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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.284 by elmex, Thu Dec 11 00:17:47 2008 UTC vs.
Revision 1.294 by root, Sat Dec 19 05:06:56 2009 UTC

81#define expect_false(expr) expect ((expr) != 0, 0) 81#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 82#define expect_true(expr) expect ((expr) != 0, 1)
83 83
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 85
86#define FOW_DARKNESS 16 86#define FOW_DARKNESS 64
87#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */
87 88
88#define MAP_EXTEND_X 32 89#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 90#define MAP_EXTEND_Y 512
90 91
91#define MIN_FONT_HEIGHT 10 92#define MIN_FONT_HEIGHT 10
92 93
93/* mask out modifiers we are not interested in */ 94/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 95#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 96
96#define KMOD_LRAM 0x10000 // our extension 97#define KMOD_LRAM 0x10000 // our extension
98
99#define TEXID_SPEECH 1
100#define TEXID_NOFACE 2
101#define TEXID_HIDDEN 3
97 102
98static AV *texture_av; 103static AV *texture_av;
99 104
100static struct 105static struct
101{ 106{
1654 glDisable (GL_ALPHA_TEST); 1659 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1660 glDisable (GL_BLEND);
1656 } 1661 }
1657} 1662}
1658 1663
1664void
1665draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1, float blend = 0.f, float dx = 0.f, float dy = 0.f, int name2 = 0, float s2 = 0.f, float t2 = 0.f, float w2 = 0.f, float h2 = 0.f)
1666 PROTOTYPE: @
1667 CODE:
1668{
1669 glEnable (GL_TEXTURE_2D);
1670 glEnable (GL_BLEND);
1671 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1672 glBindTexture (GL_TEXTURE_2D, name1);
1673
1674 glColor3f (intensity, intensity, intensity);
1675 glPushMatrix ();
1676 glScalef (1./3, 1./3, 1.);
1677
1678 if (blend > 0.f)
1679 {
1680 float S2, T2; /* 0. 0. for texture 2 */
1681 float w = w1 > w2 ? w1 : w2;
1682 float h = h1 > h2 ? h1 : h2;
1683 GLfloat env_color[4] = { 0., 0., 0., blend };
1684
1685 /* interpolate the two shadow textures */
1686 /* stage 0 == rgb(glcolor) + alpha(t0) */
1687 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1688
1689 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1690 gl.ActiveTexture (GL_TEXTURE1);
1691 glEnable (GL_TEXTURE_2D);
1692 glBindTexture (GL_TEXTURE_2D, name2);
1693 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1694
1695 /* rgb == rgb(glcolor) */
1696 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1697 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1698 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1699
1700 /* alpha = interpolate t0, t1 by env_alpha */
1701 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1702
1703 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1705 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1706
1707 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1708 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1709
1710 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1712
1713 s1 *= w / w1;
1714 t1 *= h / h1;
1715
1716 dx *= -3.f / w2;
1717 dy *= -3.f / h2;
1718 dx *= w / w2;
1719 dy *= h / h2;
1720
1721 s2 *= w / w2;
1722 t2 *= h / h2;
1723
1724 glBegin (GL_QUADS);
1725 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0);
1726 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1);
1727 gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1);
1728 gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0);
1729 glEnd ();
1730
1731 glDisable (GL_TEXTURE_2D);
1732 gl.ActiveTexture (GL_TEXTURE0);
1733 }
1734 else
1735 {
1736 /* simple blending of one texture, also opengl <1.3 path */
1737 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1738
1739 glBegin (GL_QUADS);
1740 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1741 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1742 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1743 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1744 glEnd ();
1745 }
1746
1747 glPopMatrix ();
1748
1749 glDisable (GL_TEXTURE_2D);
1750 glDisable (GL_BLEND);
1751}
1752
