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

Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.280 by root, Wed Nov 26 23:08:34 2008 UTC vs.
Revision 1.298 by root, Tue Dec 22 00:46:05 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{
817 824
818IV minpot (UV n) 825IV minpot (UV n)
819 826
820IV popcount (UV n) 827IV popcount (UV n)
821 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
822void 835void
823pango_init () 836pango_init ()
824 CODE: 837 CODE:
825{ 838{
826 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
1654 glDisable (GL_ALPHA_TEST); 1667 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1668 glDisable (GL_BLEND);
1656 } 1669 }
1657} 1670}
1658 1671
1672void
1673draw_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)
1674 PROTOTYPE: @
1675 CODE:
1676{
1677 glEnable (GL_TEXTURE_2D);
1678 glEnable (GL_BLEND);
1679 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1680 glBindTexture (GL_TEXTURE_2D, name1);
1681
1682 glColor3f (intensity, intensity, intensity);
1683 glPushMatrix ();
1684 glScalef (1./3, 1./3, 1.);
1685
1686 if (blend > 0.f)
1687 {
1688 float dx3 = dx * -3.f / w;
1689 float dy3 = dy * -3.f / h;
1690 GLfloat env_color[4] = { 0., 0., 0., blend };
1691
1692 /* interpolate the two shadow textures */
1693 /* stage 0 == rgb(glcolor) + alpha(t0) */
1694 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1695
1696 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1697 gl.ActiveTexture (GL_TEXTURE1);
1698 glEnable (GL_TEXTURE_2D);
1699 glBindTexture (GL_TEXTURE_2D, name2);
1700 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1701
1702 /* rgb == rgb(glcolor) */
1703 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1705 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1706
1707 /* alpha = interpolate t0, t1 by env_alpha */
1708 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1709
1710 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1712 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1713
1714 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1715 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1716
1717 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1718 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1719
1720 glBegin (GL_QUADS);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1724 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1725 glEnd ();
1726
1727 glDisable (GL_TEXTURE_2D);
1728 gl.ActiveTexture (GL_TEXTURE0);
1729 }
1730 else
1731 {
1732 /* simple blending of one texture, also opengl <1.3 path */
1733 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1734
1735 glBegin (GL_QUADS);
1736 glTexCoord2f (0, 0); glVertex2f (0, 0);
1737 glTexCoord2f (0, t); glVertex2f (0, h);
1738 glTexCoord2f (s, t); glVertex2f (w, h);
1739 glTexCoord2f (s, 0); glVertex2f (w, 0);
1740 glEnd ();
1741 }
1742
1743 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1744 {
1745 int x, y;
1746 int dx3 = dx * 3;
1747 int dy3 = dy * 3;
1748
1749 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1750 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1751 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1752 glTranslatef (-1., -1., 0);
1753 glBegin (GL_QUADS);
1754
1755 for (y = 1; y < h; y += 3)
1756 {
1757 int y1 = y - dy3;
1758 int y1valid = y1 >= 0 && y1 < h;
1759
1760 for (x = 1; x < w; x += 3)
1761 {
1762 int x1 = x - dx3;
1763 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1764 uint8_t h2;
1765
1766 if (y1valid && x1 >= 0 && x1 < w)
1767 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1768 else
1769 h2 = 1; /* out of range == invisible */
1770
1771 if (h1 || h2)
1772 {
1773 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1774 glColor4f (1., 1., 1., alpha);
1775
1776 glTexCoord2f (0, 0.); glVertex2i (x , y );
1777 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1778 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1779 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1780 }
1781 }
1782 }
1783 }
1784
1785 glEnd ();
