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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.279 by root, Thu Oct 2 15:59:40 2008 UTC vs.
Revision 1.299 by root, Tue Dec 22 01:37:41 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>
42#include <SDL_opengl.h> 41#include <SDL_opengl.h>
43 42
44/* work around os x broken headers */ 43/* work around os x broken headers */
45#ifdef __MACOSX__ 44#ifdef __MACOSX__
46typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); 45typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
46typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
47typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
47#endif 48#endif
48 49
49#define PANGO_ENABLE_BACKEND 50#define PANGO_ENABLE_BACKEND
50#define G_DISABLE_CAST_CHECKS 51#define G_DISABLE_CAST_CHECKS
51 52
81#define expect_false(expr) expect ((expr) != 0, 0) 82#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 83#define expect_true(expr) expect ((expr) != 0, 1)
83 84
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 85#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 86
87/* this is used as fow flag as well, so has to have a different value */
88/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 32 89#define FOW_DARKNESS 50
90#define DARKNESS_ADJUST(n) (n)
87 91
88#define MAP_EXTEND_X 32 92#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 93#define MAP_EXTEND_Y 512
90 94
91#define MIN_FONT_HEIGHT 10 95#define MIN_FONT_HEIGHT 10
92 96
93/* mask out modifiers we are not interested in */ 97/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 98#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 99
96#define KMOD_LRAM 0x10000 // our extension 100#define KMOD_LRAM 0x10000 // our extension
101
102#define TEXID_SPEECH 1
103#define TEXID_NOFACE 2
97 104
98static AV *texture_av; 105static AV *texture_av;
99 106
100static struct 107static struct
101{ 108{
233 int w, h; 240 int w, h;
234 float s, t; 241 float s, t;
235 uint8_t r, g, b, a; 242 uint8_t r, g, b, a;
236 tileid smoothtile; 243 tileid smoothtile;
237 uint8_t smoothlevel; 244 uint8_t smoothlevel;
245 uint8_t unused; /* set to zero on use */
238} maptex; 246} maptex;
239 247
240typedef struct { 248typedef struct {
241 uint32_t player; 249 uint32_t player;
242 tileid tile[3]; 250 tileid tile[3];
816 824
817IV minpot (UV n) 825IV minpot (UV n)
818 826
819IV popcount (UV n) 827IV popcount (UV n)
820 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
821void 835void
822pango_init () 836pango_init ()
823 CODE: 837 CODE:
824{ 838{
825 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
916 930
917 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra"); 931 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra");
918#define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 932#define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
919#include "glfunc.h" 933#include "glfunc.h"
920#undef GL_FUNC 934#undef GL_FUNC
935
936 if (!gl.ActiveTexture ) gl.ActiveTexture = gl.ActiveTextureARB;
937 if (!gl.MultiTexCoord2f) gl.MultiTexCoord2f = gl.MultiTexCoord2fARB;
921 } 938 }
922} 939}
923 OUTPUT: 940 OUTPUT:
924 RETVAL 941 RETVAL
925 942
1206#if DEBUG 1223#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1224 VALGRIND_DO_LEAK_CHECK;
1208#endif 1225#endif
1209} 1226}
1210 1227
1228int
1229SvREFCNT (SV *sv)
1230 CODE:
1231 RETVAL = SvREFCNT (sv);
1232 OUTPUT:
1233 RETVAL
1234
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1235MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1236
1213PROTOTYPES: DISABLE 1237PROTOTYPES: DISABLE
1214 1238
1215DC::Font 1239DC::Font
1644 if (ix) 1668 if (ix)
1645 { 1669 {
1646 glDisable (GL_ALPHA_TEST); 1670 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1671 glDisable (GL_BLEND);
1648 } 1672 }
1673}
1674
1675void
1676draw_fow_texture (float intensity, int hidden_tex, int name1, uint8_t *data1, float s, float t, int w, int h, float blend = 0.f, int dx = 0, int dy = 0, int name2 = 0, uint8_t *data2 = data1)
1677 PROTOTYPE: @
1678 CODE:
1679{
1680 glEnable (GL_BLEND);
1681 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1682 glEnable (GL_TEXTURE_2D);
1683 glBindTexture (GL_TEXTURE_2D, name1);
1684
1685 glColor3f (intensity, intensity, intensity);
1686 glPushMatrix ();
1687 glScalef (1./3, 1./3, 1.);
1688
1689 if (blend > 0.f)
1690 {
1691 float dx3 = dx * -3.f / w;
1692 float dy3 = dy * -3.f / h;
1693 GLfloat env_color[4] = { 0., 0., 0., blend };
1694
1695 /* interpolate the two shadow textures */
1696 /* stage 0 == rgb(glcolor) + alpha(t0) */
1697 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1698
1699 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1700 gl.ActiveTexture (GL_TEXTURE1);
1701 glEnable (GL_TEXTURE_2D);
1702 glBindTexture (GL_TEXTURE_2D, name2);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1704
