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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.280 by root, Wed Nov 26 23:08:34 2008 UTC vs.
Revision 1.296 by root, Mon Dec 21 23:52:34 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
85/* this is used as fow flag as well, so has to have a different value */
86/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 32 87#define FOW_DARKNESS 50
88#define DARKNESS_ADJUST(n) (n)
87 89
88#define MAP_EXTEND_X 32 90#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 91#define MAP_EXTEND_Y 512
90 92
91#define MIN_FONT_HEIGHT 10 93#define MIN_FONT_HEIGHT 10
92 94
93/* mask out modifiers we are not interested in */ 95/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 96#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 97
96#define KMOD_LRAM 0x10000 // our extension 98#define KMOD_LRAM 0x10000 // our extension
99
100#define TEXID_SPEECH 1
101#define TEXID_NOFACE 2
102#define TEXID_HIDDEN 3
97 103
98static AV *texture_av; 104static AV *texture_av;
99 105
100static struct 106static struct
101{ 107{
817 823
818IV minpot (UV n) 824IV minpot (UV n)
819 825
820IV popcount (UV n) 826IV popcount (UV n)
821 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
822void 834void
823pango_init () 835pango_init ()
824 CODE: 836 CODE:
825{ 837{
826 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
1654 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1656 } 1668 }
1657} 1669}
1658 1670
1671void
1672draw_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)
1673 PROTOTYPE: @
1674 CODE:
1675{
1676 glEnable (GL_TEXTURE_2D);
1677 glEnable (GL_BLEND);
1678 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1679 glBindTexture (GL_TEXTURE_2D, name1);
1680
1681 glColor3f (intensity, intensity, intensity);
1682 glPushMatrix ();
1683 glScalef (1./3, 1./3, 1.);
1684
1685 if (blend > 0.f)
1686 {
1687 float dx3 = dx * -3.f / w;
1688 float dy3 = dy * -3.f / h;
1689 GLfloat env_color[4] = { 0., 0., 0., blend };
1690
1691 /* interpolate the two shadow textures */
1692 /* stage 0 == rgb(glcolor) + alpha(t0) */
1693 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1694
1695 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1696 gl.ActiveTexture (GL_TEXTURE1);
1697 glEnable (GL_TEXTURE_2D);
1698 glBindTexture (GL_TEXTURE_2D, name2);
1699 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1700
1701 /* rgb == rgb(glcolor) */
1702 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1705
1706 /* alpha = interpolate t0, t1 by env_alpha */
1707 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1708
1709 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1710 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1712
1713 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1714 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1715
1716 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1717 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1718
1719 glBegin (GL_QUADS);
1720 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1724 glEnd ();
1725
1726 glDisable (GL_TEXTURE_2D);
1727 gl.ActiveTexture (GL_TEXTURE0);
1728 }
1729 else
1730 {
1731 /* simple blending of one texture, also opengl <1.3 path */
1732 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1733
1734 glBegin (GL_QUADS);
1735 glTexCoord2f (0, 0); glVertex2f (0, 0);
1736 glTexCoord2f (0, t); glVertex2f (0, h);
1737 glTexCoord2f (s, t); glVertex2f (w, h);
1738 glTexCoord2f (s, 0); glVertex2f (w, 0);
1739 glEnd ();
1740 }
1741
1742 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1743 {
1744 int x, y;
1745 int dx3 = dx * 3;
1746 int dy3 = dy * 3;
1747
1748 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1749 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1750 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1751 glTranslatef (-1., -1., 0);
1752 glBegin (GL_QUADS);
1753
1754 for (y = 1; y < h; y += 3)
1755 {
1756 int y1 = y - dy3;
1757 int y1valid = y1 >= 0 && y1 < h;
1758
1759 for (x = 1; x < w; x += 3)
1760 {
1761 int x1 = x - dx3;
1762 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1763 uint8_t h2;
1764
1765 if (y1valid && x1 >= 0 && x1 < w)
1766 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1767 else
1768 h2 = 1; /* out of range == invisible */
1769
1770 if (h1 || h2)
1771 {
1772 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1773 glColor4f (1., 1., 1., alpha);
1774
1775 glTexCoord2f (0, 0.); glVertex2i (x , y );
1776 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1777 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1778 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1779 }