1786
1787 glPopMatrix ();
1788
1789 glDisable (GL_TEXTURE_2D);
1790 glDisable (GL_BLEND);
1791}
1792
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1793IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1794 CODE:
1661{ 1795{
1662 GLint width; 1796 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1797 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1780 if (tex->name) 1914 if (tex->name)
1781 { 1915 {
1782 if (tex->unused) 1916 if (tex->unused)
1783 { 1917 {
1784 tex->name = 0; 1918 tex->name = 0;
1785 tex->unused = 0, 1919 tex->unused = 0;
1786 XPUSHs (sv_2mortal (newSViv (texid))); 1920 XPUSHs (sv_2mortal (newSViv (texid)));
1787 } 1921 }
1788 else 1922 else
1789 tex->unused = 1; 1923 tex->unused = 1;
1790 } 1924 }
1877 { 2011 {
1878 ext = *data++; 2012 ext = *data++;
1879 cmd = ext & 0x7f; 2013 cmd = ext & 0x7f;
1880 2014
1881 if (cmd < 4) 2015 if (cmd < 4)
1882 cell->darkness = 255 - ext * 64 + 1; 2016 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1883 else if (cmd == 5) // health 2017 else if (cmd == 5) // health
1884 { 2018 {
1885 cell->stat_width = 1; 2019 cell->stat_width = 1;
1886 cell->stat_hp = *data++; 2020 cell->stat_hp = *data++;
1887 } 2021 }
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2139 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) 2140 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2141 smooth_key skey;
2008 int pl_x, pl_y; 2142 int pl_x, pl_y;
2009 maptex pl_tex; 2143 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2144 rc_t *rc = rc_alloc ();
2145 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2146 rc_key_t key;
2012 rc_array_t *arr; 2147 rc_array_t *arr;
2013 2148
2014 pl_tex.name = 0; 2149 pl_tex.name = 0;
2015 2150
2016 // thats current max. sorry. 2151 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2152 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2153 if (sh > 255) sh = 255;
2019 2154
2020 // clear key, in case of extra padding 2155 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2156 memset (&skey, 0, sizeof (skey));
2025 key.g = 255; 2160 key.g = 255;
2026 key.b = 255; 2161 key.b = 255;
2027 key.a = 255; 2162 key.a = 255;
2028 key.mode = GL_QUADS; 2163 key.mode = GL_QUADS;
2029 key.format = GL_T2F_V3F; 2164 key.format = GL_T2F_V3F;
2030 key.texname = -1;
2031 2165
2032 mx += self->x; 2166 mx += self->x;
2033 my += self->y; 2167 my += self->y;
2034 2168
2035 // first pass: determine smooth_max 2169 // first pass: determine smooth_max
2059 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2193 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2060 2194
2061 for (z = 0; z <= 2; z++) 2195 for (z = 0; z <= 2; z++)
2062 { 2196 {
2063 memset (smooth_level, 0, sizeof (smooth_level)); 2197 memset (smooth_level, 0, sizeof (smooth_level));
2198 key.texname = -1;
2064 2199
2065 for (y = 0; y < sh; y++) 2200 for (y = 0; y < sh; y++)
2066 if (0 <= y + my && y + my < self->rows) 2201 if (0 <= y + my && y + my < self->rows)
2067 { 2202 {
2068 maprow *row = self->row + (y + my); 2203 maprow *row = self->row + (y + my);
2074 tileid tile = cell->tile [z]; 2209 tileid tile = cell->tile [z];
2075 2210
2076 if (tile) 2211 if (tile)
2077 { 2212 {
2078 maptex tex = self->tex [tile]; 2213 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2214 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2215
2082 if (key.texname != tex.name) 2216 if (key.texname != tex.name)
2083 { 2217 {
2084 self->tex [tile].unused = 0; 2218 self->tex [tile].unused = 0;
2085 2219
2086 if (!tex.name) 2220 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2221 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2222
2089 key.texname = tex.name; 2223 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2224 arr = rc_array (rc, &key);
2091 } 2225 }
2226
2227 px = (x + 1) * T - tex.w;
2228 py = (y + 1) * T - tex.h;
2092 2229
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2230 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2231 {
2095 pl_x = px; 2232 pl_x = px;