1705 /* rgb == rgb(glcolor) */
1706 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1707 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1708 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1709
1710 /* alpha = interpolate t0, t1 by env_alpha */
1711 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1712
1713 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1714 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1715 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1716
1717 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1718 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1719
1720 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1721 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1722
1723 glBegin (GL_QUADS);
1724 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1725 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1726 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1727 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1728 glEnd ();
1729
1730 glDisable (GL_TEXTURE_2D);
1731 gl.ActiveTexture (GL_TEXTURE0);
1732 }
1733 else
1734 {
1735 /* simple blending of one texture, also opengl <1.3 path */
1736 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1737
1738 glBegin (GL_QUADS);
1739 glTexCoord2f (0, 0); glVertex2f (0, 0);
1740 glTexCoord2f (0, t); glVertex2f (0, h);
1741 glTexCoord2f (s, t); glVertex2f (w, h);
1742 glTexCoord2f (s, 0); glVertex2f (w, 0);
1743 glEnd ();
1744 }
1745
1746 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1747 {
1748 int x, y;
1749 int dx3 = dx * 3;
1750 int dy3 = dy * 3;
1751
1752 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1753 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1754 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1755 glTranslatef (-1., -1., 0);
1756 glBegin (GL_QUADS);
1757
1758 for (y = 1; y < h; y += 3)
1759 {
1760 int y1 = y - dy3;
1761 int y1valid = y1 >= 0 && y1 < h;
1762
1763 for (x = 1; x < w; x += 3)
1764 {
1765 int x1 = x - dx3;
1766 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1767 uint8_t h2;
1768
1769 if (y1valid && x1 >= 0 && x1 < w)
1770 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1771 else
1772 h2 = 1; /* out of range == invisible */
1773
1774 if (h1 || h2)
1775 {
1776 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1777 glColor4f (1., 1., 1., alpha);
1778
1779 glTexCoord2f (0, 0.); glVertex2i (x , y );
1780 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1781 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1782 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1783 }
1784 }
1785 }
1786 }
1787
1788 glEnd ();
1789
1790 glPopMatrix ();
1791
1792 glDisable (GL_TEXTURE_2D);
1793 glDisable (GL_BLEND);
1649} 1794}
1650 1795
1651IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1796IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1652 CODE: 1797 CODE:
1653{ 1798{
1759 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1904 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1760 // use uglier nearest interpolation because linear suffers 1905 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1906 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1907 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 1908}
1909
1910void
1911expire_textures (DC::Map self, int texid, int count)
1912 PPCODE:
1913 for (; texid < self->texs && count; ++texid, --count)
1914 {
1915 maptex *tex = self->tex + texid;
1916
1917 if (tex->name)
1918 {
1919 if (tex->unused)
1920 {
1921 tex->name = 0;
1922 tex->unused = 0;
1923 XPUSHs (sv_2mortal (newSViv (texid)));
1924 }
1925 else
1926 tex->unused = 1;
1927 }
1928 }
1764 1929
1765int 1930int
1766ox (DC::Map self) 1931ox (DC::Map self)
1767 ALIAS: 1932 ALIAS:
1768 oy = 1 1933 oy = 1
1849 { 2014 {
1850 ext = *data++; 2015 ext = *data++;
1851 cmd = ext & 0x7f; 2016 cmd = ext & 0x7f;
1852 2017
1853 if (cmd < 4) 2018 if (cmd < 4)
1854 cell->darkness = 255 - ext * 64 + 1; 2019 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1855 else if (cmd == 5) // health 2020 else if (cmd == 5) // health
1856 { 2021 {
1857 cell->stat_width = 1; 2022 cell->stat_width = 1;
1858 cell->stat_hp = *data++; 2023 cell->stat_hp = *data++;
1859 } 2024 }
1889 cell->tile [z] = self->face2tile [face]; 2054 cell->tile [z] = self->face2tile [face];
1890 2055
1891 if (cell->tile [z]) 2056 if (cell->tile [z])
1892 { 2057 {
1893 maptex *tex = self->tex + cell->tile [z]; 2058 maptex *tex = self->tex + cell->tile [z];
2059 tex->unused = 0;
1894 if (!tex->name) 2060 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 2061 av_push (missing, newSViv (cell->tile [z]));
1896 2062
1897 if (tex->smoothtile) 2063 if (tex->smoothtile)
1898 { 2064 {
1899 maptex *smooth = self->tex + tex->smoothtile; 2065 maptex *smooth = self->tex + tex->smoothtile;
