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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 1.308 by root, Fri Jul 29 08:35:35 2011 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 16 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
104
105static char *
106fast_sv_grow (SV *sv, STRLEN need)
107{
108 STRLEN len = SvLEN (sv);
109 STRLEN want = SvCUR (sv) + need;
110
111 if (expect_false (len < want))
112 {
113 do
114 len *= 2;
115 while (len < want);
116
117 sv_grow (sv, len);
118 }
119
120 SvCUR_set (sv, want);
121 return SvEND (sv) - need;
122}
97 123
98static AV *texture_av; 124static AV *texture_av;
99 125
100static struct 126static struct
101{ 127{
453 ev.code = 1; 479 ev.code = 1;
454 ev.data1 = (void *)(long)channel; 480 ev.data1 = (void *)(long)channel;
455 ev.data2 = 0; 481 ev.data2 = 0;
456 482
457 SDL_PushEvent ((SDL_Event *)&ev); 483 SDL_PushEvent ((SDL_Event *)&ev);
484}
485
486static unsigned int
487div255 (unsigned int n)
488{
489 return (n + (n >> 8)) >> 8;
458} 490}
459 491
460static unsigned int 492static unsigned int
461minpot (unsigned int n) 493minpot (unsigned int n)
462{ 494{
789 821
790 const_iv (FOW_DARKNESS) 822 const_iv (FOW_DARKNESS)
791# undef const_iv 823# undef const_iv
792 }; 824 };
793 825
794 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 826 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ > const_iv; civ--)
795 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 827 newCONSTSUB (stash, (char *)civ[-1].name, newSViv (civ[-1].iv));
796 828
797 assert (SDLK_MODIFIER_MIN == SDLK_NUMLOCK); 829 assert (SDLK_MODIFIER_MIN == SDLK_NUMLOCK);
798 assert (SDLK_MODIFIER_MAX == SDLK_COMPOSE); 830 assert (SDLK_MODIFIER_MAX == SDLK_COMPOSE);
799} 831}
800 832
816NV ceil (NV x) 848NV ceil (NV x)
817 849
818IV minpot (UV n) 850IV minpot (UV n)
819 851
820IV popcount (UV n) 852IV popcount (UV n)
853
854NV distance (NV dx, NV dy)
855 CODE:
856 RETVAL = pow (dx * dx + dy * dy, 0.5);
857 OUTPUT:
858 RETVAL
821 859
822void 860void
823pango_init () 861pango_init ()
824 CODE: 862 CODE:
825{ 863{
917 955
918 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra"); 956 SDL_WM_SetCaption ("Deliantra MORPG Client " VERSION, "Deliantra");
919#define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 957#define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
920#include "glfunc.h" 958#include "glfunc.h"
921#undef GL_FUNC 959#undef GL_FUNC
960
961 if (!gl.ActiveTexture ) gl.ActiveTexture = gl.ActiveTextureARB;
962 if (!gl.MultiTexCoord2f) gl.MultiTexCoord2f = gl.MultiTexCoord2fARB;
922 } 963 }
923} 964}
924 OUTPUT: 965 OUTPUT:
925 RETVAL 966 RETVAL
926 967
1011 1052
1012 XPUSHs (sv_2mortal (sv_bless (newRV_noinc ((SV *)hv), gv_stashpv ("DC::UI::Event", 1)))); 1053 XPUSHs (sv_2mortal (sv_bless (newRV_noinc ((SV *)hv), gv_stashpv ("DC::UI::Event", 1))));
1013 } 1054 }
1014} 1055}
1015 1056
1057char *
1058SDL_AudioDriverName ()
1059 CODE:
1060{
1061 char buf [256];
1062 if (!SDL_AudioDriverName (buf, sizeof (buf)))
1063 XSRETURN_UNDEF;
1064
1065 RETVAL = buf;
1066}
1067 OUTPUT:
1068 RETVAL
1069
1016int 1070int
1017Mix_OpenAudio (int frequency = 44100, int format = MIX_DEFAULT_FORMAT, int channels = 2, int chunksize = 4096) 1071Mix_OpenAudio (int frequency = 44100, int format = MIX_DEFAULT_FORMAT, int channels = 2, int chunksize = 4096)
1018 POSTCALL: 1072 POSTCALL:
1019 Mix_HookMusicFinished (music_finished); 1073 Mix_HookMusicFinished (music_finished);
1020 Mix_ChannelFinished (channel_finished); 1074 Mix_ChannelFinished (channel_finished);
1082add_font (char *file) 1136add_font (char *file)
1083 CODE: 1137 CODE:
1084 RETVAL = FcConfigAppFontAddFile (0, (const FcChar8 *)file); 1138 RETVAL = FcConfigAppFontAddFile (0, (const FcChar8 *)file);
1085 OUTPUT: 1139 OUTPUT:
1086 RETVAL 1140 RETVAL
1141
1142void
1143IMG_Init (int flags = IMG_INIT_JPG | IMG_INIT_PNG)
1087 1144
1088void 1145void
1089load_image_inline (SV *image_) 1146load_image_inline (SV *image_)
1090 ALIAS: 1147 ALIAS:
1091 load_image_file = 1 1148 load_image_file = 1