1780 }
1781 }
1782 }
1783
1784 glEnd ();
1785
1786 glPopMatrix ();
1787
1788 glDisable (GL_TEXTURE_2D);
1789 glDisable (GL_BLEND);
1790}
1791
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1792IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1793 CODE:
1661{ 1794{
1662 GLint width; 1795 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1796 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1780 if (tex->name) 1913 if (tex->name)
1781 { 1914 {
1782 if (tex->unused) 1915 if (tex->unused)
1783 { 1916 {
1784 tex->name = 0; 1917 tex->name = 0;
1785 tex->unused = 0, 1918 tex->unused = 0;
1786 XPUSHs (sv_2mortal (newSViv (texid))); 1919 XPUSHs (sv_2mortal (newSViv (texid)));
1787 } 1920 }
1788 else 1921 else
1789 tex->unused = 1; 1922 tex->unused = 1;
1790 } 1923 }
1877 { 2010 {
1878 ext = *data++; 2011 ext = *data++;
1879 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1880 2013
1881 if (cmd < 4) 2014 if (cmd < 4)
1882 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1883 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1884 { 2017 {
1885 cell->stat_width = 1; 2018 cell->stat_width = 1;
1886 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1887 } 2020 }
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2138 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
2006 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2139 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2140 smooth_key skey;
2008 int pl_x, pl_y; 2141 int pl_x, pl_y;
2009 maptex pl_tex; 2142 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2143 rc_t *rc = rc_alloc ();
2144 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2145 rc_key_t key;
2012 rc_array_t *arr; 2146 rc_array_t *arr, *arr_hidden;
2013 2147
2014 pl_tex.name = 0; 2148 pl_tex.name = 0;
2015 2149
2016 // thats current max. sorry. 2150 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2151 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2152 if (sh > 255) sh = 255;
2019 2153
2020 // clear key, in case of extra padding 2154 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2155 memset (&skey, 0, sizeof (skey));
2025 key.g = 255; 2159 key.g = 255;
2026 key.b = 255; 2160 key.b = 255;
2027 key.a = 255; 2161 key.a = 255;
2028 key.mode = GL_QUADS; 2162 key.mode = GL_QUADS;
2029 key.format = GL_T2F_V3F; 2163 key.format = GL_T2F_V3F;
2030 key.texname = -1;
2031 2164
2032 mx += self->x; 2165 mx += self->x;
2033 my += self->y; 2166 my += self->y;
2034 2167
2035 // first pass: determine smooth_max 2168 // first pass: determine smooth_max
2056 2189
2057 glEnable (GL_BLEND); 2190 glEnable (GL_BLEND);
2058 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2191 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2059 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2192 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2060 2193
2194 key.texname = self->tex [TEXID_HIDDEN].name;
2195 arr_hidden = rc_array (rc_ov, &key);
2196
2061 for (z = 0; z <= 2; z++) 2197 for (z = 0; z <= 2; z++)
2062 { 2198 {
2063 memset (smooth_level, 0, sizeof (smooth_level)); 2199 memset (smooth_level, 0, sizeof (smooth_level));
2200 key.texname = -1;
2064 2201
2065 for (y = 0; y < sh; y++) 2202 for (y = 0; y < sh; y++)
2066 if (0 <= y + my && y + my < self->rows) 2203 if (0 <= y + my && y + my < self->rows)
2067 { 2204 {
2068 maprow *row = self->row + (y + my); 2205 maprow *row = self->row + (y + my);
2074 tileid tile = cell->tile [z]; 2211 tileid tile = cell->tile [z];
2075 2212
2076 if (tile) 2213 if (tile)
2077 { 2214 {
2078 maptex tex = self->tex [tile]; 2215 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2216 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2217
2082 if (key.texname != tex.name) 2218 if (key.texname != tex.name)
2083 { 2219 {
2084 self->tex [tile].unused = 0; 2220 self->tex [tile].unused = 0;
2085 2221
2086 if (!tex.name) 2222 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2223 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2224
2089 key.texname = tex.name; 2225 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2226 arr = rc_array (rc, &key);
2091 } 2227 }
2228
2229 px = (x + 1) * T - tex.w;
2230 py = (y + 1) * T - tex.h;
2092 2231
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2232 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2233 {
2095 pl_x = px; 2234 pl_x = px;
2096 pl_y = py; 2235 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2240 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2241 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2103 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2242 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2104 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2243 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2244