2066 smooth->unused = 0;
1900 if (!smooth->name) 2067 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 2068 av_push (missing, newSViv (tex->smoothtile));
1902 } 2069 }
1903 } 2070 }
1904 } 2071 }
1975 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2142 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) 2143 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1977 smooth_key skey; 2144 smooth_key skey;
1978 int pl_x, pl_y; 2145 int pl_x, pl_y;
1979 maptex pl_tex; 2146 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2147 rc_t *rc = rc_alloc ();
2148 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2149 rc_key_t key;
1982 rc_array_t *arr; 2150 rc_array_t *arr;
1983 2151
1984 pl_tex.name = 0; 2152 pl_tex.name = 0;
1985 2153
1986 // thats current max. sorry. 2154 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2155 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2156 if (sh > 255) sh = 255;
1989 2157
1990 // clear key, in case of extra padding 2158 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2159 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2163 key.g = 255;
1996 key.b = 255; 2164 key.b = 255;
1997 key.a = 255; 2165 key.a = 255;
1998 key.mode = GL_QUADS; 2166 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2167 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2168
2002 mx += self->x; 2169 mx += self->x;
2003 my += self->y; 2170 my += self->y;
2004 2171
2005 // first pass: determine smooth_max 2172 // first pass: determine smooth_max
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2196 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2197
2031 for (z = 0; z <= 2; z++) 2198 for (z = 0; z <= 2; z++)
2032 { 2199 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2200 memset (smooth_level, 0, sizeof (smooth_level));
2201 key.texname = -1;
2034 2202
2035 for (y = 0; y < sh; y++) 2203 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2204 if (0 <= y + my && y + my < self->rows)
2037 { 2205 {
2038 maprow *row = self->row + (y + my); 2206 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2212 tileid tile = cell->tile [z];
2045 2213
2046 if (tile) 2214 if (tile)
2047 { 2215 {
2048 maptex tex = self->tex [tile]; 2216 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2217 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2218
2052 if (key.texname != tex.name) 2219 if (key.texname != tex.name)
2053 { 2220 {
2221 self->tex [tile].unused = 0;
2222
2054 if (!tex.name) 2223 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2224 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2225
2057 key.texname = tex.name; 2226 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2227 arr = rc_array (rc, &key);
2059 } 2228 }
2229
2230 px = (x + 1) * T - tex.w;
2231 py = (y + 1) * T - tex.h;
2060 2232
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2233 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2234 {
2063 pl_x = px; 2235 pl_x = px;
2064 pl_y = py; 2236 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2241 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2242 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); 2243 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); 2244 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2073 2245
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 2246 // update smooth hash
2100 if (tex.smoothtile) 2247 if (tex.smoothtile)
2101 { 2248 {
2102 skey.tile = tex.smoothtile; 2249 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2250 skey.level = tex.smoothlevel;
2131 // corners 2278 // corners
2132 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2279 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); 2280 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); 2281 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); 2282 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2283 }
2284 }
2285
2286 if (expect_false (z == 2) && expect_false (cell->flags))
2287 {
2288 // overlays such as the speech bubble, probably more to come
2289 if (cell->flags & 1)
2290 {
2291 rc_key_t key_ov = key;
2292 maptex tex = self->tex [TEXID_SPEECH];
2293 rc_array_t *arr;
2294 int px = x * T + T * 2 / 32;
2295 int py = y * T - T * 6 / 32;
2296
2297 key_ov.texname = tex.name;
2298 arr = rc_array (rc_ov, &key_ov);
2299
2300 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2301 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2302 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2303 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2136 } 2304 }
2137 } 2305 }
2138 } 2306 }
2139 } 2307 }
2140 2308
2180 { 2348 {
2181 // this time avoiding texture state changes 2349 // this time avoiding texture state changes
2182 // save gobs of state changes. 2350 // save gobs of state changes.