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1753IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1754 CODE:
1661{ 1755{
1662 GLint width; 1756 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1757 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2099 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) 2100 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2101 smooth_key skey;
2008 int pl_x, pl_y; 2102 int pl_x, pl_y;
2009 maptex pl_tex; 2103 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2104 rc_t *rc = rc_alloc ();
2105 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2106 rc_key_t key;
2012 rc_array_t *arr; 2107 rc_array_t *arr, *arr_hidden;
2013 2108
2014 pl_tex.name = 0; 2109 pl_tex.name = 0;
2015 2110
2016 // thats current max. sorry. 2111 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2112 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2113 if (sh > 255) sh = 255;
2019 2114
2020 // clear key, in case of extra padding 2115 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2116 memset (&skey, 0, sizeof (skey));
2054 } 2149 }
2055 2150
2056 glEnable (GL_BLEND); 2151 glEnable (GL_BLEND);
2057 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2152 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2058 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2153 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2154
2155 key.texname = self->tex [TEXID_HIDDEN].name;
2156 arr_hidden = rc_array (rc_ov, &key);
2059 2157
2060 for (z = 0; z <= 2; z++) 2158 for (z = 0; z <= 2; z++)
2061 { 2159 {
2062 memset (smooth_level, 0, sizeof (smooth_level)); 2160 memset (smooth_level, 0, sizeof (smooth_level));
2063 key.texname = -1; 2161 key.texname = -1;
2074 tileid tile = cell->tile [z]; 2172 tileid tile = cell->tile [z];
2075 2173
2076 if (tile) 2174 if (tile)
2077 { 2175 {
2078 maptex tex = self->tex [tile]; 2176 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2177 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2178
2082 if (key.texname != tex.name) 2179 if (key.texname != tex.name)
2083 { 2180 {
2084 self->tex [tile].unused = 0; 2181 self->tex [tile].unused = 0;
2085 2182
2086 if (!tex.name) 2183 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2184 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2185
2089 key.texname = tex.name; 2186 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2187 arr = rc_array (rc, &key);
2091 } 2188 }
2189
2190 px = (x + 1) * T - tex.w;
2191 py = (y + 1) * T - tex.h;
2092 2192
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2193 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2194 {
2095 pl_x = px; 2195 pl_x = px;
2096 pl_y = py; 2196 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2201 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2202 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); 2203 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); 2204 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2205
2106 if (expect_false (cell->flags) && expect_false (z == 2))
2107 {
2108 /* this is a workaround to make speech bubbles drawn
2109 * for example above walls, work. */
2110 rc_draw (rc);
2111 rc_clear (rc);
2112 key.texname = -1;
2113
2114 // overlays such as the speech bubble, probably more to come
2115 if (cell->flags & 1)
2116 {
2117 maptex tex = self->tex [1];
2118 int px = x * T + T * 2 / 32;
2119 int py = y * T - T * 6 / 32;
2120
2121 if (tex.name)
2122 {
2123 if (key.texname != tex.name)
2124 {
2125 key.texname = tex.name;
2126 arr = rc_array (rc, &key);
2127 }
2128
2129 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2130 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2131 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2132 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2133 }
2134 }
2135 }
2136
2137 // update smooth hash 2206 // update smooth hash
2138 if (tex.smoothtile) 2207 if (tex.smoothtile)
2139 { 2208 {
2140 skey.tile = tex.smoothtile; 2209 skey.tile = tex.smoothtile;
2141 skey.level = tex.smoothlevel; 2210 skey.level = tex.smoothlevel;
2169 // corners 2238 // corners