2106 if (expect_false (cell->flags) && expect_false (z == 2))
2107 {
2108 // overlays such as the speech bubble, probably more to come
2109 if (cell->flags & 1)
2110 {
2111 maptex tex = self->tex [1];
2112 int px = x * T + T * 2 / 32;
2113 int py = y * T - T * 6 / 32;
2114
2115 if (tex.name)
2116 {
2117 if (key.texname != tex.name)
2118 {
2119 key.texname = tex.name;
2120 arr = rc_array (rc, &key);
2121 }
2122
2123 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2124 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2125 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2126 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2127 }
2128 }
2129 }
2130
2131 // update smooth hash 2245 // update smooth hash
2132 if (tex.smoothtile) 2246 if (tex.smoothtile)
2133 { 2247 {
2134 skey.tile = tex.smoothtile; 2248 skey.tile = tex.smoothtile;
2135 skey.level = tex.smoothlevel; 2249 skey.level = tex.smoothlevel;
2163 // corners 2277 // corners
2164 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2278 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2165 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2279 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2166 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2280 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2167 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2281 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2282 }
2283 }
2284
2285 if (expect_false (z == 2) && expect_false (cell->flags))
2286 {
2287 // overlays such as the speech bubble, probably more to come
2288 if (cell->flags & 1)
2289 {
2290 rc_key_t key_ov = key;
2291 maptex tex = self->tex [TEXID_SPEECH];
2292 rc_array_t *arr;
2293 int px = x * T + T * 2 / 32;
2294 int py = y * T - T * 6 / 32;
2295
2296 key_ov.texname = tex.name;
2297 arr = rc_array (rc_ov, &key_ov);
2298
2299 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2300 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2301 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2302 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2168 } 2303 }
2169 } 2304 }
2170 } 2305 }
2171 } 2306 }
2172 2307
2269 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2404 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2270 2405
2271 rc_draw (rc); 2406 rc_draw (rc);
2272 } 2407 }
2273 2408
2409 rc_draw (rc_ov);
2410 rc_clear (rc_ov);
2411
2274 glDisable (GL_BLEND); 2412 glDisable (GL_BLEND);
2275 rc_free (rc); 2413 rc_free (rc);
2414 rc_free (rc_ov);
2276 2415
2277 // top layer: overlays such as the health bar 2416 // top layer: overlays such as the health bar
2278 for (y = 0; y < sh; y++) 2417 for (y = 0; y < sh; y++)
2279 if (0 <= y + my && y + my < self->rows) 2418 if (0 <= y + my && y + my < self->rows)
2280 { 2419 {
2311 } 2450 }
2312 } 2451 }
2313} 2452}
2314 2453
2315void 2454void
2316draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2455draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2317 CODE: 2456 CODE:
2318{ 2457{
2319 static float color[16][3] = { 2458 static float color[16][3] = {
2320 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2321 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2322 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2323 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2324 2463
2325 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2326 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2327 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2328 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2329 2468
2330 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2331 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2332 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2333 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2334 2473
2335 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2336 2475
2337 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2338 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2339 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2340 }; 2479 };
2341 2480
2342 int x, y; 2481 int x, y;
2343 2482
2344 glEnable (GL_TEXTURE_2D); 2483 glEnable (GL_TEXTURE_2D);
2484 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2485 * but the nvidia driver (185.18.14) mishandles alpha textures
2486 * and takes the colour from god knows where instead of using
2487 * Cp. MODULATE results in the same colour, but slightly different
2488 * alpha, but atcually gives us the correct colour with nvidia.