1654 glDisable (GL_ALPHA_TEST); 1711 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1712 glDisable (GL_BLEND);
1656 } 1713 }
1657} 1714}
1658 1715
1716void
1717draw_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)
1718 PROTOTYPE: @
1719 CODE:
1720{
1721 glEnable (GL_BLEND);
1722 glBlendFunc (intensity ? GL_SRC_ALPHA : GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1723 glEnable (GL_TEXTURE_2D);
1724 glBindTexture (GL_TEXTURE_2D, name1);
1725
1726 glColor3f (intensity, intensity, intensity);
1727 glPushMatrix ();
1728 glScalef (1./3, 1./3, 1.);
1729
1730 if (blend > 0.f)
1731 {
1732 float dx3 = dx * -3.f / w;
1733 float dy3 = dy * -3.f / h;
1734 GLfloat env_color[4] = { 0., 0., 0., blend };
1735
1736 /* interpolate the two shadow textures */
1737 /* stage 0 == rgb(glcolor) + alpha(t0) */
1738 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1739
1740 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1741 gl.ActiveTexture (GL_TEXTURE1);
1742 glEnable (GL_TEXTURE_2D);
1743 glBindTexture (GL_TEXTURE_2D, name2);
1744 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1745
1746 /* rgb == rgb(glcolor) */
1747 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1748 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
1749 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1750
1751 /* alpha = interpolate t0, t1 by env_alpha */
1752 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1753
1754 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1755 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1756 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1757
1758 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1759 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1760
1761 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1762 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1763
1764 glBegin (GL_QUADS);
1765 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1766 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1767 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1768 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1769 glEnd ();
1770
1771 glDisable (GL_TEXTURE_2D);
1772 gl.ActiveTexture (GL_TEXTURE0);
1773 }
1774 else
1775 {
1776 /* simple blending of one texture, also opengl <1.3 path */
1777 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1778
1779 glBegin (GL_QUADS);
1780 glTexCoord2f (0, 0); glVertex2f (0, 0);
1781 glTexCoord2f (0, t); glVertex2f (0, h);
1782 glTexCoord2f (s, t); glVertex2f (w, h);
1783 glTexCoord2f (s, 0); glVertex2f (w, 0);
1784 glEnd ();
1785 }
1786
1787 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1788 {
1789 int x, y;
1790 int dx3 = dx * 3;
1791 int dy3 = dy * 3;
1792
1793 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1794 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1795 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1796 glTranslatef (-1., -1., 0);
1797 glBegin (GL_QUADS);
1798
1799 for (y = 1; y < h; y += 3)
1800 {
1801 int y1 = y - dy3;
1802 int y1valid = y1 >= 0 && y1 < h;
1803
1804 for (x = 1; x < w; x += 3)
1805 {
1806 int x1 = x - dx3;
1807 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1808 uint8_t h2;
1809
1810 if (y1valid && x1 >= 0 && x1 < w)
1811 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1812 else
1813 h2 = 1; /* out of range == invisible */
1814
1815 if (h1 || h2)
1816 {
1817 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1818 glColor4f (1., 1., 1., alpha);
1819
1820 glTexCoord2f (0, 0.); glVertex2i (x , y );
1821 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1822 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1823 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1824 }
1825 }
1826 }
1827 }
1828
1829 glEnd ();
1830
1831 glPopMatrix ();
1832
1833 glDisable (GL_TEXTURE_2D);
1834 glDisable (GL_BLEND);
1835}
1836
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1837IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1838 CODE:
1661{ 1839{
1662 GLint width; 1840 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1841 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1877 { 2055 {
1878 ext = *data++; 2056 ext = *data++;
1879 cmd = ext & 0x7f; 2057 cmd = ext & 0x7f;
1880 2058
1881 if (cmd < 4) 2059 if (cmd < 4)
1882 cell->darkness = 255 - ext * 64 + 1; 2060 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1883 else if (cmd == 5) // health 2061 else if (cmd == 5) // health
1884 { 2062 {
1885 cell->stat_width = 1; 2063 cell->stat_width = 1;
1886 cell->stat_hp = *data++; 2064 cell->stat_hp = *data++;
1887 } 2065 }
1962 ? self->row + y 2140 ? self->row + y
1963 : 0; 2141 : 0;
1964 2142
1965 for (x = x0; x < x1; x++) 2143 for (x = x0; x < x1; x++)
1966 { 2144 {
1967 int r = 32, g = 32, b = 32, a = 192; 2145 unsigned int r = 32, g = 32, b = 32, a = 192;
1968 2146
1969 if (row && row->c0 <= x && x < row->c1) 2147 if (row && row->c0 <= x && x < row->c1)
1970 { 2148 {
1971 mapcell *cell = row->col + (x - row->c0); 2149 mapcell *cell = row->col + (x - row->c0);
1972 2150
1974 { 2152 {
1975 maptex tex = self->tex [cell->tile [z]]; 2153 maptex tex = self->tex [cell->tile [z]];
1976 int a0 = 255 - tex.a; 2154 int a0 = 255 - tex.a;
1977 int a1 = tex.a; 2155 int a1 = tex.a;
1978 2156
1979 r = (r * a0 + tex.r * a1) / 255; 2157 r = div255 (r * a0 + tex.r * a1);
1980 g = (g * a0 + tex.g * a1) / 255; 2158 g = div255 (g * a0 + tex.g * a1);
1981 b = (b * a0 + tex.b * a1) / 255; 2159 b = div255 (b * a0 + tex.b * a1);
1982 a = (a * a0 + tex.a * a1) / 255; 2160 a = div255 (a * a0 + tex.a * a1);
1983 } 2161 }
1984 } 2162 }
1985 2163
1986 *map++ = (r ) 2164 *map++ = (r )
1987 | (g << 8) 2165 | (g << 8)
1994} 2172}
1995 OUTPUT: 2173 OUTPUT:
1996 RETVAL 2174 RETVAL
1997 2175
1998void 2176void
1999draw (DC::Map self, int mx, int my, int sw, int sh, int T, U32 player = 0xffffffff, int sdx = 0, int sdy = 0) 2177draw (DC::Map self, int mx, int my, int sw, int sh, int Tw, int Th, U32 player = 0xffffffff, int sdx = 0, int sdy = 0)
2000 CODE: 2178 CODE:
2001{ 2179{
2002 int x, y, z; 2180 int x, y, z;
2003 2181
2004 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ()); 2182 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2183 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) 2184 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2185 smooth_key skey;
2008 int pl_x, pl_y; 2186 int pl_x, pl_y;
2009 maptex pl_tex; 2187 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2188 rc_t *rc = rc_alloc ();
2189 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2190 rc_key_t key;
2012 rc_array_t *arr; 2191 rc_array_t *arr;
2013 2192
2014 pl_tex.name = 0; 2193 pl_tex.name = 0;
2015 2194
2016 // thats current max. sorry. 2195 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2196 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2197 if (sh > 255) sh = 255;
2019 2198
2020 // clear key, in case of extra padding 2199 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2200 memset (&skey, 0, sizeof (skey));
2025 key.g = 255; 2204 key.g = 255;
2026 key.b = 255; 2205 key.b = 255;
2027 key.a = 255; 2206 key.a = 255;
2028 key.mode = GL_QUADS; 2207 key.mode = GL_QUADS;
2029 key.format = GL_T2F_V3F; 2208 key.format = GL_T2F_V3F;
2030 key.texname = -1;
2031 2209
2032 mx += self->x; 2210 mx += self->x;
2033 my += self->y; 2211 my += self->y;
2034 2212
2035 // first pass: determine smooth_max 2213 // first pass: determine smooth_max
2059 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2237 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2060 2238
2061 for (z = 0; z <= 2; z++) 2239 for (z = 0; z <= 2; z++)
2062 { 2240 {
2063 memset (smooth_level, 0, sizeof (smooth_level)); 2241 memset (smooth_level, 0, sizeof (smooth_level));
2242 key.texname = -1;
2064 2243
2065 for (y = 0; y < sh; y++) 2244 for (y = 0; y < sh; y++)
2066 if (0 <= y + my && y + my < self->rows) 2245 if (0 <= y + my && y + my < self->rows)
2067 { 2246 {
2068 maprow *row = self->row + (y + my); 2247 maprow *row = self->row + (y + my);
2074 tileid tile = cell->tile [z]; 2253 tileid tile = cell->tile [z];
2075 2254
2076 if (tile) 2255 if (tile)
2077 { 2256 {
2078 maptex tex = self->tex [tile]; 2257 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2258 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2259
2082 if (key.texname != tex.name) 2260 if (key.texname != tex.name)
2083 { 2261 {
2084 self->tex [tile].unused = 0; 2262 self->tex [tile].unused = 0;
2085 2263
2086 if (!tex.name) 2264 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2265 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2266
2089 key.texname = tex.name; 2267 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2268 arr = rc_array (rc, &key);
2091 } 2269 }
2270
2271 px = (x + 1) * Th - tex.w;
2272 py = (y + 1) * Tw - tex.h;
2092 2273
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2274 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2275 {
2095 pl_x = px; 2276 pl_x = px;
2096 pl_y = py; 2277 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2282 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2283 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); 2284 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); 2285 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2286
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 2287 // update smooth hash
2132 if (tex.smoothtile) 2288 if (tex.smoothtile)
2133 { 2289 {
2134 skey.tile = tex.smoothtile; 2290 skey.tile = tex.smoothtile;
2135 skey.level = tex.smoothlevel; 2291 skey.level = tex.smoothlevel;
2163 // corners 2319 // corners
2164 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2320 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); 2321 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); 2322 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); 2323 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2324 }
2325 }
2326
2327 if (expect_false (z == 2) && expect_false (cell->flags))
2328 {
2329 // overlays such as the speech bubble, probably more to come
2330 if (cell->flags & 1)
2331 {
2332 rc_key_t key_ov = key;
2333 maptex tex = self->tex [TEXID_SPEECH];
2334 rc_array_t *arr;
2335 int px = x * Tw + Tw * 2 / 32;
2336 int py = y * Th - Th * 6 / 32;
2337
2338 key_ov.texname = tex.name;
2339 arr = rc_array (rc_ov, &key_ov);
2340
2341 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2342 rc_t2f_v3f (arr, 0 , tex.t, px , py + Th, 0);
2343 rc_t2f_v3f (arr, tex.s, tex.t, px + Tw, py + Th, 0);
2344 rc_t2f_v3f (arr, tex.s, 0 , px + Tw, py , 0);
2168 } 2345 }
2169 } 2346 }
2170 } 2347 }
2171 } 2348 }
2172 2349
2199 if (!(bits & 0x1000) 2376 if (!(bits & 0x1000)
2200 && skey->level == level 2377 && skey->level == level
2201 && level > smooth_max [skey->x][skey->y]) 2378 && level > smooth_max [skey->x][skey->y])
2202 { 2379 {
2203 maptex tex = self->tex [skey->tile]; 2380 maptex tex = self->tex [skey->tile];
2204 int px = (((int)skey->x) - 1) * T; 2381 int px = (((int)skey->x) - 1) * Tw;
2205 int py = (((int)skey->y) - 1) * T; 2382 int py = (((int)skey->y) - 1) * Th;
2206 int border = bits & 15; 2383 int border = bits & 15;
2207 int corner = (bits >> 8) & ~(bits >> 4) & 15; 2384 int corner = (bits >> 8) & ~(bits >> 4) & 15;
2208 float dx = tex.s * .0625f; // 16 images/row 2385 float dx = tex.s * .0625f; // 16 images/row
2209 float dy = tex.t * .5f ; // 2 images/column 2386 float dy = tex.t * .5f ; // 2 images/column
2210 2387
2223 2400
2224 if (border) 2401 if (border)
2225 { 2402 {
2226 float ox = border * dx; 2403 float ox = border * dx;
2227 2404
2228 glTexCoord2f (ox , 0.f ); glVertex2i (px , py ); 2405 glTexCoord2f (ox , 0.f ); glVertex2i (px , py );
2229 glTexCoord2f (ox , dy ); glVertex2i (px , py + T); 2406 glTexCoord2f (ox , dy ); glVertex2i (px , py + Th);
2230 glTexCoord2f (ox + dx, dy ); glVertex2i (px + T, py + T); 2407 glTexCoord2f (ox + dx, dy ); glVertex2i (px + Tw, py + Th);
2231 glTexCoord2f (ox + dx, 0.f ); glVertex2i (px + T, py ); 2408 glTexCoord2f (ox + dx, 0.f ); glVertex2i (px + Tw, py );
2232 } 2409 }
2233 2410
2234 if (corner) 2411 if (corner)
2235 { 2412 {
2236 float ox = corner * dx; 2413 float ox = corner * dx;
2237 2414
2238 glTexCoord2f (ox , dy ); glVertex2i (px , py ); 2415 glTexCoord2f (ox , dy ); glVertex2i (px , py );
2239 glTexCoord2f (ox , dy * 2.f); glVertex2i (px , py + T); 2416 glTexCoord2f (ox , dy * 2.f); glVertex2i (px , py + Th);
2240 glTexCoord2f (ox + dx, dy * 2.f); glVertex2i (px + T, py + T); 2417 glTexCoord2f (ox + dx, dy * 2.f); glVertex2i (px + Tw, py + Th);
2241 glTexCoord2f (ox + dx, dy ); glVertex2i (px + T, py ); 2418 glTexCoord2f (ox + dx, dy ); glVertex2i (px + Tw, py );
2242 } 2419 }
2243 } 2420 }
2244 } 2421 }
2245 } 2422 }
2246 } 2423 }
2269 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2446 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2270 2447
2271 rc_draw (rc); 2448 rc_draw (rc);
2272 } 2449 }
2273 2450
2451 rc_draw (rc_ov);
2452 rc_clear (rc_ov);
2453
2274 glDisable (GL_BLEND); 2454 glDisable (GL_BLEND);
2275 rc_free (rc); 2455 rc_free (rc);
2456 rc_free (rc_ov);
2276 2457
2277 // top layer: overlays such as the health bar 2458 // top layer: overlays such as the health bar
2278 for (y = 0; y < sh; y++) 2459 for (y = 0; y < sh; y++)
2279 if (0 <= y + my && y + my < self->rows) 2460 if (0 <= y + my && y + my < self->rows)
2280 { 2461 {
2283 for (x = 0; x < sw; x++) 2464 for (x = 0; x < sw; x++)
2284 if (row->c0 <= x + mx && x + mx < row->c1) 2465 if (row->c0 <= x + mx && x + mx < row->c1)
2285 { 2466 {
2286 mapcell *cell = row->col + (x + mx - row->c0); 2467 mapcell *cell = row->col + (x + mx - row->c0);
2287 2468
2288 int px = x * T; 2469 int px = x * Tw;
2289 int py = y * T; 2470 int py = y * Th;
2290 2471
2291 if (expect_false (cell->player == player)) 2472 if (expect_false (cell->player == player))
2292 { 2473 {
2293 px += sdx; 2474 px += sdx;
2294 py += sdy; 2475 py += sdy;
2295 } 2476 }
2296 2477
2297 if (cell->stat_hp) 2478 if (cell->stat_hp)
2298 { 2479 {
2299 int width = cell->stat_width * T; 2480 int width = cell->stat_width * Tw;
2300 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2481 int thick = (sh * Th / 32 + 27) / 28 + 1 + cell->stat_width;
2301 2482
2302 glColor3ub (0, 0, 0); 2483 glColor3ub (0, 0, 0);
2303 glRectf (px + 1, py - thick - 2, 2484 glRectf (px + 1, py - thick - 2,
2304 px + width - 1, py); 2485 px + width - 1, py);
2305 2486
2311 } 2492 }
2312 } 2493 }
2313} 2494}
2314 2495
2315void 2496void
2316draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2497draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2317 CODE: 2498 CODE:
2318{ 2499{
2319 static float color[16][3] = { 2500 static float color[16][3] = {
2320 { 0.00F, 0.00F, 0.00F }, 2501 { 0.00f, 0.00f, 0.00f },
2321 { 1.00F, 1.00F, 1.00F }, 2502 { 1.00f, 1.00f, 1.00f },
2322 { 0.00F, 0.00F, 0.55F }, 2503 { 0.00f, 0.00f, 0.55f },
2323 { 1.00F, 0.00F, 0.00F }, 2504 { 1.00f, 0.00f, 0.00f },
2324 2505
2325 { 1.00F, 0.54F, 0.00F }, 2506 { 1.00f, 0.54f, 0.00f },
2326 { 0.11F, 0.56F, 1.00F }, 2507 { 0.11f, 0.56f, 1.00f },
2327 { 0.93F, 0.46F, 0.00F }, 2508 { 0.93f, 0.46f, 0.00f },
2328 { 0.18F, 0.54F, 0.34F }, 2509 { 0.18f, 0.54f, 0.34f },
2329 2510
2330 { 0.56F, 0.73F, 0.56F }, 2511 { 0.56f, 0.73f, 0.56f },
2331 { 0.80F, 0.80F, 0.80F }, 2512 { 0.80f, 0.80f, 0.80f },
2332 { 0.55F, 0.41F, 0.13F }, 2513 { 0.55f, 0.41f, 0.13f },
2333 { 0.99F, 0.77F, 0.26F }, 2514 { 0.99f, 0.77f, 0.26f },
2334 2515
2335 { 0.74F, 0.65F, 0.41F }, 2516 { 0.74f, 0.65f, 0.41f },
2336 2517
2337 { 0.00F, 1.00F, 1.00F }, 2518 { 0.00f, 1.00f, 1.00f },
2338 { 1.00F, 0.00F, 1.00F }, 2519 { 1.00f, 0.00f, 1.00f },
2339 { 1.00F, 1.00F, 0.00F }, 2520 { 1.00f, 1.00f, 0.00f },
2340 }; 2521 };
2341 2522
2342 int x, y; 2523 int x, y;
2343 2524
2344 glEnable (GL_TEXTURE_2D); 2525 glEnable (GL_TEXTURE_2D);
2526 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2527 * but the nvidia driver (185.18.14) mishandles alpha textures
2528 * and takes the colour from god knows where instead of using
2529 * Cp. MODULATE results in the same colour, but slightly different
2530 * alpha, but atcually gives us the correct colour with nvidia.
2531 */
2345 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2532 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2346 glEnable (GL_BLEND); 2533 glEnable (GL_BLEND);
2347 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2534 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2348 glBegin (GL_QUADS); 2535 glBegin (GL_QUADS);
2349 2536
2350 for (y = 0; y < h; y++) 2537 for (y = 0; y < h; y++)
2354 2541
2355 if (m) 2542 if (m)
2356 { 2543 {
2357 float *c = color [m & 15]; 2544 float *c = color [m & 15];
2358 2545
2359 float tx1 = m & 0x40 ? 0.5 : 0.; 2546 float tx1 = m & 0x40 ? 0.5f : 0.f;
2360 float tx2 = tx1 + 0.5; 2547 float tx2 = tx1 + 0.5f;
2361 2548
2362 glColor4f (c[0], c[1], c[2], 0.75); 2549 glColor4f (c[0], c[1], c[2], 1);
2363 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2550 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2364 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2551 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2365 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2552 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2366 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2553 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2367 } 2554 }
2375void 2562void
2376fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2563fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2377 PPCODE: 2564 PPCODE:
2378{ 2565{
2379 int x, y; 2566 int x, y;
2380 int sw1 = sw + 2; 2567 int sw1 = sw + 2;
2381 int sh1 = sh + 2; 2568 int sh1 = sh + 2;
2382 int sh3 = sh * 3; 2569 int sh3 = sh * 3;
2383 int sw34 = (sw * 3 + 3) & ~3; 2570 int sw3 = sw * 3;
2571 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2572 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2384 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2573 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2385 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2574 memset (darkness1, 0, sw1*sh1);
2386 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2387 2575
2388 SvPOK_only (darkness3_sv); 2576 SvPOK_only (darkness3_sv);
2389 SvCUR_set (darkness3_sv, sw34 * sh3); 2577 SvCUR_set (darkness3_sv, sw3 * sh3);
2390 2578
2391 mx += self->x - 1; 2579 mx += self->x - 1;
2392 my += self->y - 1; 2580 my += self->y - 1;
2393
2394 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2395 2581
2396 for (y = 0; y < sh1; y++) 2582 for (y = 0; y < sh1; y++)
2397 if (0 <= y + my && y + my < self->rows) 2583 if (0 <= y + my && y + my < self->rows)
2398 { 2584 {
2399 maprow *row = self->row + (y + my); 2585 maprow *row = self->row + (y + my);
2402 if (row->c0 <= x + mx && x + mx < row->c1) 2588 if (row->c0 <= x + mx && x + mx < row->c1)
2403 { 2589 {
2404 mapcell *cell = row->col + (x + mx - row->c0); 2590 mapcell *cell = row->col + (x + mx - row->c0);
2405 2591
2406 darkness1 [y * sw1 + x] = cell->darkness 2592 darkness1 [y * sw1 + x] = cell->darkness
2407 ? 255 - (cell->darkness - 1) 2593 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2408 : 255 - FOW_DARKNESS; 2594 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2409 } 2595 }
2410 } 2596 }
2411 2597
2412 for (y = 0; y < sh; ++y) 2598 for (y = 0; y < sh; ++y)
2413 for (x = 0; x < sw; ++x) 2599 for (x = 0; x < sw; ++x)
2432 2618
2433 uint8_t r13 = (d13 + d23 + d12) / 3; 2619 uint8_t r13 = (d13 + d23 + d12) / 3;
2434 uint8_t r23 = d23; 2620 uint8_t r23 = d23;
2435 uint8_t r33 = (d23 + d33 + d32) / 3; 2621 uint8_t r33 = (d23 + d33 + d32) / 3;
2436 2622
2437 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2623 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2438 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2624 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2439 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2625 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2440 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2626 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2441 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2627 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); 2628 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2443 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2629 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2444 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2630 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2445 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2631 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2446 } 2632 }
2447 2633
2448 free (darkness1); 2634 free (darkness1);
2449 2635
2450 EXTEND (SP, 3); 2636 EXTEND (SP, 3);
2451 PUSHs (sv_2mortal (newSViv (sw34))); 2637 PUSHs (sv_2mortal (newSViv (sw3)));
2452 PUSHs (sv_2mortal (newSViv (sh3))); 2638 PUSHs (sv_2mortal (newSViv (sh3)));
2453 PUSHs (darkness3_sv); 2639 PUSHs (darkness3_sv);
2454} 2640}
2455 2641
2456SV * 2642SV *
2654 if (RETVAL < 0) 2840 if (RETVAL < 0)
2655 { 2841 {
2656 RETVAL = Mix_GroupOldest (-1); 2842 RETVAL = Mix_GroupOldest (-1);
2657 2843
2658 if (RETVAL < 0) 2844 if (RETVAL < 0)
2845 {
2846 // happens sometimes, maybe it just stopped playing(?)
