274 int px = x * T + T * 2 / 32;
2275 int py = y * T - T * 6 / 32;
2276
2277 key_ov.texname = tex.name;
2278 arr = rc_array (rc_ov, &key_ov);
2279
2280 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2281 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2282 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2283 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2284 }
1986 } 2285 }
1987 } 2286 }
1988 } 2287 }
1989 } 2288 }
1990 2289
2030 { 2329 {
2031 // this time avoiding texture state changes 2330 // this time avoiding texture state changes
2032 // save gobs of state changes. 2331 // save gobs of state changes.
2033 if (key.texname != tex.name) 2332 if (key.texname != tex.name)
2034 { 2333 {
2334 self->tex [skey->tile].unused = 0;
2335
2035 glEnd (); 2336 glEnd ();
2036 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2337 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2037 glBegin (GL_QUADS); 2338 glBegin (GL_QUADS);
2038 } 2339 }
2039 2340
2071 } 2372 }
2072 2373
2073 if (pl_tex.name) 2374 if (pl_tex.name)
2074 { 2375 {
2075 maptex tex = pl_tex; 2376 maptex tex = pl_tex;
2076 int px = pl_x + pdx; 2377 int px = pl_x + sdx;
2077 int py = pl_y + pdy; 2378 int py = pl_y + sdy;
2078 2379
2079 key.texname = tex.name; 2380 key.texname = tex.name;
2080 arr = rc_array (rc, &key); 2381 arr = rc_array (rc, &key);
2081 2382
2082 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2383 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2085 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2386 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2086 2387
2087 rc_draw (rc); 2388 rc_draw (rc);
2088 } 2389 }
2089 2390
2391 rc_draw (rc_ov);
2392 rc_clear (rc_ov);
2393
2090 glDisable (GL_BLEND); 2394 glDisable (GL_BLEND);
2091 rc_free (rc); 2395 rc_free (rc);
2396 rc_free (rc_ov);
2092 2397
2093 // top layer: overlays such as the health bar 2398 // top layer: overlays such as the health bar
2094 for (y = 0; y < sh; y++) 2399 for (y = 0; y < sh; y++)
2095 if (0 <= y + my && y + my < self->rows) 2400 if (0 <= y + my && y + my < self->rows)
2096 { 2401 {
2101 { 2406 {
2102 mapcell *cell = row->col + (x + mx - row->c0); 2407 mapcell *cell = row->col + (x + mx - row->c0);
2103 2408
2104 int px = x * T; 2409 int px = x * T;
2105 int py = y * T; 2410 int py = y * T;
2411
2412 if (expect_false (cell->player == player))
2413 {
2414 px += sdx;
2415 py += sdy;
2416 }
2106 2417
2107 if (cell->stat_hp) 2418 if (cell->stat_hp)
2108 { 2419 {
2109 int width = cell->stat_width * T; 2420 int width = cell->stat_width * T;
2110 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2421 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2121 } 2432 }
2122 } 2433 }
2123} 2434}
2124 2435
2125void 2436void
2126draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2437draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2127 CODE: 2438 CODE:
2128{ 2439{
2129 static float color[16][3] = { 2440 static float color[16][3] = {
2130 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2131 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2132 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2133 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2134 2445
2135 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2136 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2137 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2138 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2139 2450
2140 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2141 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2142 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2143 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2144 2455
2145 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2146 2457
2147 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2148 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2149 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2150 }; 2461 };
2151 2462
2152 int x, y; 2463 int x, y;
2153 2464
2154 glEnable (GL_TEXTURE_2D); 2465 glEnable (GL_TEXTURE_2D);
2466 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2467 * but the nvidia driver (185.18.14) mishandles alpha textures
2468 * ansd takes the colour from god knows where instead of using
2469 * Cp. MODULATE results in the same colour, but slightly different
2470 * alpha, but atcually gives us the correct colour with nvidia.