2489 */
2345 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2346 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2347 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2492 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2348 glBegin (GL_QUADS); 2493 glBegin (GL_QUADS);
2349 2494
2350 for (y = 0; y < h; y++) 2495 for (y = 0; y < h; y++)
2354 2499
2355 if (m) 2500 if (m)
2356 { 2501 {
2357 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2358 2503
2359 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2360 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2361 2506
2362 glColor4f (c[0], c[1], c[2], 0.75); 2507 glColor4f (c[0], c[1], c[2], 1);
2363 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2364 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2365 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2366 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2511 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2367 } 2512 }
2375void 2520void
2376fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2521fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2377 PPCODE: 2522 PPCODE:
2378{ 2523{
2379 int x, y; 2524 int x, y;
2380 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2381 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2382 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2383 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2384 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2385 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2386 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2387 2532
2388 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2389 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2390 2535
2391 mx += self->x - 1; 2536 mx += self->x - 1;
2392 my += self->y - 1; 2537 my += self->y - 1;
2393
2394 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2395 2538
2396 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2397 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2398 { 2541 {
2399 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2402 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2403 { 2546 {
2404 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2405 2548
2406 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2407 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2408 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2409 } 2552 }
2410 } 2553 }
2411 2554
2412 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2413 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2432 2575
2433 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2434 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2435 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2436 2579
2437 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2438 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2439 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2440 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2441 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2584 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2442 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2443 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2444 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2445 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2446 } 2589 }
2447 2590
2448 free (darkness1); 2591 free (darkness1);
2449 2592
2450 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2451 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2452 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2453 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2454} 2597}
2455 2598
2456SV * 2599SV *
2713void 2856void
2714set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2715 CODE: 2858 CODE:
2716{ 2859{
2717 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2860 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2718 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2861 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2719 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2720} 2863}
2721 2864
2722void 2865void
2723set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2826 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2827# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2828 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2829 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2830 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2831 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2832 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2833 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2834 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2835 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2847 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2848 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2849 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2850 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2851 const_iv (GL_ONE_MINUS_DST_ALPHA), 2995 const_iv (GL_ONE_MINUS_DST_ALPHA),
2996 const_iv (GL_SRC_COLOR),
2997 const_iv (GL_DST_COLOR),
2998 const_iv (GL_ONE_MINUS_SRC_COLOR),
2999 const_iv (GL_ONE_MINUS_DST_COLOR),
2852 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2853 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2854 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2855 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2856 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
2924 const_iv (GL_NICEST), 3072 const_iv (GL_NICEST),
2925 const_iv (GL_V2F), 3073 const_iv (GL_V2F),
2926 const_iv (GL_V3F), 3074 const_iv (GL_V3F),
2927 const_iv (GL_T2F_V3F), 3075 const_iv (GL_T2F_V3F),
2928 const_iv (GL_T2F_N3F_V3F), 3076 const_iv (GL_T2F_N3F_V3F),
3077 const_iv (GL_FUNC_ADD),
3078 const_iv (GL_FUNC_SUBTRACT),
3079 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2929# undef const_iv 3080# undef const_iv
2930 }; 3081 };
2931 3082
2932 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3083 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2933 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3084 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2940disable_GL_EXT_blend_func_separate () 3091disable_GL_EXT_blend_func_separate ()
2941 CODE: 3092 CODE:
2942 gl.BlendFuncSeparate = 0; 3093 gl.BlendFuncSeparate = 0;
2943 gl.BlendFuncSeparateEXT = 0; 3094 gl.BlendFuncSeparateEXT = 0;
2944 3095
3096void
3097apple_nvidia_bug (int enable)
3098
2945char * 3099char *
2946gl_vendor () 3100gl_vendor ()
2947 CODE: 3101 CODE:
2948 RETVAL = (char *)glGetString (GL_VENDOR); 3102 RETVAL = (char *)glGetString (GL_VENDOR);
2949 OUTPUT: 3103 OUTPUT:
2997void glBlendFunc (int sfactor, int dfactor) 3151void glBlendFunc (int sfactor, int dfactor)
2998 3152
2999void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3000 CODE: 3154 CODE:
3001 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
3156
3157# void glBlendEquation (int se)
3002 3158
3003void glDepthMask (int flag) 3159void glDepthMask (int flag)
3004 3160
3005void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
3006 3162
3156void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3157 3313
3158void glEndList () 3314void glEndList ()
3159 3315
3160void glCallList (int list) 3316void glCallList (int list)
3317
3318void c_init ()
3319 CODE:
3320 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3321 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3161 3322
3162MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3163 3324
3164PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3165 3326

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