2170 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2239 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2171 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2240 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2172 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2241 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2173 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2242 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2243 }
2244 }
2245
2246 if (expect_false (z == 2))
2247 {
2248 /* draw question marks on top of hidden spaces */
2249 if (!cell->darkness)
2250 {
2251 maptex tex = self->tex [TEXID_HIDDEN];
2252 int px = (x + 1) * T - tex.w;
2253 int py = (y + 1) * T - tex.h;
2254
2255 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2256 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2257 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2258 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2259 }
2260
2261 if (expect_false (cell->flags))
2262 {
2263 // overlays such as the speech bubble, probably more to come
2264 if (cell->flags & 1)
2265 {
2266 rc_key_t key_ov = key;
2267 maptex tex = self->tex [TEXID_SPEECH];
2268 rc_array_t *arr;
2269 int px = x * T + T * 2 / 32;
2270 int py = y * T - T * 6 / 32;
2271
2272 key_ov.texname = tex.name;
2273 arr = rc_array (rc_ov, &key_ov);
2274
2275 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2276 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2277 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2278 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2279 }
2174 } 2280 }
2175 } 2281 }
2176 } 2282 }
2177 } 2283 }
2178 2284
2275 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2381 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2276 2382
2277 rc_draw (rc); 2383 rc_draw (rc);
2278 } 2384 }
2279 2385
2386 rc_draw (rc_ov);
2387 rc_clear (rc_ov);
2388
2280 glDisable (GL_BLEND); 2389 glDisable (GL_BLEND);
2281 rc_free (rc); 2390 rc_free (rc);
2391 rc_free (rc_ov);
2282 2392
2283 // top layer: overlays such as the health bar 2393 // top layer: overlays such as the health bar
2284 for (y = 0; y < sh; y++) 2394 for (y = 0; y < sh; y++)
2285 if (0 <= y + my && y + my < self->rows) 2395 if (0 <= y + my && y + my < self->rows)
2286 { 2396 {
2346 }; 2456 };
2347 2457
2348 int x, y; 2458 int x, y;
2349 2459
2350 glEnable (GL_TEXTURE_2D); 2460 glEnable (GL_TEXTURE_2D);
2461 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2462 * but the nvidia driver (185.18.14) mishandles alpha textures
2463 * ansd takes the colour from god knows where instead of using
2464 * Cp. MODULATE results in the same colour, but slightly different
2465 * alpha, but atcually gives us the correct colour with nvidia.
2466 */
2351 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2467 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2352 glEnable (GL_BLEND); 2468 glEnable (GL_BLEND);
2353 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2469 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2354 glBegin (GL_QUADS); 2470 glBegin (GL_QUADS);
2355 2471
2356 for (y = 0; y < h; y++) 2472 for (y = 0; y < h; y++)
2363 float *c = color [m & 15]; 2479 float *c = color [m & 15];
2364 2480
2365 float tx1 = m & 0x40 ? 0.5 : 0.; 2481 float tx1 = m & 0x40 ? 0.5 : 0.;
2366 float tx2 = tx1 + 0.5; 2482 float tx2 = tx1 + 0.5;
2367 2483
2368 glColor4f (c[0], c[1], c[2], 0.75); 2484 glColor4f (c[0], c[1], c[2], 1);
2369 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2485 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2370 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2486 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2371 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2487 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2372 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2488 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2373 } 2489 }
2395 SvCUR_set (darkness3_sv, sw34 * sh3); 2511 SvCUR_set (darkness3_sv, sw34 * sh3);
2396 2512
2397 mx += self->x - 1; 2513 mx += self->x - 1;
2398 my += self->y - 1; 2514 my += self->y - 1;
2399 2515
2400 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2516 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2401 2517