2471 */
2155 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2472 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2156 glEnable (GL_BLEND); 2473 glEnable (GL_BLEND);
2157 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2474 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2158 glBegin (GL_QUADS); 2475 glBegin (GL_QUADS);
2159 2476
2160 for (y = 0; y < h; y++) 2477 for (y = 0; y < h; y++)
2164 2481
2165 if (m) 2482 if (m)
2166 { 2483 {
2167 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2168 2485
2169 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2170 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2171 2488
2172 glColor4f (c[0], c[1], c[2], 0.75); 2489 glColor4f (c[0], c[1], c[2], 1);
2173 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2174 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2175 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2176 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2493 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2177 } 2494 }
2199 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2200 2517
2201 mx += self->x - 1; 2518 mx += self->x - 1;
2202 my += self->y - 1; 2519 my += self->y - 1;
2203 2520
2204 memset (darkness1, 255, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2205 2522
2206 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2207 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2208 { 2525 {
2209 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2212 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2213 { 2530 {
2214 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2215 2532
2216 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2217 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2218 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2219 } 2536 }
2220 } 2537 }
2221 2538
2222 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2223 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2523void 2840void
2524set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2525 CODE: 2842 CODE:
2526{ 2843{
2527 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2844 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2528 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2845 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2529 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2530} 2847}
2531 2848
2532void 2849void
2533set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)
2636 } *civ, const_iv[] = { 2953 } *civ, const_iv[] = {
2637# define const_iv(name) { # name, (IV)name } 2954# define const_iv(name) { # name, (IV)name }
2638 const_iv (GL_VENDOR), 2955 const_iv (GL_VENDOR),
2639 const_iv (GL_VERSION), 2956 const_iv (GL_VERSION),
2640 const_iv (GL_EXTENSIONS), 2957 const_iv (GL_EXTENSIONS),
2958 const_iv (GL_MAX_TEXTURE_UNITS),
2641 const_iv (GL_COLOR_MATERIAL), 2959 const_iv (GL_COLOR_MATERIAL),
2642 const_iv (GL_SMOOTH), 2960 const_iv (GL_SMOOTH),
2643 const_iv (GL_FLAT), 2961 const_iv (GL_FLAT),
2644 const_iv (GL_DITHER), 2962 const_iv (GL_DITHER),
2645 const_iv (GL_BLEND), 2963 const_iv (GL_BLEND),
2657 const_iv (GL_ZERO), 2975 const_iv (GL_ZERO),
2658 const_iv (GL_SRC_ALPHA), 2976 const_iv (GL_SRC_ALPHA),
2659 const_iv (GL_DST_ALPHA), 2977 const_iv (GL_DST_ALPHA),
2660 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2978 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2661 const_iv (GL_ONE_MINUS_DST_ALPHA), 2979 const_iv (GL_ONE_MINUS_DST_ALPHA),
2980 const_iv (GL_SRC_COLOR),
2981 const_iv (GL_DST_COLOR),
2982 const_iv (GL_ONE_MINUS_SRC_COLOR),
2983 const_iv (GL_ONE_MINUS_DST_COLOR),
2662 const_iv (GL_SRC_ALPHA_SATURATE), 2984 const_iv (GL_SRC_ALPHA_SATURATE),
2663 const_iv (GL_RGB), 2985 const_iv (GL_RGB),
2664 const_iv (GL_RGBA), 2986 const_iv (GL_RGBA),
2665 const_iv (GL_RGBA4), 2987 const_iv (GL_RGBA4),
2666 const_iv (GL_RGBA8), 2988 const_iv (GL_RGBA8),
2734 const_iv (GL_NICEST), 3056 const_iv (GL_NICEST),
2735 const_iv (GL_V2F), 3057 const_iv (GL_V2F),
2736 const_iv (GL_V3F), 3058 const_iv (GL_V3F),
2737 const_iv (GL_T2F_V3F), 3059 const_iv (GL_T2F_V3F),
2738 const_iv (GL_T2F_N3F_V3F), 3060 const_iv (GL_T2F_N3F_V3F),
3061 const_iv (GL_FUNC_ADD),
3062 const_iv (GL_FUNC_SUBTRACT),
3063 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2739# undef const_iv 3064# undef const_iv
2740 }; 3065 };
2741 3066
2742 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3067 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2743 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3068 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2750disable_GL_EXT_blend_func_separate () 3075disable_GL_EXT_blend_func_separate ()
2751 CODE: 3076 CODE:
2752 gl.BlendFuncSeparate = 0; 3077 gl.BlendFuncSeparate = 0;
2753 gl.BlendFuncSeparateEXT = 0; 3078 gl.BlendFuncSeparateEXT = 0;
2754 3079
3080void
3081apple_nvidia_bug (int enable)
3082
2755char * 3083char *
2756gl_vendor () 3084gl_vendor ()
2757 CODE: 3085 CODE:
2758 RETVAL = (char *)glGetString (GL_VENDOR); 3086 RETVAL = (char *)glGetString (GL_VENDOR);
2759 OUTPUT: 3087 OUTPUT:
2808 3136
2809void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3137void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2810 CODE: 3138 CODE:
2811 gl_BlendFuncSeparate (sa, da, saa, daa); 3139 gl_BlendFuncSeparate (sa, da, saa, daa);
2812 3140
3141# void glBlendEquation (int se)
3142
2813void glDepthMask (int flag) 3143void glDepthMask (int flag)
2814 3144
2815void glLogicOp (int opcode) 3145void glLogicOp (int opcode)
2816 3146
2817void glColorMask (int red, int green, int blue, int alpha) 3147void glColorMask (int red, int green, int blue, int alpha)
2851void glRotate (float angle, float x, float y, float z) 3181void glRotate (float angle, float x, float y, float z)
2852 CODE: 3182 CODE:
2853 glRotatef (angle, x, y, z); 3183 glRotatef (angle, x, y, z);
2854 3184
2855void glColor (float r, float g, float b, float a = 1.0) 3185void glColor (float r, float g, float b, float a = 1.0)
3186 PROTOTYPE: @
2856 ALIAS: 3187 ALIAS:
2857 glColor_premultiply = 1 3188 glColor_premultiply = 1
2858 CODE: 3189 CODE:
2859 if (ix) 3190 if (ix)
2860 { 3191 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines