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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.282 by root, Fri Dec 5 14:50:01 2008 UTC vs.
Revision 1.297 by root, Tue Dec 22 00:08:11 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 16 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
97 102
98static AV *texture_av; 103static AV *texture_av;
99 104
100static struct 105static struct
101{ 106{
817 822
818IV minpot (UV n) 823IV minpot (UV n)
819 824
820IV popcount (UV n) 825IV popcount (UV n)
821 826
827NV distance (NV dx, NV dy)
828 CODE:
829 RETVAL = pow (dx * dx + dy * dy, 0.5);
830 OUTPUT:
831 RETVAL
832
822void 833void
823pango_init () 834pango_init ()
824 CODE: 835 CODE:
825{ 836{
826 opengl_fontmap = pango_opengl_font_map_new (); 837 opengl_fontmap = pango_opengl_font_map_new ();
1654 glDisable (GL_ALPHA_TEST); 1665 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1666 glDisable (GL_BLEND);
1656 } 1667 }
1657} 1668}
1658 1669
1670void
1671draw_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)
1672 PROTOTYPE: @
1673 CODE:
1674{
1675 glEnable (GL_TEXTURE_2D);
1676 glEnable (GL_BLEND);
1677 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1678 glBindTexture (GL_TEXTURE_2D, name1);
1679
1680 glColor3f (intensity, intensity, intensity);
1681 glPushMatrix ();
1682 glScalef (1./3, 1./3, 1.);
1683
1684 if (blend > 0.f)
1685 {
1686 float dx3 = dx * -3.f / w;
1687 float dy3 = dy * -3.f / h;
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 glBegin (GL_QUADS);
1719 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1720 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1723 glEnd ();
1724
1725 glDisable (GL_TEXTURE_2D);
1726 gl.ActiveTexture (GL_TEXTURE0);
1727 }
1728 else
1729 {
1730 /* simple blending of one texture, also opengl <1.3 path */
1731 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1732
1733 glBegin (GL_QUADS);
1734 glTexCoord2f (0, 0); glVertex2f (0, 0);
1735 glTexCoord2f (0, t); glVertex2f (0, h);
1736 glTexCoord2f (s, t); glVertex2f (w, h);
1737 glTexCoord2f (s, 0); glVertex2f (w, 0);
1738 glEnd ();
1739 }
1740
1741 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1742 {
1743 int x, y;
1744 int dx3 = dx * 3;
1745 int dy3 = dy * 3;
1746
1747 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1748 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1749 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1750 glTranslatef (-1., -1., 0);
1751 glBegin (GL_QUADS);
1752
1753 for (y = 1; y < h; y += 3)
1754 {
1755 int y1 = y - dy3;
1756 int y1valid = y1 >= 0 && y1 < h;
1757
1758 for (x = 1; x < w; x += 3)
1759 {
1760 int x1 = x - dx3;
1761 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1762 uint8_t h2;
1763
1764 if (y1valid && x1 >= 0 && x1 < w)
1765 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1766 else
1767 h2 = 1; /* out of range == invisible */
1768
1769 if (h1 || h2)
1770 {
1771 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1772 glColor4f (1., 1., 1., alpha);
1773
1774 glTexCoord2f (0, 0.); glVertex2i (x , y );
1775 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1776 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1777 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1778 }
1779 }
1780 }
1781 }
1782
1783 glEnd ();
1784
1785 glPopMatrix ();
1786
1787 glDisable (GL_TEXTURE_2D);
1788 glDisable (GL_BLEND);
1789}
1790
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1791IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1792 CODE:
1661{ 1793{
1662 GLint width; 1794 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1795 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1877 { 2009 {
1878 ext = *data++; 2010 ext = *data++;
1879 cmd = ext & 0x7f; 2011 cmd = ext & 0x7f;
1880 2012
1881 if (cmd < 4) 2013 if (cmd < 4)
1882 cell->darkness = 255 - ext * 64 + 1; 2014 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1883 else if (cmd == 5) // health 2015 else if (cmd == 5) // health
1884 { 2016 {
1885 cell->stat_width = 1; 2017 cell->stat_width = 1;
1886 cell->stat_hp = *data++; 2018 cell->stat_hp = *data++;
1887 } 2019 }
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2137 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) 2138 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2139 smooth_key skey;
2008 int pl_x, pl_y; 2140 int pl_x, pl_y;
2009 maptex pl_tex; 2141 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2142 rc_t *rc = rc_alloc ();
2143 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2144 rc_key_t key;
2012 rc_array_t *arr; 2145 rc_array_t *arr;
2013 2146
2014 pl_tex.name = 0; 2147 pl_tex.name = 0;
2015 2148
2016 // thats current max. sorry. 2149 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2150 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2151 if (sh > 255) sh = 255;
2019 2152
2020 // clear key, in case of extra padding 2153 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2154 memset (&skey, 0, sizeof (skey));
2025 key.g = 255; 2158 key.g = 255;
2026 key.b = 255; 2159 key.b = 255;
2027 key.a = 255; 2160 key.a = 255;
2028 key.mode = GL_QUADS; 2161 key.mode = GL_QUADS;
2029 key.format = GL_T2F_V3F; 2162 key.format = GL_T2F_V3F;
2030 key.texname = -1;
2031 2163
2032 mx += self->x; 2164 mx += self->x;
2033 my += self->y; 2165 my += self->y;
2034 2166
2035 // first pass: determine smooth_max 2167 // first pass: determine smooth_max
2059 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2191 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2060 2192
2061 for (z = 0; z <= 2; z++) 2193 for (z = 0; z <= 2; z++)
2062 { 2194 {
2063 memset (smooth_level, 0, sizeof (smooth_level)); 2195 memset (smooth_level, 0, sizeof (smooth_level));
2196 key.texname = -1;
2064 2197
2065 for (y = 0; y < sh; y++) 2198 for (y = 0; y < sh; y++)
2066 if (0 <= y + my && y + my < self->rows) 2199 if (0 <= y + my && y + my < self->rows)
2067 { 2200 {
2068 maprow *row = self->row + (y + my); 2201 maprow *row = self->row + (y + my);
2074 tileid tile = cell->tile [z]; 2207 tileid tile = cell->tile [z];
2075 2208
2076 if (tile) 2209 if (tile)
2077 { 2210 {
2078 maptex tex = self->tex [tile]; 2211 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2212 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2213
2082 if (key.texname != tex.name) 2214 if (key.texname != tex.name)
2083 { 2215 {
2084 self->tex [tile].unused = 0; 2216 self->tex [tile].unused = 0;
2085 2217
2086 if (!tex.name) 2218 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2219 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2220
2089 key.texname = tex.name; 2221 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2222 arr = rc_array (rc, &key);
2091 } 2223 }
2224
2225 px = (x + 1) * T - tex.w;
2226 py = (y + 1) * T - tex.h;
2092 2227
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2228 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2229 {
2095 pl_x = px; 2230 pl_x = px;
2096 pl_y = py; 2231 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2236 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2237 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); 2238 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); 2239 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2240
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 2241 // update smooth hash
2132 if (tex.smoothtile) 2242 if (tex.smoothtile)
2133 { 2243 {
2134 skey.tile = tex.smoothtile; 2244 skey.tile = tex.smoothtile;
2135 skey.level = tex.smoothlevel; 2245 skey.level = tex.smoothlevel;
2163 // corners 2273 // corners
2164 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2274 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); 2275 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); 2276 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); 2277 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2278 }
2279 }
2280
2281 if (expect_false (z == 2) && expect_false (cell->flags))
2282 {
2283 // overlays such as the speech bubble, probably more to come
2284 if (cell->flags & 1)
2285 {
2286 rc_key_t key_ov = key;
2287 maptex tex = self->tex [TEXID_SPEECH];
2288 rc_array_t *arr;
2289 int px = x * T + T * 2 / 32;
2290 int py = y * T - T * 6 / 32;
2291
2292 key_ov.texname = tex.name;
2293 arr = rc_array (rc_ov, &key_ov);
2294
2295 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2296 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2297 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2298 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2168 } 2299 }
2169 } 2300 }
2170 } 2301 }
2171 } 2302 }
2172 2303
2269 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2400 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2270 2401
2271 rc_draw (rc); 2402 rc_draw (rc);
2272 } 2403 }
2273 2404
2405 rc_draw (rc_ov);
2406 rc_clear (rc_ov);
2407
2274 glDisable (GL_BLEND); 2408 glDisable (GL_BLEND);
2275 rc_free (rc); 2409 rc_free (rc);
2410 rc_free (rc_ov);
2276 2411
2277 // top layer: overlays such as the health bar 2412 // top layer: overlays such as the health bar
2278 for (y = 0; y < sh; y++) 2413 for (y = 0; y < sh; y++)
2279 if (0 <= y + my && y + my < self->rows) 2414 if (0 <= y + my && y + my < self->rows)
2280 { 2415 {
2311 } 2446 }
2312 } 2447 }
2313} 2448}
2314 2449
2315void 2450void
2316draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2451draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2317 CODE: 2452 CODE:
2318{ 2453{
2319 static float color[16][3] = { 2454 static float color[16][3] = {
2320 { 0.00F, 0.00F, 0.00F }, 2455 { 0.00f, 0.00f, 0.00f },
2321 { 1.00F, 1.00F, 1.00F }, 2456 { 1.00f, 1.00f, 1.00f },
2322 { 0.00F, 0.00F, 0.55F }, 2457 { 0.00f, 0.00f, 0.55f },
2323 { 1.00F, 0.00F, 0.00F }, 2458 { 1.00f, 0.00f, 0.00f },
2324 2459
2325 { 1.00F, 0.54F, 0.00F }, 2460 { 1.00f, 0.54f, 0.00f },
2326 { 0.11F, 0.56F, 1.00F }, 2461 { 0.11f, 0.56f, 1.00f },
2327 { 0.93F, 0.46F, 0.00F }, 2462 { 0.93f, 0.46f, 0.00f },
2328 { 0.18F, 0.54F, 0.34F }, 2463 { 0.18f, 0.54f, 0.34f },
2329 2464
2330 { 0.56F, 0.73F, 0.56F }, 2465 { 0.56f, 0.73f, 0.56f },
2331 { 0.80F, 0.80F, 0.80F }, 2466 { 0.80f, 0.80f, 0.80f },
2332 { 0.55F, 0.41F, 0.13F }, 2467 { 0.55f, 0.41f, 0.13f },
2333 { 0.99F, 0.77F, 0.26F }, 2468 { 0.99f, 0.77f, 0.26f },
2334 2469
2335 { 0.74F, 0.65F, 0.41F }, 2470 { 0.74f, 0.65f, 0.41f },
2336 2471
2337 { 0.00F, 1.00F, 1.00F }, 2472 { 0.00f, 1.00f, 1.00f },
2338 { 1.00F, 0.00F, 1.00F }, 2473 { 1.00f, 0.00f, 1.00f },
2339 { 1.00F, 1.00F, 0.00F }, 2474 { 1.00f, 1.00f, 0.00f },
2340 }; 2475 };
2341 2476
2342 int x, y; 2477 int x, y;
2343 2478
2344 glEnable (GL_TEXTURE_2D); 2479 glEnable (GL_TEXTURE_2D);
2480 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2481 * but the nvidia driver (185.18.14) mishandles alpha textures
2482 * and takes the colour from god knows where instead of using
2483 * Cp. MODULATE results in the same colour, but slightly different
2484 * alpha, but atcually gives us the correct colour with nvidia.