2847 RETVAL = Mix_GroupAvailable (-1);
2848
2849 if (RETVAL < 0)
2659 XSRETURN_UNDEF; 2850 XSRETURN_UNDEF;
2660 2851 }
2852 else
2661 Mix_HaltChannel (RETVAL); 2853 Mix_HaltChannel (RETVAL);
2662 } 2854 }
2663 2855
2664 Mix_UnregisterAllEffects (RETVAL); 2856 Mix_UnregisterAllEffects (RETVAL);
2665 Mix_Volume (RETVAL, 128); 2857 Mix_Volume (RETVAL, 128);
2666} 2858}
2713void 2905void
2714set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2906set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2715 CODE: 2907 CODE:
2716{ 2908{
2717 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2909 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); 2910 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2719 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2911 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2720} 2912}
2721 2913
2722void 2914void
2723set_reverse_stereo (DC::Channel self, int flip) 2915set_reverse_stereo (DC::Channel self, int flip)
2725 Mix_SetReverseStereo (self, flip); 2917 Mix_SetReverseStereo (self, flip);
2726 2918
2727MODULE = Deliantra::Client PACKAGE = DC::MixChunk 2919MODULE = Deliantra::Client PACKAGE = DC::MixChunk
2728 2920
2729PROTOTYPES: DISABLE 2921PROTOTYPES: DISABLE
2922
2923void
2924decoders ()
2925 PPCODE:
2926#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10
2927 int i, num = Mix_GetNumChunkDecoders ();
2928 EXTEND (SP, num);
2929 for (i = 0; i < num; ++i)
2930 PUSHs (sv_2mortal (newSVpv (Mix_GetChunkDecoder (i), 0)));
2931#else
2932 XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0)));
2933#endif
2730 2934
2731DC::MixChunk 2935DC::MixChunk
2732new (SV *class, DC::RW rwops) 2936new (SV *class, DC::RW rwops)
2733 CODE: 2937 CODE:
2734 RETVAL = Mix_LoadWAV_RW (rwops, 1); 2938 RETVAL = Mix_LoadWAV_RW (rwops, 1);
2767 OUTPUT: 2971 OUTPUT:
2768 RETVAL 2972 RETVAL
2769 2973
2770MODULE = Deliantra::Client PACKAGE = DC::MixMusic 2974MODULE = Deliantra::Client PACKAGE = DC::MixMusic
2771 2975
2976void
2977decoders ()
2978 PPCODE:
2979#if SDL_MIXER_MAJOR_VERSION > 1 || SDL_MIXER_MINOR_VERSION > 2 || SDL_MIXER_PATCHLEVEL >= 10
2980 int i, num = Mix_GetNumMusicDecoders ();
2981 EXTEND (SP, num);
2982 for (i = 0; i < num; ++i)
2983 PUSHs (sv_2mortal (newSVpv (Mix_GetMusicDecoder (i), 0)));
2984#else
2985 XPUSHs (sv_2mortal (newSVpv ("(sdl mixer too old)", 0)));
2986#endif
2987
2772int 2988int
2773volume (int volume = -1) 2989volume (int volume = -1)
2774 PROTOTYPE: ;$ 2990 PROTOTYPE: ;$
2775 CODE: 2991 CODE:
2776 if (items > 0) 2992 if (items > 0)
2786 3002
2787void 3003void
2788halt () 3004halt ()
2789 CODE: 3005 CODE:
2790 Mix_HaltMusic (); 3006 Mix_HaltMusic ();
3007
3008int
3009playing ()
3010 CODE:
3011 RETVAL = Mix_PlayingMusic ();
3012 OUTPUT:
3013 RETVAL
2791 3014
2792DC::MixMusic 3015DC::MixMusic
2793new (SV *class, DC::RW rwops) 3016new (SV *class, DC::RW rwops)
2794 CODE: 3017 CODE:
2795 RETVAL = Mix_LoadMUS_RW (rwops); 3018 RETVAL = Mix_LoadMUS_RW (rwops);
2826 } *civ, const_iv[] = { 3049 } *civ, const_iv[] = {
2827# define const_iv(name) { # name, (IV)name } 3050# define const_iv(name) { # name, (IV)name }
2828 const_iv (GL_VENDOR), 3051 const_iv (GL_VENDOR),
2829 const_iv (GL_VERSION), 3052 const_iv (GL_VERSION),
2830 const_iv (GL_EXTENSIONS), 3053 const_iv (GL_EXTENSIONS),
3054 const_iv (GL_MAX_TEXTURE_UNITS),
2831 const_iv (GL_COLOR_MATERIAL), 3055 const_iv (GL_COLOR_MATERIAL),
2832 const_iv (GL_SMOOTH), 3056 const_iv (GL_SMOOTH),
2833 const_iv (GL_FLAT), 3057 const_iv (GL_FLAT),
2834 const_iv (GL_DITHER), 3058 const_iv (GL_DITHER),
2835 const_iv (GL_BLEND), 3059 const_iv (GL_BLEND),
2847 const_iv (GL_ZERO), 3071 const_iv (GL_ZERO),