2183 if (key.texname != tex.name) 2351 if (key.texname != tex.name)
2184 { 2352 {
2353 self->tex [skey->tile].unused = 0;
2354
2185 glEnd (); 2355 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2356 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2357 glBegin (GL_QUADS);
2188 } 2358 }
2189 2359
2235 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2405 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2236 2406
2237 rc_draw (rc); 2407 rc_draw (rc);
2238 } 2408 }
2239 2409
2410 rc_draw (rc_ov);
2411 rc_clear (rc_ov);
2412
2240 glDisable (GL_BLEND); 2413 glDisable (GL_BLEND);
2241 rc_free (rc); 2414 rc_free (rc);
2415 rc_free (rc_ov);
2242 2416
2243 // top layer: overlays such as the health bar 2417 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2418 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2419 if (0 <= y + my && y + my < self->rows)
2246 { 2420 {
2277 } 2451 }
2278 } 2452 }
2279} 2453}
2280 2454
2281void 2455void
2282draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2456draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2283 CODE: 2457 CODE:
2284{ 2458{
2285 static float color[16][3] = { 2459 static float color[16][3] = {
2286 { 0.00F, 0.00F, 0.00F }, 2460 { 0.00f, 0.00f, 0.00f },
2287 { 1.00F, 1.00F, 1.00F }, 2461 { 1.00f, 1.00f, 1.00f },
2288 { 0.00F, 0.00F, 0.55F }, 2462 { 0.00f, 0.00f, 0.55f },
2289 { 1.00F, 0.00F, 0.00F }, 2463 { 1.00f, 0.00f, 0.00f },
2290 2464
2291 { 1.00F, 0.54F, 0.00F }, 2465 { 1.00f, 0.54f, 0.00f },
2292 { 0.11F, 0.56F, 1.00F }, 2466 { 0.11f, 0.56f, 1.00f },
2293 { 0.93F, 0.46F, 0.00F }, 2467 { 0.93f, 0.46f, 0.00f },
2294 { 0.18F, 0.54F, 0.34F }, 2468 { 0.18f, 0.54f, 0.34f },
2295 2469
2296 { 0.56F, 0.73F, 0.56F }, 2470 { 0.56f, 0.73f, 0.56f },
2297 { 0.80F, 0.80F, 0.80F }, 2471 { 0.80f, 0.80f, 0.80f },
2298 { 0.55F, 0.41F, 0.13F }, 2472 { 0.55f, 0.41f, 0.13f },
2299 { 0.99F, 0.77F, 0.26F }, 2473 { 0.99f, 0.77f, 0.26f },
2300 2474
2301 { 0.74F, 0.65F, 0.41F }, 2475 { 0.74f, 0.65f, 0.41f },
2302 2476
2303 { 0.00F, 1.00F, 1.00F }, 2477 { 0.00f, 1.00f, 1.00f },
2304 { 1.00F, 0.00F, 1.00F }, 2478 { 1.00f, 0.00f, 1.00f },
2305 { 1.00F, 1.00F, 0.00F }, 2479 { 1.00f, 1.00f, 0.00f },
2306 }; 2480 };
2307 2481
2308 int x, y; 2482 int x, y;
2309 2483
2310 glEnable (GL_TEXTURE_2D); 2484 glEnable (GL_TEXTURE_2D);
2485 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2486 * but the nvidia driver (185.18.14) mishandles alpha textures
2487 * and takes the colour from god knows where instead of using
2488 * Cp. MODULATE results in the same colour, but slightly different
2489 * alpha, but atcually gives us the correct colour with nvidia.
