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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.276 by root, Sat Aug 30 08:04:01 2008 UTC vs.
Revision 1.294 by root, Sat Dec 19 05:06:56 2009 UTC

81#define expect_false(expr) expect ((expr) != 0, 0) 81#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 82#define expect_true(expr) expect ((expr) != 0, 1)
83 83
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 85
86#define FOW_DARKNESS 32 86#define FOW_DARKNESS 64
87#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */
87 88
88#define MAP_EXTEND_X 32 89#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 90#define MAP_EXTEND_Y 512
90 91
91#define MIN_FONT_HEIGHT 10 92#define MIN_FONT_HEIGHT 10
92 93
93/* mask out modifiers we are not interested in */ 94/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 95#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 96
96#define KMOD_LRAM 0x10000 // our extension 97#define KMOD_LRAM 0x10000 // our extension
98
99#define TEXID_SPEECH 1
100#define TEXID_NOFACE 2
101#define TEXID_HIDDEN 3
97 102
98static AV *texture_av; 103static AV *texture_av;
99 104
100static struct 105static struct
101{ 106{
233 int w, h; 238 int w, h;
234 float s, t; 239 float s, t;
235 uint8_t r, g, b, a; 240 uint8_t r, g, b, a;
236 tileid smoothtile; 241 tileid smoothtile;
237 uint8_t smoothlevel; 242 uint8_t smoothlevel;
243 uint8_t unused; /* set to zero on use */
238} maptex; 244} maptex;
239 245
240typedef struct { 246typedef struct {
241 uint32_t player; 247 uint32_t player;
242 tileid tile[3]; 248 tileid tile[3];
528 if (!svp || !SvTRUE (*svp)) 534 if (!svp || !SvTRUE (*svp))
529 return 0; 535 return 0;
530 536
531 return 1; 537 return 1;
532} 538}
539
540/******************************************************************************/
533 541
534/* process keyboard modifiers */ 542/* process keyboard modifiers */
535static int 543static int
536mod_munge (int mod) 544mod_munge (int mod)
537{ 545{
1204#if DEBUG 1212#if DEBUG
1205 VALGRIND_DO_LEAK_CHECK; 1213 VALGRIND_DO_LEAK_CHECK;
1206#endif 1214#endif
1207} 1215}
1208 1216
1217int
1218SvREFCNT (SV *sv)
1219 CODE:
1220 RETVAL = SvREFCNT (sv);
1221 OUTPUT:
1222 RETVAL
1223
1209MODULE = Deliantra::Client PACKAGE = DC::Font 1224MODULE = Deliantra::Client PACKAGE = DC::Font
1210 1225
1211PROTOTYPES: DISABLE 1226PROTOTYPES: DISABLE
1212 1227
1213DC::Font 1228DC::Font
1642 if (ix) 1657 if (ix)
1643 { 1658 {
1644 glDisable (GL_ALPHA_TEST); 1659 glDisable (GL_ALPHA_TEST);
1645 glDisable (GL_BLEND); 1660 glDisable (GL_BLEND);
1646 } 1661 }
1662}
1663
1664void
1665draw_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)
1666 PROTOTYPE: @
1667 CODE:
1668{
1669 glEnable (GL_TEXTURE_2D);
1670 glEnable (GL_BLEND);
1671 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1672 glBindTexture (GL_TEXTURE_2D, name1);
1673
1674 glColor3f (intensity, intensity, intensity);
1675 glPushMatrix ();
1676 glScalef (1./3, 1./3, 1.);
1677
1678 if (blend > 0.f)
1679 {
1680 float S2, T2; /* 0. 0. for texture 2 */
1681 float w = w1 > w2 ? w1 : w2;
1682 float h = h1 > h2 ? h1 : h2;
1683 GLfloat env_color[4] = { 0., 0., 0., blend };
1684
1685 /* interpolate the two shadow textures */
1686 /* stage 0 == rgb(glcolor) + alpha(t0) */
1687 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1688
1689 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1690 gl.ActiveTexture (GL_TEXTURE1);
1691 glEnable (GL_TEXTURE_2D);
1692 glBindTexture (GL_TEXTURE_2D, name2);
1693 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1694
1695 /* rgb == rgb(glcolor) */
1696 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1697 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1698 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1699
1700 /* alpha = interpolate t0, t1 by env_alpha */
1701 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1702
1703 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1705 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1706
1707 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1708 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1709
1710 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1712
1713 s1 *= w / w1;
1714 t1 *= h / h1;
1715
1716 dx *= -3.f / w2;
1717 dy *= -3.f / h2;
1718 dx *= w / w2;
1719 dy *= h / h2;
1720
1721 s2 *= w / w2;
1722 t2 *= h / h2;
1723
1724 glBegin (GL_QUADS);
1725 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0);
1726 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1);
1727 gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1);
1728 gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0);
1729 glEnd ();
1730
1731 glDisable (GL_TEXTURE_2D);
1732 gl.ActiveTexture (GL_TEXTURE0);
1733 }
1734 else
1735 {
1736 /* simple blending of one texture, also opengl <1.3 path */
1737 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1738
1739 glBegin (GL_QUADS);
1740 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1741 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1742 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1743 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1744 glEnd ();
1745 }
1746
1747 glPopMatrix ();
1748
1749 glDisable (GL_TEXTURE_2D);
1750 glDisable (GL_BLEND);
1647} 1751}
1648 1752
1649IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1753IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1650 CODE: 1754 CODE:
1651{ 1755{
1757 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1861 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1758 // use uglier nearest interpolation because linear suffers 1862 // use uglier nearest interpolation because linear suffers
1759 // from transparent color bleeding and ugly wrapping effects. 1863 // from transparent color bleeding and ugly wrapping effects.
1760 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1864 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1761} 1865}
1866
1867void
1868expire_textures (DC::Map self, int texid, int count)
1869 PPCODE:
1870 for (; texid < self->texs && count; ++texid, --count)
1871 {
1872 maptex *tex = self->tex + texid;
1873
1874 if (tex->name)
1875 {
1876 if (tex->unused)
1877 {
1878 tex->name = 0;
1879 tex->unused = 0;
1880 XPUSHs (sv_2mortal (newSViv (texid)));
1881 }
1882 else
1883 tex->unused = 1;
1884 }
1885 }
1762 1886
1763int 1887int
1764ox (DC::Map self) 1888ox (DC::Map self)
1765 ALIAS: 1889 ALIAS:
1766 oy = 1 1890 oy = 1
1887 cell->tile [z] = self->face2tile [face]; 2011 cell->tile [z] = self->face2tile [face];
1888 2012
1889 if (cell->tile [z]) 2013 if (cell->tile [z])
1890 { 2014 {
1891 maptex *tex = self->tex + cell->tile [z]; 2015 maptex *tex = self->tex + cell->tile [z];
2016 tex->unused = 0;
1892 if (!tex->name) 2017 if (!tex->name)
1893 av_push (missing, newSViv (cell->tile [z])); 2018 av_push (missing, newSViv (cell->tile [z]));
1894 2019
1895 if (tex->smoothtile) 2020 if (tex->smoothtile)
1896 { 2021 {
1897 maptex *smooth = self->tex + tex->smoothtile; 2022 maptex *smooth = self->tex + tex->smoothtile;
2023 smooth->unused = 0;
1898 if (!smooth->name) 2024 if (!smooth->name)
1899 av_push (missing, newSViv (tex->smoothtile)); 2025 av_push (missing, newSViv (tex->smoothtile));
1900 } 2026 }
1901 } 2027 }
1902 } 2028 }
1973 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2099 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1974 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2100 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1975 smooth_key skey; 2101 smooth_key skey;
1976 int pl_x, pl_y; 2102 int pl_x, pl_y;
1977 maptex pl_tex; 2103 maptex pl_tex;
1978 rc_t *rc = rc_alloc (); 2104 rc_t *rc = rc_alloc ();
2105 rc_t *rc_ov = rc_alloc ();
1979 rc_key_t key; 2106 rc_key_t key;
1980 rc_array_t *arr; 2107 rc_array_t *arr, *arr_hidden;
1981 2108
1982 pl_tex.name = 0; 2109 pl_tex.name = 0;
1983 2110
1984 // thats current max. sorry. 2111 // that's current max. sorry.