2096 pl_y = py; 2233 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2238 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2239 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); 2240 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); 2241 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2242
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 2243 // update smooth hash
2132 if (tex.smoothtile) 2244 if (tex.smoothtile)
2133 { 2245 {
2134 skey.tile = tex.smoothtile; 2246 skey.tile = tex.smoothtile;
2135 skey.level = tex.smoothlevel; 2247 skey.level = tex.smoothlevel;
2163 // corners 2275 // corners
2164 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2276 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); 2277 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); 2278 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); 2279 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2280 }
2281 }
2282
2283 if (expect_false (z == 2) && expect_false (cell->flags))
2284 {
2285 // overlays such as the speech bubble, probably more to come
2286 if (cell->flags & 1)
2287 {
2288 rc_key_t key_ov = key;
2289 maptex tex = self->tex [TEXID_SPEECH];
2290 rc_array_t *arr;
2291 int px = x * T + T * 2 / 32;
2292 int py = y * T - T * 6 / 32;
2293
2294 key_ov.texname = tex.name;
2295 arr = rc_array (rc_ov, &key_ov);
2296
2297 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2298 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2299 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2300 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2168 } 2301 }
2169 } 2302 }
2170 } 2303 }
2171 } 2304 }
2172 2305
2269 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2402 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2270 2403
2271 rc_draw (rc); 2404 rc_draw (rc);
2272 } 2405 }
2273 2406
2407 rc_draw (rc_ov);
2408 rc_clear (rc_ov);
2409
2274 glDisable (GL_BLEND); 2410 glDisable (GL_BLEND);
2275 rc_free (rc); 2411 rc_free (rc);
2412 rc_free (rc_ov);
2276 2413
2277 // top layer: overlays such as the health bar 2414 // top layer: overlays such as the health bar
2278 for (y = 0; y < sh; y++) 2415 for (y = 0; y < sh; y++)
2279 if (0 <= y + my && y + my < self->rows) 2416 if (0 <= y + my && y + my < self->rows)
2280 { 2417 {
2311 } 2448 }
2312 } 2449 }
2313} 2450}
2314 2451
2315void 2452void
2316draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2453draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2317 CODE: 2454 CODE:
2318{ 2455{
2319 static float color[16][3] = { 2456 static float color[16][3] = {
2320 { 0.00F, 0.00F, 0.00F }, 2457 { 0.00f, 0.00f, 0.00f },
2321 { 1.00F, 1.00F, 1.00F }, 2458 { 1.00f, 1.00f, 1.00f },
2322 { 0.00F, 0.00F, 0.55F }, 2459 { 0.00f, 0.00f, 0.55f },
2323 { 1.00F, 0.00F, 0.00F }, 2460 { 1.00f, 0.00f, 0.00f },
2324 2461
2325 { 1.00F, 0.54F, 0.00F }, 2462 { 1.00f, 0.54f, 0.00f },
2326 { 0.11F, 0.56F, 1.00F }, 2463 { 0.11f, 0.56f, 1.00f },
2327 { 0.93F, 0.46F, 0.00F }, 2464 { 0.93f, 0.46f, 0.00f },
2328 { 0.18F, 0.54F, 0.34F }, 2465 { 0.18f, 0.54f, 0.34f },
2329 2466
2330 { 0.56F, 0.73F, 0.56F }, 2467 { 0.56f, 0.73f, 0.56f },
2331 { 0.80F, 0.80F, 0.80F }, 2468 { 0.80f, 0.80f, 0.80f },
2332 { 0.55F, 0.41F, 0.13F }, 2469 { 0.55f, 0.41f, 0.13f },
2333 { 0.99F, 0.77F, 0.26F }, 2470 { 0.99f, 0.77f, 0.26f },
2334 2471
2335 { 0.74F, 0.65F, 0.41F }, 2472 { 0.74f, 0.65f, 0.41f },
2336 2473
2337 { 0.00F, 1.00F, 1.00F }, 2474 { 0.00f, 1.00f, 1.00f },
2338 { 1.00F, 0.00F, 1.00F }, 2475 { 1.00f, 0.00f, 1.00f },
2339 { 1.00F, 1.00F, 0.00F }, 2476 { 1.00f, 1.00f, 0.00f },
2340 }; 2477 };
2341 2478
2342 int x, y; 2479 int x, y;
2343 2480
2344 glEnable (GL_TEXTURE_2D); 2481 glEnable (GL_TEXTURE_2D);
2482 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2483 * but the nvidia driver (185.18.14) mishandles alpha textures
2484 * and takes the colour from god knows where instead of using
2485 * Cp. MODULATE results in the same colour, but slightly different
2486 * alpha, but atcually gives us the correct colour with nvidia.