2490 */
2311 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2491 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2312 glEnable (GL_BLEND); 2492 glEnable (GL_BLEND);
2313 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2493 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2314 glBegin (GL_QUADS); 2494 glBegin (GL_QUADS);
2315 2495
2316 for (y = 0; y < h; y++) 2496 for (y = 0; y < h; y++)
2320 2500
2321 if (m) 2501 if (m)
2322 { 2502 {
2323 float *c = color [m & 15]; 2503 float *c = color [m & 15];
2324 2504
2325 float tx1 = m & 0x40 ? 0.5 : 0.; 2505 float tx1 = m & 0x40 ? 0.5f : 0.f;
2326 float tx2 = tx1 + 0.5; 2506 float tx2 = tx1 + 0.5f;
2327 2507
2328 glColor4f (c[0], c[1], c[2], 0.75); 2508 glColor4f (c[0], c[1], c[2], 1);
2329 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2509 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2330 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2510 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2331 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2511 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2332 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2512 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2333 } 2513 }
2341void 2521void
2342fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2522fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2343 PPCODE: 2523 PPCODE:
2344{ 2524{
2345 int x, y; 2525 int x, y;
2346 int sw1 = sw + 2; 2526 int sw1 = sw + 2;
2347 int sh1 = sh + 2; 2527 int sh1 = sh + 2;
2348 int sh3 = sh * 3; 2528 int sh3 = sh * 3;
2349 int sw34 = (sw * 3 + 3) & ~3; 2529 int sw3 = sw * 3;
2350 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2530 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2351 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2531 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2352 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2532 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2353 2533
2354 SvPOK_only (darkness3_sv); 2534 SvPOK_only (darkness3_sv);
2355 SvCUR_set (darkness3_sv, sw34 * sh3); 2535 SvCUR_set (darkness3_sv, sw3 * sh3);
2356 2536
2357 mx += self->x - 1; 2537 mx += self->x - 1;
2358 my += self->y - 1; 2538 my += self->y - 1;
2359
2360 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2361 2539
2362 for (y = 0; y < sh1; y++) 2540 for (y = 0; y < sh1; y++)
2363 if (0 <= y + my && y + my < self->rows) 2541 if (0 <= y + my && y + my < self->rows)
2364 { 2542 {
2365 maprow *row = self->row + (y + my); 2543 maprow *row = self->row + (y + my);
2368 if (row->c0 <= x + mx && x + mx < row->c1) 2546 if (row->c0 <= x + mx && x + mx < row->c1)
2369 { 2547 {
2370 mapcell *cell = row->col + (x + mx - row->c0); 2548 mapcell *cell = row->col + (x + mx - row->c0);
2371 2549
2372 darkness1 [y * sw1 + x] = cell->darkness 2550 darkness1 [y * sw1 + x] = cell->darkness
2373 ? 255 - (cell->darkness - 1) 2551 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2374 : 255 - FOW_DARKNESS; 2552 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2375 } 2553 }
2376 } 2554 }
2377 2555
2378 for (y = 0; y < sh; ++y) 2556 for (y = 0; y < sh; ++y)
2379 for (x = 0; x < sw; ++x) 2557 for (x = 0; x < sw; ++x)
2398 2576
2399 uint8_t r13 = (d13 + d23 + d12) / 3; 2577 uint8_t r13 = (d13 + d23 + d12) / 3;
2400 uint8_t r23 = d23; 2578 uint8_t r23 = d23;
2401 uint8_t r33 = (d23 + d33 + d32) / 3; 2579 uint8_t r33 = (d23 + d33 + d32) / 3;
2402 2580
2403 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2404 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2405 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2583 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2406 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2584 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2407 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2408 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2586 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2409 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2410 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2411 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2589 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2412 } 2590 }
2413 2591
2414 free (darkness1); 2592 free (darkness1);
2415 2593
2416 EXTEND (SP, 3); 2594 EXTEND (SP, 3);
2417 PUSHs (sv_2mortal (newSViv (sw34))); 2595 PUSHs (sv_2mortal (newSViv (sw3)));
2418 PUSHs (sv_2mortal (newSViv (sh3))); 2596 PUSHs (sv_2mortal (newSViv (sh3)));