1985 if (sw > 255) sw = 255; 2112 if (sw > 255) sw = 255;
1986 if (sh > 255) sh = 255; 2113 if (sh > 255) sh = 255;
1987 2114
1988 // clear key, in case of extra padding 2115 // clear key, in case of extra padding
1989 memset (&skey, 0, sizeof (skey)); 2116 memset (&skey, 0, sizeof (skey));
1993 key.g = 255; 2120 key.g = 255;
1994 key.b = 255; 2121 key.b = 255;
1995 key.a = 255; 2122 key.a = 255;
1996 key.mode = GL_QUADS; 2123 key.mode = GL_QUADS;
1997 key.format = GL_T2F_V3F; 2124 key.format = GL_T2F_V3F;
1998 key.texname = -1;
1999 2125
2000 mx += self->x; 2126 mx += self->x;
2001 my += self->y; 2127 my += self->y;
2002 2128
2003 // first pass: determine smooth_max 2129 // first pass: determine smooth_max
2024 2150
2025 glEnable (GL_BLEND); 2151 glEnable (GL_BLEND);
2026 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2152 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2027 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2153 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2028 2154
2155 key.texname = self->tex [TEXID_HIDDEN].name;
2156 arr_hidden = rc_array (rc_ov, &key);
2157
2029 for (z = 0; z <= 2; z++) 2158 for (z = 0; z <= 2; z++)
2030 { 2159 {
2031 memset (smooth_level, 0, sizeof (smooth_level)); 2160 memset (smooth_level, 0, sizeof (smooth_level));
2161 key.texname = -1;
2032 2162
2033 for (y = 0; y < sh; y++) 2163 for (y = 0; y < sh; y++)
2034 if (0 <= y + my && y + my < self->rows) 2164 if (0 <= y + my && y + my < self->rows)
2035 { 2165 {
2036 maprow *row = self->row + (y + my); 2166 maprow *row = self->row + (y + my);
2042 tileid tile = cell->tile [z]; 2172 tileid tile = cell->tile [z];
2043 2173
2044 if (tile) 2174 if (tile)
2045 { 2175 {
2046 maptex tex = self->tex [tile]; 2176 maptex tex = self->tex [tile];
2047 int px = (x + 1) * T - tex.w; 2177 int px, py;
2048 int py = (y + 1) * T - tex.h;
2049 2178
2050 if (key.texname != tex.name) 2179 if (key.texname != tex.name)
2051 { 2180 {
2181 self->tex [tile].unused = 0;
2182
2052 if (!tex.name) 2183 if (!tex.name)
2053 tex = self->tex [2]; /* missing, replace by noface */ 2184 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2054 2185
2055 key.texname = tex.name; 2186 key.texname = tex.name;
2056 arr = rc_array (rc, &key); 2187 arr = rc_array (rc, &key);
2057 } 2188 }
2189
2190 px = (x + 1) * T - tex.w;
2191 py = (y + 1) * T - tex.h;
2058 2192
2059 if (expect_false (cell->player == player) && expect_false (z == 2)) 2193 if (expect_false (cell->player == player) && expect_false (z == 2))
2060 { 2194 {
2061 pl_x = px; 2195 pl_x = px;
2062 pl_y = py; 2196 pl_y = py;
2067 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2201 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2068 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2202 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2069 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2203 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2070 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2204 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2071 2205
2072 if (expect_false (cell->flags) && expect_false (z == 2))
2073 {
2074 // overlays such as the speech bubble, probably more to come
2075 if (cell->flags & 1)
2076 {
2077 maptex tex = self->tex [1];
2078 int px = x * T + T * 2 / 32;
2079 int py = y * T - T * 6 / 32;
2080
2081 if (tex.name)
2082 {
2083 if (key.texname != tex.name)
2084 {
2085 key.texname = tex.name;
2086 arr = rc_array (rc, &key);
2087 }
2088
2089 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2090 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2091 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2092 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2093 }
2094 }
2095 }
2096
2097 // update smooth hash 2206 // update smooth hash
2098 if (tex.smoothtile) 2207 if (tex.smoothtile)
2099 { 2208 {
2100 skey.tile = tex.smoothtile; 2209 skey.tile = tex.smoothtile;