2402 for (y = 0; y < sh1; y++) 2518 for (y = 0; y < sh1; y++)
2403 if (0 <= y + my && y + my < self->rows) 2519 if (0 <= y + my && y + my < self->rows)
2404 { 2520 {
2405 maprow *row = self->row + (y + my); 2521 maprow *row = self->row + (y + my);
2408 if (row->c0 <= x + mx && x + mx < row->c1) 2524 if (row->c0 <= x + mx && x + mx < row->c1)
2409 { 2525 {
2410 mapcell *cell = row->col + (x + mx - row->c0); 2526 mapcell *cell = row->col + (x + mx - row->c0);
2411 2527
2412 darkness1 [y * sw1 + x] = cell->darkness 2528 darkness1 [y * sw1 + x] = cell->darkness
2413 ? 255 - (cell->darkness - 1) 2529 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2414 : 255 - FOW_DARKNESS; 2530 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2415 } 2531 }
2416 } 2532 }
2417 2533
2418 for (y = 0; y < sh; ++y) 2534 for (y = 0; y < sh; ++y)
2419 for (x = 0; x < sw; ++x) 2535 for (x = 0; x < sw; ++x)
2832 } *civ, const_iv[] = { 2948 } *civ, const_iv[] = {
2833# define const_iv(name) { # name, (IV)name } 2949# define const_iv(name) { # name, (IV)name }
2834 const_iv (GL_VENDOR), 2950 const_iv (GL_VENDOR),
2835 const_iv (GL_VERSION), 2951 const_iv (GL_VERSION),
2836 const_iv (GL_EXTENSIONS), 2952 const_iv (GL_EXTENSIONS),
2953 const_iv (GL_MAX_TEXTURE_UNITS),
2837 const_iv (GL_COLOR_MATERIAL), 2954 const_iv (GL_COLOR_MATERIAL),
2838 const_iv (GL_SMOOTH), 2955 const_iv (GL_SMOOTH),
2839 const_iv (GL_FLAT), 2956 const_iv (GL_FLAT),
2840 const_iv (GL_DITHER), 2957 const_iv (GL_DITHER),
2841 const_iv (GL_BLEND), 2958 const_iv (GL_BLEND),
2853 const_iv (GL_ZERO), 2970 const_iv (GL_ZERO),
2854 const_iv (GL_SRC_ALPHA), 2971 const_iv (GL_SRC_ALPHA),
2855 const_iv (GL_DST_ALPHA), 2972 const_iv (GL_DST_ALPHA),
2856 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2973 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2857 const_iv (GL_ONE_MINUS_DST_ALPHA), 2974 const_iv (GL_ONE_MINUS_DST_ALPHA),
2975 const_iv (GL_SRC_COLOR),
2976 const_iv (GL_DST_COLOR),
2977 const_iv (GL_ONE_MINUS_SRC_COLOR),
2978 const_iv (GL_ONE_MINUS_DST_COLOR),
2858 const_iv (GL_SRC_ALPHA_SATURATE), 2979 const_iv (GL_SRC_ALPHA_SATURATE),
2859 const_iv (GL_RGB), 2980 const_iv (GL_RGB),
2860 const_iv (GL_RGBA), 2981 const_iv (GL_RGBA),
2861 const_iv (GL_RGBA4), 2982 const_iv (GL_RGBA4),
2862 const_iv (GL_RGBA8), 2983 const_iv (GL_RGBA8),
2930 const_iv (GL_NICEST), 3051 const_iv (GL_NICEST),
2931 const_iv (GL_V2F), 3052 const_iv (GL_V2F),
2932 const_iv (GL_V3F), 3053 const_iv (GL_V3F),
2933 const_iv (GL_T2F_V3F), 3054 const_iv (GL_T2F_V3F),
2934 const_iv (GL_T2F_N3F_V3F), 3055 const_iv (GL_T2F_N3F_V3F),
3056 const_iv (GL_FUNC_ADD),
3057 const_iv (GL_FUNC_SUBTRACT),
3058 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2935# undef const_iv 3059# undef const_iv
2936 }; 3060 };
2937 3061
2938 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3062 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2939 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3063 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2946disable_GL_EXT_blend_func_separate () 3070disable_GL_EXT_blend_func_separate ()
2947 CODE: 3071 CODE:
2948 gl.BlendFuncSeparate = 0; 3072 gl.BlendFuncSeparate = 0;
2949 gl.BlendFuncSeparateEXT = 0; 3073 gl.BlendFuncSeparateEXT = 0;
2950 3074
3075void
3076apple_nvidia_bug (int enable)
3077
2951char * 3078char *
2952gl_vendor () 3079gl_vendor ()
2953 CODE: 3080 CODE:
2954 RETVAL = (char *)glGetString (GL_VENDOR); 3081 RETVAL = (char *)glGetString (GL_VENDOR);
2955 OUTPUT: 3082 OUTPUT:
3003void glBlendFunc (int sfactor, int dfactor) 3130void glBlendFunc (int sfactor, int dfactor)
3004 3131
3005void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3132void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3006 CODE: 3133 CODE:
3007 gl_BlendFuncSeparate (sa, da, saa, daa); 3134 gl_BlendFuncSeparate (sa, da, saa, daa);
3135
3136# void glBlendEquation (int se)
3008 3137
3009void glDepthMask (int flag) 3138void glDepthMask (int flag)
3010 3139
3011void glLogicOp (int opcode) 3140void glLogicOp (int opcode)
3012 3141

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