2485 */
2345 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2486 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2346 glEnable (GL_BLEND); 2487 glEnable (GL_BLEND);
2347 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2488 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2348 glBegin (GL_QUADS); 2489 glBegin (GL_QUADS);
2349 2490
2350 for (y = 0; y < h; y++) 2491 for (y = 0; y < h; y++)
2354 2495
2355 if (m) 2496 if (m)
2356 { 2497 {
2357 float *c = color [m & 15]; 2498 float *c = color [m & 15];
2358 2499
2359 float tx1 = m & 0x40 ? 0.5 : 0.; 2500 float tx1 = m & 0x40 ? 0.5f : 0.f;
2360 float tx2 = tx1 + 0.5; 2501 float tx2 = tx1 + 0.5f;
2361 2502
2362 glColor4f (c[0], c[1], c[2], 0.75); 2503 glColor4f (c[0], c[1], c[2], 1);
2363 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2504 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2364 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2505 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2365 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2506 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2366 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2507 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2367 } 2508 }
2375void 2516void
2376fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2517fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2377 PPCODE: 2518 PPCODE:
2378{ 2519{
2379 int x, y; 2520 int x, y;
2380 int sw1 = sw + 2; 2521 int sw1 = sw + 2;
2381 int sh1 = sh + 2; 2522 int sh1 = sh + 2;
2382 int sh3 = sh * 3; 2523 int sh3 = sh * 3;
2383 int sw34 = (sw * 3 + 3) & ~3; 2524 int sw3 = sw * 3;
2384 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2525 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2385 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2526 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2386 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2527 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2387 2528
2388 SvPOK_only (darkness3_sv); 2529 SvPOK_only (darkness3_sv);
2389 SvCUR_set (darkness3_sv, sw34 * sh3); 2530 SvCUR_set (darkness3_sv, sw3 * sh3);
2390 2531
2391 mx += self->x - 1; 2532 mx += self->x - 1;
2392 my += self->y - 1; 2533 my += self->y - 1;
2393
2394 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2395 2534
2396 for (y = 0; y < sh1; y++) 2535 for (y = 0; y < sh1; y++)
2397 if (0 <= y + my && y + my < self->rows) 2536 if (0 <= y + my && y + my < self->rows)
2398 { 2537 {
2399 maprow *row = self->row + (y + my); 2538 maprow *row = self->row + (y + my);
2402 if (row->c0 <= x + mx && x + mx < row->c1) 2541 if (row->c0 <= x + mx && x + mx < row->c1)
2403 { 2542 {
2404 mapcell *cell = row->col + (x + mx - row->c0); 2543 mapcell *cell = row->col + (x + mx - row->c0);
2405 2544
2406 darkness1 [y * sw1 + x] = cell->darkness 2545 darkness1 [y * sw1 + x] = cell->darkness
2407 ? 255 - (cell->darkness - 1) 2546 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2408 : 255 - FOW_DARKNESS; 2547 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2409 } 2548 }
2410 } 2549 }
2411 2550
2412 for (y = 0; y < sh; ++y) 2551 for (y = 0; y < sh; ++y)
2413 for (x = 0; x < sw; ++x) 2552 for (x = 0; x < sw; ++x)
2432 2571
2433 uint8_t r13 = (d13 + d23 + d12) / 3; 2572 uint8_t r13 = (d13 + d23 + d12) / 3;
2434 uint8_t r23 = d23; 2573 uint8_t r23 = d23;
2435 uint8_t r33 = (d23 + d33 + d32) / 3; 2574 uint8_t r33 = (d23 + d33 + d32) / 3;
2436 2575
2437 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2576 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2438 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2577 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2439 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2440 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2579 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2441 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2580 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); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2443 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2582 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2444 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2583 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2445 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2446 } 2585 }
2447 2586
2448 free (darkness1); 2587 free (darkness1);
2449 2588
2450 EXTEND (SP, 3); 2589 EXTEND (SP, 3);
2451 PUSHs (sv_2mortal (newSViv (sw34))); 2590 PUSHs (sv_2mortal (newSViv (sw3)));
2452 PUSHs (sv_2mortal (newSViv (sh3))); 2591 PUSHs (sv_2mortal (newSViv (sh3)));
2453 PUSHs (darkness3_sv); 2592 PUSHs (darkness3_sv);
2454} 2593}
2455 2594
2456SV * 2595SV *
2713void 2852void
2714set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2853set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2715 CODE: 2854 CODE:
2716{ 2855{
2717 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2856 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); 2857 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2719 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2858 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2720} 2859}
2721 2860
2722void 2861void
2723set_reverse_stereo (DC::Channel self, int flip) 2862set_reverse_stereo (DC::Channel self, int flip)
2826 } *civ, const_iv[] = { 2965 } *civ, const_iv[] = {
2827# define const_iv(name) { # name, (IV)name } 2966# define const_iv(name) { # name, (IV)name }
2828 const_iv (GL_VENDOR), 2967 const_iv (GL_VENDOR),
2829 const_iv (GL_VERSION), 2968 const_iv (GL_VERSION),
2830 const_iv (GL_EXTENSIONS), 2969 const_iv (GL_EXTENSIONS),
2970 const_iv (GL_MAX_TEXTURE_UNITS),
2831 const_iv (GL_COLOR_MATERIAL), 2971 const_iv (GL_COLOR_MATERIAL),
2832 const_iv (GL_SMOOTH), 2972 const_iv (GL_SMOOTH),
2833 const_iv (GL_FLAT), 2973 const_iv (GL_FLAT),
2834 const_iv (GL_DITHER), 2974 const_iv (GL_DITHER),
2835 const_iv (GL_BLEND), 2975 const_iv (GL_BLEND),
2847 const_iv (GL_ZERO), 2987 const_iv (GL_ZERO),
2848 const_iv (GL_SRC_ALPHA), 2988 const_iv (GL_SRC_ALPHA),
2849 const_iv (GL_DST_ALPHA), 2989 const_iv (GL_DST_ALPHA),
2850 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2990 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2851 const_iv (GL_ONE_MINUS_DST_ALPHA), 2991 const_iv (GL_ONE_MINUS_DST_ALPHA),
2992 const_iv (GL_SRC_COLOR),
2993 const_iv (GL_DST_COLOR),
2994 const_iv (GL_ONE_MINUS_SRC_COLOR),
2995 const_iv (GL_ONE_MINUS_DST_COLOR),
2852 const_iv (GL_SRC_ALPHA_SATURATE), 2996 const_iv (GL_SRC_ALPHA_SATURATE),
2853 const_iv (GL_RGB), 2997 const_iv (GL_RGB),
2854 const_iv (GL_RGBA), 2998 const_iv (GL_RGBA),
2855 const_iv (GL_RGBA4), 2999 const_iv (GL_RGBA4),
2856 const_iv (GL_RGBA8), 3000 const_iv (GL_RGBA8),
2924 const_iv (GL_NICEST), 3068 const_iv (GL_NICEST),
2925 const_iv (GL_V2F), 3069 const_iv (GL_V2F),
2926 const_iv (GL_V3F), 3070 const_iv (GL_V3F),
2927 const_iv (GL_T2F_V3F), 3071 const_iv (GL_T2F_V3F),
2928 const_iv (GL_T2F_N3F_V3F), 3072 const_iv (GL_T2F_N3F_V3F),
3073 const_iv (GL_FUNC_ADD),
3074 const_iv (GL_FUNC_SUBTRACT),
3075 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2929# undef const_iv 3076# undef const_iv
2930 }; 3077 };
2931 3078
2932 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3079 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2933 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3080 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2940disable_GL_EXT_blend_func_separate () 3087disable_GL_EXT_blend_func_separate ()
2941 CODE: 3088 CODE:
2942 gl.BlendFuncSeparate = 0; 3089 gl.BlendFuncSeparate = 0;
2943 gl.BlendFuncSeparateEXT = 0; 3090 gl.BlendFuncSeparateEXT = 0;
2944 3091
3092void
3093apple_nvidia_bug (int enable)
3094
2945char * 3095char *
2946gl_vendor () 3096gl_vendor ()
2947 CODE: 3097 CODE:
2948 RETVAL = (char *)glGetString (GL_VENDOR); 3098 RETVAL = (char *)glGetString (GL_VENDOR);
2949 OUTPUT: 3099 OUTPUT:
2997void glBlendFunc (int sfactor, int dfactor) 3147void glBlendFunc (int sfactor, int dfactor)
2998 3148
2999void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3149void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3000 CODE: 3150 CODE:
3001 gl_BlendFuncSeparate (sa, da, saa, daa); 3151 gl_BlendFuncSeparate (sa, da, saa, daa);
3152
3153# void glBlendEquation (int se)
3002 3154
3003void glDepthMask (int flag) 3155void glDepthMask (int flag)
3004 3156
3005void glLogicOp (int opcode) 3157void glLogicOp (int opcode)
3006 3158
3156void glNewList (int list, int mode = GL_COMPILE) 3308void glNewList (int list, int mode = GL_COMPILE)
3157 3309
3158void glEndList () 3310void glEndList ()
3159 3311
3160void glCallList (int list) 3312void glCallList (int list)
3313
3314void c_init ()
3315 CODE:
3316 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3317 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3161 3318
3162MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3319MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3163 3320
3164PROTOTYPES: DISABLE 3321PROTOTYPES: DISABLE
3165 3322

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