2101 skey.level = tex.smoothlevel; 2210 skey.level = tex.smoothlevel;
2129 // corners 2238 // corners
2130 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2239 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2131 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2240 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2132 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2241 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2133 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2242 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2243 }
2244 }
2245
2246 if (expect_false (z == 2))
2247 {
2248 /* draw question marks on top of hidden spaces */
2249 if (!cell->darkness)
2250 {
2251 maptex tex = self->tex [TEXID_HIDDEN];
2252 int px = (x + 1) * T - tex.w;
2253 int py = (y + 1) * T - tex.h;
2254
2255 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2256 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2257 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2258 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2259 }
2260
2261 if (expect_false (cell->flags))
2262 {
2263 // overlays such as the speech bubble, probably more to come
2264 if (cell->flags & 1)
2265 {
2266 rc_key_t key_ov = key;
2267 maptex tex = self->tex [TEXID_SPEECH];
2268 rc_array_t *arr;
2269 int px = x * T + T * 2 / 32;
2270 int py = y * T - T * 6 / 32;
2271
2272 key_ov.texname = tex.name;
2273 arr = rc_array (rc_ov, &key_ov);
2274
2275 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2276 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2277 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2278 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2279 }
2134 } 2280 }
2135 } 2281 }
2136 } 2282 }
2137 } 2283 }
2138 2284
2178 { 2324 {
2179 // this time avoiding texture state changes 2325 // this time avoiding texture state changes
2180 // save gobs of state changes. 2326 // save gobs of state changes.
2181 if (key.texname != tex.name) 2327 if (key.texname != tex.name)
2182 { 2328 {
2329 self->tex [skey->tile].unused = 0;
2330
2183 glEnd (); 2331 glEnd ();
2184 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2332 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2185 glBegin (GL_QUADS); 2333 glBegin (GL_QUADS);
2186 } 2334 }
2187 2335
2233 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2381 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2234 2382
2235 rc_draw (rc); 2383 rc_draw (rc);
2236 } 2384 }
2237 2385
2386 rc_draw (rc_ov);
2387 rc_clear (rc_ov);
2388
2238 glDisable (GL_BLEND); 2389 glDisable (GL_BLEND);
2239 rc_free (rc); 2390 rc_free (rc);
2391 rc_free (rc_ov);
2240 2392
2241 // top layer: overlays such as the health bar 2393 // top layer: overlays such as the health bar
2242 for (y = 0; y < sh; y++) 2394 for (y = 0; y < sh; y++)
2243 if (0 <= y + my && y + my < self->rows) 2395 if (0 <= y + my && y + my < self->rows)
2244 { 2396 {
2249 { 2401 {
2250 mapcell *cell = row->col + (x + mx - row->c0); 2402 mapcell *cell = row->col + (x + mx - row->c0);
2251 2403
2252 int px = x * T; 2404 int px = x * T;
2253 int py = y * T; 2405 int py = y * T;
2406
2407 if (expect_false (cell->player == player))
2408 {
2409 px += sdx;
2410 py += sdy;
2411 }
2254 2412
2255 if (cell->stat_hp) 2413 if (cell->stat_hp)
2256 { 2414 {
2257 int width = cell->stat_width * T; 2415 int width = cell->stat_width * T;
2258 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2416 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2298 }; 2456 };
2299 2457
2300 int x, y; 2458 int x, y;
2301 2459
2302 glEnable (GL_TEXTURE_2D); 2460 glEnable (GL_TEXTURE_2D);
2461 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2462 * but the nvidia driver (185.18.14) mishandles alpha textures
2463 * ansd takes the colour from god knows where instead of using
2464 * Cp. MODULATE results in the same colour, but slightly different
2465 * alpha, but atcually gives us the correct colour with nvidia.