2848 const_iv (GL_SRC_ALPHA), 3072 const_iv (GL_SRC_ALPHA),
2849 const_iv (GL_DST_ALPHA), 3073 const_iv (GL_DST_ALPHA),
2850 const_iv (GL_ONE_MINUS_SRC_ALPHA), 3074 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2851 const_iv (GL_ONE_MINUS_DST_ALPHA), 3075 const_iv (GL_ONE_MINUS_DST_ALPHA),
3076 const_iv (GL_SRC_COLOR),
3077 const_iv (GL_DST_COLOR),
3078 const_iv (GL_ONE_MINUS_SRC_COLOR),
3079 const_iv (GL_ONE_MINUS_DST_COLOR),
2852 const_iv (GL_SRC_ALPHA_SATURATE), 3080 const_iv (GL_SRC_ALPHA_SATURATE),
2853 const_iv (GL_RGB), 3081 const_iv (GL_RGB),
2854 const_iv (GL_RGBA), 3082 const_iv (GL_RGBA),
2855 const_iv (GL_RGBA4), 3083 const_iv (GL_RGBA4),
2856 const_iv (GL_RGBA8), 3084 const_iv (GL_RGBA8),
2924 const_iv (GL_NICEST), 3152 const_iv (GL_NICEST),
2925 const_iv (GL_V2F), 3153 const_iv (GL_V2F),
2926 const_iv (GL_V3F), 3154 const_iv (GL_V3F),
2927 const_iv (GL_T2F_V3F), 3155 const_iv (GL_T2F_V3F),
2928 const_iv (GL_T2F_N3F_V3F), 3156 const_iv (GL_T2F_N3F_V3F),
3157 const_iv (GL_FUNC_ADD),
3158 const_iv (GL_FUNC_SUBTRACT),
3159 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2929# undef const_iv 3160# undef const_iv
2930 }; 3161 };
2931 3162
2932 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3163 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ > const_iv; civ--)
2933 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3164 newCONSTSUB (stash, (char *)civ[-1].name, newSViv (civ[-1].iv));
2934 3165
2935 texture_av = newAV (); 3166 texture_av = newAV ();
2936 AvREAL_off (texture_av); 3167 AvREAL_off (texture_av);
2937} 3168}
2938 3169
2939void 3170void
2940disable_GL_EXT_blend_func_separate () 3171disable_GL_EXT_blend_func_separate ()
2941 CODE: 3172 CODE:
2942 gl.BlendFuncSeparate = 0; 3173 gl.BlendFuncSeparate = 0;
2943 gl.BlendFuncSeparateEXT = 0; 3174 gl.BlendFuncSeparateEXT = 0;
3175
3176void
3177apple_nvidia_bug (int enable)
2944 3178
2945char * 3179char *
2946gl_vendor () 3180gl_vendor ()
2947 CODE: 3181 CODE:
2948 RETVAL = (char *)glGetString (GL_VENDOR); 3182 RETVAL = (char *)glGetString (GL_VENDOR);
2979 3213
2980int glGetError () 3214int glGetError ()
2981 3215
2982void glFinish () 3216void glFinish ()
2983 3217
3218void glFlush ()
3219
2984void glClear (int mask) 3220void glClear (int mask)
2985 3221
2986void glClearColor (float r, float g, float b, float a = 1.0) 3222void glClearColor (float r, float g, float b, float a = 1.0)
2987 PROTOTYPE: @ 3223 PROTOTYPE: @
2988 3224
2997void glBlendFunc (int sfactor, int dfactor) 3233void glBlendFunc (int sfactor, int dfactor)
2998 3234
2999void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3235void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3000 CODE: 3236 CODE:
3001 gl_BlendFuncSeparate (sa, da, saa, daa); 3237 gl_BlendFuncSeparate (sa, da, saa, daa);
3238
3239# void glBlendEquation (int se)
3002 3240
3003void glDepthMask (int flag) 3241void glDepthMask (int flag)
3004 3242
3005void glLogicOp (int opcode) 3243void glLogicOp (int opcode)
3006 3244
3156void glNewList (int list, int mode = GL_COMPILE) 3394void glNewList (int list, int mode = GL_COMPILE)
3157 3395
3158void glEndList () 3396void glEndList ()
3159 3397
3160void glCallList (int list) 3398void glCallList (int list)
3399
3400void c_init ()
3401 CODE:
3402 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3403 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3161 3404
3162MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3405MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3163 3406
3164PROTOTYPES: DISABLE 3407PROTOTYPES: DISABLE
3165 3408

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