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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.278 by root, Wed Sep 3 10:36:25 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>
81#define expect_false(expr) expect ((expr) != 0, 0) 80#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 81#define expect_true(expr) expect ((expr) != 0, 1)
83 82
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 83#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 84
86#define FOW_DARKNESS 32 85#define FOW_DARKNESS 64
86#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */
87 87
88#define MAP_EXTEND_X 32 88#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 89#define MAP_EXTEND_Y 512
90 90
91#define MIN_FONT_HEIGHT 10 91#define MIN_FONT_HEIGHT 10
92 92
93/* mask out modifiers we are not interested in */ 93/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 95
96#define KMOD_LRAM 0x10000 // our extension 96#define KMOD_LRAM 0x10000 // our extension
97
98#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
97 101
98static AV *texture_av; 102static AV *texture_av;
99 103
100static struct 104static struct
101{ 105{
233 int w, h; 237 int w, h;
234 float s, t; 238 float s, t;
235 uint8_t r, g, b, a; 239 uint8_t r, g, b, a;
236 tileid smoothtile; 240 tileid smoothtile;
237 uint8_t smoothlevel; 241 uint8_t smoothlevel;
242 uint8_t unused; /* set to zero on use */
238} maptex; 243} maptex;
239 244
240typedef struct { 245typedef struct {
241 uint32_t player; 246 uint32_t player;
242 tileid tile[3]; 247 tileid tile[3];
816 821
817IV minpot (UV n) 822IV minpot (UV n)
818 823
819IV popcount (UV n) 824IV popcount (UV n)
820 825
826NV distance (NV dx, NV dy)
827 CODE:
828 RETVAL = pow (dx * dx + dy * dy, 0.5);
829 OUTPUT:
830 RETVAL
831
821void 832void
822pango_init () 833pango_init ()
823 CODE: 834 CODE:
824{ 835{
825 opengl_fontmap = pango_opengl_font_map_new (); 836 opengl_fontmap = pango_opengl_font_map_new ();
1206#if DEBUG 1217#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1218 VALGRIND_DO_LEAK_CHECK;
1208#endif 1219#endif
1209} 1220}
1210 1221
1222int
1223SvREFCNT (SV *sv)
1224 CODE:
1225 RETVAL = SvREFCNT (sv);
1226 OUTPUT:
1227 RETVAL
1228
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1229MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1230
1213PROTOTYPES: DISABLE 1231PROTOTYPES: DISABLE
1214 1232
1215DC::Font 1233DC::Font
1644 if (ix) 1662 if (ix)
1645 { 1663 {
1646 glDisable (GL_ALPHA_TEST); 1664 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1648 } 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);
1649} 1756}
1650 1757
1651IV 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)
1652 CODE: 1759 CODE:
1653{ 1760{
1759 //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);
1760 // use uglier nearest interpolation because linear suffers 1867 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1868 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1869 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 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 }
1764 1891
1765int 1892int
1766ox (DC::Map self) 1893ox (DC::Map self)
1767 ALIAS: 1894 ALIAS:
1768 oy = 1 1895 oy = 1
1889 cell->tile [z] = self->face2tile [face]; 2016 cell->tile [z] = self->face2tile [face];
1890 2017
1891 if (cell->tile [z]) 2018 if (cell->tile [z])
1892 { 2019 {
1893 maptex *tex = self->tex + cell->tile [z]; 2020 maptex *tex = self->tex + cell->tile [z];
2021 tex->unused = 0;
1894 if (!tex->name) 2022 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 2023 av_push (missing, newSViv (cell->tile [z]));
1896 2024
1897 if (tex->smoothtile) 2025 if (tex->smoothtile)
1898 { 2026 {
1899 maptex *smooth = self->tex + tex->smoothtile; 2027 maptex *smooth = self->tex + tex->smoothtile;
2028 smooth->unused = 0;
1900 if (!smooth->name) 2029 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 2030 av_push (missing, newSViv (tex->smoothtile));
1902 } 2031 }
1903 } 2032 }
1904 } 2033 }
1975 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
1976 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)
1977 smooth_key skey; 2106 smooth_key skey;
1978 int pl_x, pl_y; 2107 int pl_x, pl_y;
1979 maptex pl_tex; 2108 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2109 rc_t *rc = rc_alloc ();
2110 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2111 rc_key_t key;
1982 rc_array_t *arr; 2112 rc_array_t *arr, *arr_hidden;
1983 2113
1984 pl_tex.name = 0; 2114 pl_tex.name = 0;
1985 2115
1986 // thats current max. sorry. 2116 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2117 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2118 if (sh > 255) sh = 255;
1989 2119
1990 // clear key, in case of extra padding 2120 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2121 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2125 key.g = 255;
1996 key.b = 255; 2126 key.b = 255;
1997 key.a = 255; 2127 key.a = 255;
1998 key.mode = GL_QUADS; 2128 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2129 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2130
2002 mx += self->x; 2131 mx += self->x;
2003 my += self->y; 2132 my += self->y;
2004 2133
2005 // first pass: determine smooth_max 2134 // first pass: determine smooth_max
2026 2155
2027 glEnable (GL_BLEND); 2156 glEnable (GL_BLEND);
2028 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2157 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2158 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2159
2160 key.texname = self->tex [TEXID_HIDDEN].name;