2466 */
2303 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2467 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2304 glEnable (GL_BLEND); 2468 glEnable (GL_BLEND);
2305 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2469 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2306 glBegin (GL_QUADS); 2470 glBegin (GL_QUADS);
2307 2471
2308 for (y = 0; y < h; y++) 2472 for (y = 0; y < h; y++)
2315 float *c = color [m & 15]; 2479 float *c = color [m & 15];
2316 2480
2317 float tx1 = m & 0x40 ? 0.5 : 0.; 2481 float tx1 = m & 0x40 ? 0.5 : 0.;
2318 float tx2 = tx1 + 0.5; 2482 float tx2 = tx1 + 0.5;
2319 2483
2320 glColor4f (c[0], c[1], c[2], 0.75); 2484 glColor4f (c[0], c[1], c[2], 1);
2321 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2485 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2322 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2486 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2323 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2487 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2324 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2488 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2325 } 2489 }
2347 SvCUR_set (darkness3_sv, sw34 * sh3); 2511 SvCUR_set (darkness3_sv, sw34 * sh3);
2348 2512
2349 mx += self->x - 1; 2513 mx += self->x - 1;
2350 my += self->y - 1; 2514 my += self->y - 1;
2351 2515
2352 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2516 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2353 2517
2354 for (y = 0; y < sh1; y++) 2518 for (y = 0; y < sh1; y++)
2355 if (0 <= y + my && y + my < self->rows) 2519 if (0 <= y + my && y + my < self->rows)
2356 { 2520 {
2357 maprow *row = self->row + (y + my); 2521 maprow *row = self->row + (y + my);
2360 if (row->c0 <= x + mx && x + mx < row->c1) 2524 if (row->c0 <= x + mx && x + mx < row->c1)
2361 { 2525 {
2362 mapcell *cell = row->col + (x + mx - row->c0); 2526 mapcell *cell = row->col + (x + mx - row->c0);
2363 2527
2364 darkness1 [y * sw1 + x] = cell->darkness 2528 darkness1 [y * sw1 + x] = cell->darkness
2365 ? 255 - (cell->darkness - 1) 2529 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2366 : 255 - FOW_DARKNESS; 2530 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2367 } 2531 }
2368 } 2532 }
2369 2533
2370 for (y = 0; y < sh; ++y) 2534 for (y = 0; y < sh; ++y)
2371 for (x = 0; x < sw; ++x) 2535 for (x = 0; x < sw; ++x)
2784 } *civ, const_iv[] = { 2948 } *civ, const_iv[] = {
2785# define const_iv(name) { # name, (IV)name } 2949# define const_iv(name) { # name, (IV)name }
2786 const_iv (GL_VENDOR), 2950 const_iv (GL_VENDOR),
2787 const_iv (GL_VERSION), 2951 const_iv (GL_VERSION),
2788 const_iv (GL_EXTENSIONS), 2952 const_iv (GL_EXTENSIONS),
2953 const_iv (GL_MAX_TEXTURE_UNITS),
2789 const_iv (GL_COLOR_MATERIAL), 2954 const_iv (GL_COLOR_MATERIAL),
2790 const_iv (GL_SMOOTH), 2955 const_iv (GL_SMOOTH),
2791 const_iv (GL_FLAT), 2956 const_iv (GL_FLAT),
2792 const_iv (GL_DITHER), 2957 const_iv (GL_DITHER),
2793 const_iv (GL_BLEND), 2958 const_iv (GL_BLEND),
2805 const_iv (GL_ZERO), 2970 const_iv (GL_ZERO),
2806 const_iv (GL_SRC_ALPHA), 2971 const_iv (GL_SRC_ALPHA),
2807 const_iv (GL_DST_ALPHA), 2972 const_iv (GL_DST_ALPHA),
2808 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2973 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2809 const_iv (GL_ONE_MINUS_DST_ALPHA), 2974 const_iv (GL_ONE_MINUS_DST_ALPHA),
2975 const_iv (GL_SRC_COLOR),
2976 const_iv (GL_DST_COLOR),
2977 const_iv (GL_ONE_MINUS_SRC_COLOR),
2978 const_iv (GL_ONE_MINUS_DST_COLOR),
2810 const_iv (GL_SRC_ALPHA_SATURATE), 2979 const_iv (GL_SRC_ALPHA_SATURATE),
2811 const_iv (GL_RGB), 2980 const_iv (GL_RGB),
2812 const_iv (GL_RGBA), 2981 const_iv (GL_RGBA),
2813 const_iv (GL_RGBA4), 2982 const_iv (GL_RGBA4),
2814 const_iv (GL_RGBA8), 2983 const_iv (GL_RGBA8),
2882 const_iv (GL_NICEST), 3051 const_iv (GL_NICEST),
2883 const_iv (GL_V2F), 3052 const_iv (GL_V2F),
2884 const_iv (GL_V3F), 3053 const_iv (GL_V3F),
2885 const_iv (GL_T2F_V3F), 3054 const_iv (GL_T2F_V3F),
2886 const_iv (GL_T2F_N3F_V3F), 3055 const_iv (GL_T2F_N3F_V3F),
3056 const_iv (GL_FUNC_ADD),
3057 const_iv (GL_FUNC_SUBTRACT),
3058 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2887# undef const_iv 3059# undef const_iv
2888 }; 3060 };
2889 3061
2890 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3062 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2891 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3063 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2898disable_GL_EXT_blend_func_separate () 3070disable_GL_EXT_blend_func_separate ()
2899 CODE: 3071 CODE:
2900 gl.BlendFuncSeparate = 0; 3072 gl.BlendFuncSeparate = 0;
2901 gl.BlendFuncSeparateEXT = 0; 3073 gl.BlendFuncSeparateEXT = 0;
2902 3074
3075void
3076apple_nvidia_bug (int enable)
3077
2903char * 3078char *
2904gl_vendor () 3079gl_vendor ()
2905 CODE: 3080 CODE:
2906 RETVAL = (char *)glGetString (GL_VENDOR); 3081 RETVAL = (char *)glGetString (GL_VENDOR);
2907 OUTPUT: 3082 OUTPUT:
2956 3131
2957void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3132void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2958 CODE: 3133 CODE:
2959 gl_BlendFuncSeparate (sa, da, saa, daa); 3134 gl_BlendFuncSeparate (sa, da, saa, daa);
2960 3135
3136# void glBlendEquation (int se)
3137
2961void glDepthMask (int flag) 3138void glDepthMask (int flag)
2962 3139
2963void glLogicOp (int opcode) 3140void glLogicOp (int opcode)
2964 3141
2965void glColorMask (int red, int green, int blue, int alpha) 3142void glColorMask (int red, int green, int blue, int alpha)
2999void glRotate (float angle, float x, float y, float z) 3176void glRotate (float angle, float x, float y, float z)
3000 CODE: 3177 CODE:
3001 glRotatef (angle, x, y, z); 3178 glRotatef (angle, x, y, z);
3002 3179
3003void glColor (float r, float g, float b, float a = 1.0) 3180void glColor (float r, float g, float b, float a = 1.0)
3181 PROTOTYPE: @
3004 ALIAS: 3182 ALIAS:
3005 glColor_premultiply = 1 3183 glColor_premultiply = 1
3006 CODE: 3184 CODE:
3007 if (ix) 3185 if (ix)
3008 { 3186 {

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