2487 */
2345 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2488 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2346 glEnable (GL_BLEND); 2489 glEnable (GL_BLEND);
2347 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2490 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2348 glBegin (GL_QUADS); 2491 glBegin (GL_QUADS);
2349 2492
2350 for (y = 0; y < h; y++) 2493 for (y = 0; y < h; y++)
2354 2497
2355 if (m) 2498 if (m)
2356 { 2499 {
2357 float *c = color [m & 15]; 2500 float *c = color [m & 15];
2358 2501
2359 float tx1 = m & 0x40 ? 0.5 : 0.; 2502 float tx1 = m & 0x40 ? 0.5f : 0.f;
2360 float tx2 = tx1 + 0.5; 2503 float tx2 = tx1 + 0.5f;
2361 2504
2362 glColor4f (c[0], c[1], c[2], 0.75); 2505 glColor4f (c[0], c[1], c[2], 1);
2363 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2506 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2364 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2507 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2365 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2508 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2366 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2509 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2367 } 2510 }
2375void 2518void
2376fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2519fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2377 PPCODE: 2520 PPCODE:
2378{ 2521{
2379 int x, y; 2522 int x, y;
2380 int sw1 = sw + 2; 2523 int sw1 = sw + 2;
2381 int sh1 = sh + 2; 2524 int sh1 = sh + 2;
2382 int sh3 = sh * 3; 2525 int sh3 = sh * 3;
2383 int sw34 = (sw * 3 + 3) & ~3; 2526 int sw3 = sw * 3;
2384 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2527 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2385 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2528 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2386 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2529 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2387 2530
2388 SvPOK_only (darkness3_sv); 2531 SvPOK_only (darkness3_sv);
2389 SvCUR_set (darkness3_sv, sw34 * sh3); 2532 SvCUR_set (darkness3_sv, sw3 * sh3);
2390 2533
2391 mx += self->x - 1; 2534 mx += self->x - 1;
2392 my += self->y - 1; 2535 my += self->y - 1;
2393
2394 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2395 2536
2396 for (y = 0; y < sh1; y++) 2537 for (y = 0; y < sh1; y++)
2397 if (0 <= y + my && y + my < self->rows) 2538 if (0 <= y + my && y + my < self->rows)
2398 { 2539 {
2399 maprow *row = self->row + (y + my); 2540 maprow *row = self->row + (y + my);
2402 if (row->c0 <= x + mx && x + mx < row->c1) 2543 if (row->c0 <= x + mx && x + mx < row->c1)
2403 { 2544 {
2404 mapcell *cell = row->col + (x + mx - row->c0); 2545 mapcell *cell = row->col + (x + mx - row->c0);
2405 2546
2406 darkness1 [y * sw1 + x] = cell->darkness 2547 darkness1 [y * sw1 + x] = cell->darkness
2407 ? 255 - (cell->darkness - 1) 2548 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2408 : 255 - FOW_DARKNESS; 2549 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2409 } 2550 }
2410 } 2551 }
2411 2552
2412 for (y = 0; y < sh; ++y) 2553 for (y = 0; y < sh; ++y)
2413 for (x = 0; x < sw; ++x) 2554 for (x = 0; x < sw; ++x)
2432 2573
2433 uint8_t r13 = (d13 + d23 + d12) / 3; 2574 uint8_t r13 = (d13 + d23 + d12) / 3;
2434 uint8_t r23 = d23; 2575 uint8_t r23 = d23;
2435 uint8_t r33 = (d23 + d33 + d32) / 3; 2576 uint8_t r33 = (d23 + d33 + d32) / 3;
2436 2577
2437 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2438 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2579 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2439 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2440 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2441 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2582 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); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2443 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2444 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2585 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2445 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2446 } 2587 }
2447 2588
2448 free (darkness1); 2589 free (darkness1);
2449 2590
2450 EXTEND (SP, 3); 2591 EXTEND (SP, 3);
2451 PUSHs (sv_2mortal (newSViv (sw34))); 2592 PUSHs (sv_2mortal (newSViv (sw3)));
2452 PUSHs (sv_2mortal (newSViv (sh3))); 2593 PUSHs (sv_2mortal (newSViv (sh3)));
2453 PUSHs (darkness3_sv); 2594 PUSHs (darkness3_sv);