2161 arr_hidden = rc_array (rc_ov, &key);
2162
2031 for (z = 0; z <= 2; z++) 2163 for (z = 0; z <= 2; z++)
2032 { 2164 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2165 memset (smooth_level, 0, sizeof (smooth_level));
2166 key.texname = -1;
2034 2167
2035 for (y = 0; y < sh; y++) 2168 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2169 if (0 <= y + my && y + my < self->rows)
2037 { 2170 {
2038 maprow *row = self->row + (y + my); 2171 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2177 tileid tile = cell->tile [z];
2045 2178
2046 if (tile) 2179 if (tile)
2047 { 2180 {
2048 maptex tex = self->tex [tile]; 2181 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2182 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2183
2052 if (key.texname != tex.name) 2184 if (key.texname != tex.name)
2053 { 2185 {
2186 self->tex [tile].unused = 0;
2187
2054 if (!tex.name) 2188 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2189 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2190
2057 key.texname = tex.name; 2191 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2192 arr = rc_array (rc, &key);
2059 } 2193 }
2194
2195 px = (x + 1) * T - tex.w;
2196 py = (y + 1) * T - tex.h;
2060 2197
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2198 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2199 {
2063 pl_x = px; 2200 pl_x = px;
2064 pl_y = py; 2201 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2206 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 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);
2071 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);
2072 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);
2073 2210
2074 if (expect_false (cell->flags) && expect_false (z == 2))
2075 {
2076 // overlays such as the speech bubble, probably more to come
2077 if (cell->flags & 1)
2078 {
2079 maptex tex = self->tex [1];
2080 int px = x * T + T * 2 / 32;
2081 int py = y * T - T * 6 / 32;
2082
2083 if (tex.name)
2084 {
2085 if (key.texname != tex.name)
2086 {
2087 key.texname = tex.name;
2088 arr = rc_array (rc, &key);
2089 }
2090
2091 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2092 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2093 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2094 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2095 }
2096 }
2097 }
2098
2099 // update smooth hash 2211 // update smooth hash
2100 if (tex.smoothtile) 2212 if (tex.smoothtile)
2101 { 2213 {
2102 skey.tile = tex.smoothtile; 2214 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2215 skey.level = tex.smoothlevel;
2131 // corners 2243 // corners
2132 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);
2133 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);
2134 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);
2135 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 }
2136 } 2285 }
2137 } 2286 }
2138 } 2287 }
2139 } 2288 }
2140 2289
2180 { 2329 {
2181 // this time avoiding texture state changes 2330 // this time avoiding texture state changes
2182 // save gobs of state changes. 2331 // save gobs of state changes.
2183 if (key.texname != tex.name) 2332 if (key.texname != tex.name)
2184 { 2333 {
2334 self->tex [skey->tile].unused = 0;
2335
2185 glEnd (); 2336 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2337 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2338 glBegin (GL_QUADS);
2188 } 2339 }
2189 2340
2235 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);
2236 2387
2237 rc_draw (rc); 2388 rc_draw (rc);
2238 } 2389 }
2239 2390
2391 rc_draw (rc_ov);
2392 rc_clear (rc_ov);
2393
2240 glDisable (GL_BLEND); 2394 glDisable (GL_BLEND);
2241 rc_free (rc); 2395 rc_free (rc);
2396 rc_free (rc_ov);
2242 2397
2243 // top layer: overlays such as the health bar 2398 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2399 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2400 if (0 <= y + my && y + my < self->rows)
2246 { 2401 {
2251 { 2406 {
2252 mapcell *cell = row->col + (x + mx - row->c0); 2407 mapcell *cell = row->col + (x + mx - row->c0);
2253 2408
2254 int px = x * T; 2409 int px = x * T;
2255 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 }
2256 2417
2257 if (cell->stat_hp) 2418 if (cell->stat_hp)
2258 { 2419 {
2259 int width = cell->stat_width * T; 2420 int width = cell->stat_width * T;
2260 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2421 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2271 } 2432 }
2272 } 2433 }
2273} 2434}
2274 2435
2275void 2436void
2276draw_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)
2277 CODE: 2438 CODE:
2278{ 2439{
2279 static float color[16][3] = { 2440 static float color[16][3] = {
2280 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2281 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2282 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2283 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2284 2445
2285 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2286 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2287 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2288 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2289 2450
2290 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2291 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2292 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2293 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2294 2455
2295 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2296 2457
2297 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2298 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2299 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2300 }; 2461 };
2301 2462
2302 int x, y; 2463 int x, y;
2303 2464
2304 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 */
2305 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2472 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2306 glEnable (GL_BLEND); 2473 glEnable (GL_BLEND);
2307 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2474 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2308 glBegin (GL_QUADS); 2475 glBegin (GL_QUADS);
2309 2476
2310 for (y = 0; y < h; y++) 2477 for (y = 0; y < h; y++)
2314 2481
2315 if (m) 2482 if (m)
2316 { 2483 {
2317 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2318 2485
2319 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2320 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2321 2488
2322 glColor4f (c[0], c[1], c[2], 0.75); 2489 glColor4f (c[0], c[1], c[2], 1);
2323 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2324 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2325 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2326 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2493 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2327 } 2494 }
2349 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2350 2517
2351 mx += self->x - 1; 2518 mx += self->x - 1;
2352 my += self->y - 1; 2519 my += self->y - 1;
2353 2520
2354 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2355 2522
2356 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2357 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2358 { 2525 {
2359 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2362 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2363 { 2530 {
2364 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2365 2532
2366 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2367 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2368 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2369 } 2536 }
2370 } 2537 }
2371 2538
2372 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2373 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2673void 2840void
2674set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2675 CODE: 2842 CODE:
2676{ 2843{
2677 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));
2678 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;
2679 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2680} 2847}
2681 2848
2682void 2849void
2683set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)
2786 } *civ, const_iv[] = { 2953 } *civ, const_iv[] = {
2787# define const_iv(name) { # name, (IV)name } 2954# define const_iv(name) { # name, (IV)name }
2788 const_iv (GL_VENDOR), 2955 const_iv (GL_VENDOR),
2789 const_iv (GL_VERSION), 2956 const_iv (GL_VERSION),
2790 const_iv (GL_EXTENSIONS), 2957 const_iv (GL_EXTENSIONS),
2958 const_iv (GL_MAX_TEXTURE_UNITS),
2791 const_iv (GL_COLOR_MATERIAL), 2959 const_iv (GL_COLOR_MATERIAL),
2792 const_iv (GL_SMOOTH), 2960 const_iv (GL_SMOOTH),
2793 const_iv (GL_FLAT), 2961 const_iv (GL_FLAT),
2794 const_iv (GL_DITHER), 2962 const_iv (GL_DITHER),
2795 const_iv (GL_BLEND), 2963 const_iv (GL_BLEND),
2807 const_iv (GL_ZERO), 2975 const_iv (GL_ZERO),
2808 const_iv (GL_SRC_ALPHA), 2976 const_iv (GL_SRC_ALPHA),
2809 const_iv (GL_DST_ALPHA), 2977 const_iv (GL_DST_ALPHA),
2810 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2978 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2811 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),
2812 const_iv (GL_SRC_ALPHA_SATURATE), 2984 const_iv (GL_SRC_ALPHA_SATURATE),
2813 const_iv (GL_RGB), 2985 const_iv (GL_RGB),
2814 const_iv (GL_RGBA), 2986 const_iv (GL_RGBA),
2815 const_iv (GL_RGBA4), 2987 const_iv (GL_RGBA4),
2816 const_iv (GL_RGBA8), 2988 const_iv (GL_RGBA8),
2884 const_iv (GL_NICEST), 3056 const_iv (GL_NICEST),
2885 const_iv (GL_V2F), 3057 const_iv (GL_V2F),
2886 const_iv (GL_V3F), 3058 const_iv (GL_V3F),
2887 const_iv (GL_T2F_V3F), 3059 const_iv (GL_T2F_V3F),
2888 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),
2889# undef const_iv 3064# undef const_iv
2890 }; 3065 };
2891 3066
2892 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; )
2893 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3068 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2900disable_GL_EXT_blend_func_separate () 3075disable_GL_EXT_blend_func_separate ()
2901 CODE: 3076 CODE:
2902 gl.BlendFuncSeparate = 0; 3077 gl.BlendFuncSeparate = 0;
2903 gl.BlendFuncSeparateEXT = 0; 3078 gl.BlendFuncSeparateEXT = 0;
2904 3079
3080void
3081apple_nvidia_bug (int enable)
3082
2905char * 3083char *
2906gl_vendor () 3084gl_vendor ()
2907 CODE: 3085 CODE:
2908 RETVAL = (char *)glGetString (GL_VENDOR); 3086 RETVAL = (char *)glGetString (GL_VENDOR);
2909 OUTPUT: 3087 OUTPUT:
2957void glBlendFunc (int sfactor, int dfactor) 3135void glBlendFunc (int sfactor, int dfactor)
2958 3136
2959void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3137void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2960 CODE: 3138 CODE:
2961 gl_BlendFuncSeparate (sa, da, saa, daa); 3139 gl_BlendFuncSeparate (sa, da, saa, daa);
3140
3141# void glBlendEquation (int se)
2962 3142
2963void glDepthMask (int flag) 3143void glDepthMask (int flag)
2964 3144
2965void glLogicOp (int opcode) 3145void glLogicOp (int opcode)
2966 3146

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