2419 PUSHs (darkness3_sv); 2597 PUSHs (darkness3_sv);
2420} 2598}
2421 2599
2422SV * 2600SV *
2679void 2857void
2680set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2858set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2681 CODE: 2859 CODE:
2682{ 2860{
2683 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2861 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2684 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2862 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2685 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2863 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2686} 2864}
2687 2865
2688void 2866void
2689set_reverse_stereo (DC::Channel self, int flip) 2867set_reverse_stereo (DC::Channel self, int flip)
2792 } *civ, const_iv[] = { 2970 } *civ, const_iv[] = {
2793# define const_iv(name) { # name, (IV)name } 2971# define const_iv(name) { # name, (IV)name }
2794 const_iv (GL_VENDOR), 2972 const_iv (GL_VENDOR),
2795 const_iv (GL_VERSION), 2973 const_iv (GL_VERSION),
2796 const_iv (GL_EXTENSIONS), 2974 const_iv (GL_EXTENSIONS),
2975 const_iv (GL_MAX_TEXTURE_UNITS),
2797 const_iv (GL_COLOR_MATERIAL), 2976 const_iv (GL_COLOR_MATERIAL),
2798 const_iv (GL_SMOOTH), 2977 const_iv (GL_SMOOTH),
2799 const_iv (GL_FLAT), 2978 const_iv (GL_FLAT),
2800 const_iv (GL_DITHER), 2979 const_iv (GL_DITHER),
2801 const_iv (GL_BLEND), 2980 const_iv (GL_BLEND),
2813 const_iv (GL_ZERO), 2992 const_iv (GL_ZERO),
2814 const_iv (GL_SRC_ALPHA), 2993 const_iv (GL_SRC_ALPHA),
2815 const_iv (GL_DST_ALPHA), 2994 const_iv (GL_DST_ALPHA),
2816 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2995 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2817 const_iv (GL_ONE_MINUS_DST_ALPHA), 2996 const_iv (GL_ONE_MINUS_DST_ALPHA),
2997 const_iv (GL_SRC_COLOR),
2998 const_iv (GL_DST_COLOR),
2999 const_iv (GL_ONE_MINUS_SRC_COLOR),
3000 const_iv (GL_ONE_MINUS_DST_COLOR),
2818 const_iv (GL_SRC_ALPHA_SATURATE), 3001 const_iv (GL_SRC_ALPHA_SATURATE),
2819 const_iv (GL_RGB), 3002 const_iv (GL_RGB),
2820 const_iv (GL_RGBA), 3003 const_iv (GL_RGBA),
2821 const_iv (GL_RGBA4), 3004 const_iv (GL_RGBA4),
2822 const_iv (GL_RGBA8), 3005 const_iv (GL_RGBA8),
2890 const_iv (GL_NICEST), 3073 const_iv (GL_NICEST),
2891 const_iv (GL_V2F), 3074 const_iv (GL_V2F),
2892 const_iv (GL_V3F), 3075 const_iv (GL_V3F),
2893 const_iv (GL_T2F_V3F), 3076 const_iv (GL_T2F_V3F),
2894 const_iv (GL_T2F_N3F_V3F), 3077 const_iv (GL_T2F_N3F_V3F),
3078 const_iv (GL_FUNC_ADD),
3079 const_iv (GL_FUNC_SUBTRACT),
3080 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2895# undef const_iv 3081# undef const_iv
2896 }; 3082 };
2897 3083
2898 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3084 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2899 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3085 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2906disable_GL_EXT_blend_func_separate () 3092disable_GL_EXT_blend_func_separate ()
2907 CODE: 3093 CODE:
2908 gl.BlendFuncSeparate = 0; 3094 gl.BlendFuncSeparate = 0;
2909 gl.BlendFuncSeparateEXT = 0; 3095 gl.BlendFuncSeparateEXT = 0;
2910 3096
3097void
3098apple_nvidia_bug (int enable)
3099
2911char * 3100char *
2912gl_vendor () 3101gl_vendor ()
2913 CODE: 3102 CODE:
2914 RETVAL = (char *)glGetString (GL_VENDOR); 3103 RETVAL = (char *)glGetString (GL_VENDOR);
2915 OUTPUT: 3104 OUTPUT:
2963void glBlendFunc (int sfactor, int dfactor) 3152void glBlendFunc (int sfactor, int dfactor)
2964 3153
2965void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3154void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2966 CODE: 3155 CODE:
2967 gl_BlendFuncSeparate (sa, da, saa, daa); 3156 gl_BlendFuncSeparate (sa, da, saa, daa);
3157
3158# void glBlendEquation (int se)
2968 3159
2969void glDepthMask (int flag) 3160void glDepthMask (int flag)
2970 3161
2971void glLogicOp (int opcode) 3162void glLogicOp (int opcode)
2972 3163
3122void glNewList (int list, int mode = GL_COMPILE) 3313void glNewList (int list, int mode = GL_COMPILE)
3123 3314
3124void glEndList () 3315void glEndList ()
3125 3316
3126void glCallList (int list) 3317void glCallList (int list)
3318
3319void c_init ()
3320 CODE:
3321 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3322 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3127 3323
3128MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3324MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3129 3325
3130PROTOTYPES: DISABLE 3326PROTOTYPES: DISABLE
3131 3327

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