2454} 2595}
2455 2596
2456SV * 2597SV *
2713void 2854void
2714set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2855set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2715 CODE: 2856 CODE:
2716{ 2857{
2717 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2858 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); 2859 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2719 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2860 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2720} 2861}
2721 2862
2722void 2863void
2723set_reverse_stereo (DC::Channel self, int flip) 2864set_reverse_stereo (DC::Channel self, int flip)
2826 } *civ, const_iv[] = { 2967 } *civ, const_iv[] = {
2827# define const_iv(name) { # name, (IV)name } 2968# define const_iv(name) { # name, (IV)name }
2828 const_iv (GL_VENDOR), 2969 const_iv (GL_VENDOR),
2829 const_iv (GL_VERSION), 2970 const_iv (GL_VERSION),
2830 const_iv (GL_EXTENSIONS), 2971 const_iv (GL_EXTENSIONS),
2972 const_iv (GL_MAX_TEXTURE_UNITS),
2831 const_iv (GL_COLOR_MATERIAL), 2973 const_iv (GL_COLOR_MATERIAL),
2832 const_iv (GL_SMOOTH), 2974 const_iv (GL_SMOOTH),
2833 const_iv (GL_FLAT), 2975 const_iv (GL_FLAT),
2834 const_iv (GL_DITHER), 2976 const_iv (GL_DITHER),
2835 const_iv (GL_BLEND), 2977 const_iv (GL_BLEND),
2847 const_iv (GL_ZERO), 2989 const_iv (GL_ZERO),
2848 const_iv (GL_SRC_ALPHA), 2990 const_iv (GL_SRC_ALPHA),
2849 const_iv (GL_DST_ALPHA), 2991 const_iv (GL_DST_ALPHA),
2850 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2992 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2851 const_iv (GL_ONE_MINUS_DST_ALPHA), 2993 const_iv (GL_ONE_MINUS_DST_ALPHA),
2994 const_iv (GL_SRC_COLOR),
2995 const_iv (GL_DST_COLOR),
2996 const_iv (GL_ONE_MINUS_SRC_COLOR),
2997 const_iv (GL_ONE_MINUS_DST_COLOR),
2852 const_iv (GL_SRC_ALPHA_SATURATE), 2998 const_iv (GL_SRC_ALPHA_SATURATE),
2853 const_iv (GL_RGB), 2999 const_iv (GL_RGB),
2854 const_iv (GL_RGBA), 3000 const_iv (GL_RGBA),
2855 const_iv (GL_RGBA4), 3001 const_iv (GL_RGBA4),
2856 const_iv (GL_RGBA8), 3002 const_iv (GL_RGBA8),
2924 const_iv (GL_NICEST), 3070 const_iv (GL_NICEST),
2925 const_iv (GL_V2F), 3071 const_iv (GL_V2F),
2926 const_iv (GL_V3F), 3072 const_iv (GL_V3F),
2927 const_iv (GL_T2F_V3F), 3073 const_iv (GL_T2F_V3F),
2928 const_iv (GL_T2F_N3F_V3F), 3074 const_iv (GL_T2F_N3F_V3F),
3075 const_iv (GL_FUNC_ADD),
3076 const_iv (GL_FUNC_SUBTRACT),
3077 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2929# undef const_iv 3078# undef const_iv
2930 }; 3079 };
2931 3080
2932 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3081 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2933 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3082 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2940disable_GL_EXT_blend_func_separate () 3089disable_GL_EXT_blend_func_separate ()
2941 CODE: 3090 CODE:
2942 gl.BlendFuncSeparate = 0; 3091 gl.BlendFuncSeparate = 0;
2943 gl.BlendFuncSeparateEXT = 0; 3092 gl.BlendFuncSeparateEXT = 0;
2944 3093
3094void
3095apple_nvidia_bug (int enable)
3096
2945char * 3097char *
2946gl_vendor () 3098gl_vendor ()
2947 CODE: 3099 CODE:
2948 RETVAL = (char *)glGetString (GL_VENDOR); 3100 RETVAL = (char *)glGetString (GL_VENDOR);
2949 OUTPUT: 3101 OUTPUT:
2997void glBlendFunc (int sfactor, int dfactor) 3149void glBlendFunc (int sfactor, int dfactor)
2998 3150
2999void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3151void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3000 CODE: 3152 CODE:
3001 gl_BlendFuncSeparate (sa, da, saa, daa); 3153 gl_BlendFuncSeparate (sa, da, saa, daa);
3154
3155# void glBlendEquation (int se)
3002 3156
3003void glDepthMask (int flag) 3157void glDepthMask (int flag)
3004 3158
3005void glLogicOp (int opcode) 3159void glLogicOp (int opcode)
3006 3160
3156void glNewList (int list, int mode = GL_COMPILE) 3310void glNewList (int list, int mode = GL_COMPILE)
3157 3311
3158void glEndList () 3312void glEndList ()
3159 3313
3160void glCallList (int list) 3314void glCallList (int list)
3315
3316void c_init ()
3317 CODE:
3318 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3319 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3161 3320
3162MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3321MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3163 3322
3164PROTOTYPES: DISABLE 3323PROTOTYPES: DISABLE
3165 3324

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines