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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 1.296 by root, Mon Dec 21 23:52:34 2009 UTC

19 19
20#ifdef _WIN32 20#ifdef _WIN32
21# undef pipe 21# undef pipe
22// microsoft vs. C 22// microsoft vs. C
23# define sqrtf(x) sqrt(x) 23# define sqrtf(x) sqrt(x)
24# define roundf(x) (int)(x)
25# define atan2f(x,y) atan2(x,y) 24# define atan2f(x,y) atan2(x,y)
26# define M_PI 3.14159265f 25# define M_PI 3.14159265f
27#endif 26#endif
28 27
29#include <assert.h> 28#include <assert.h>
81#define expect_false(expr) expect ((expr) != 0, 0) 80#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 81#define expect_true(expr) expect ((expr) != 0, 1)
83 82
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 83#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 84
85/* this is used as fow flag as well, so has to have a different value */
86/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 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
102#define TEXID_HIDDEN 3
97 103
98static AV *texture_av; 104static AV *texture_av;
99 105
100static struct 106static struct
101{ 107{
817 823
818IV minpot (UV n) 824IV minpot (UV n)
819 825
820IV popcount (UV n) 826IV popcount (UV n)
821 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
822void 834void
823pango_init () 835pango_init ()
824 CODE: 836 CODE:
825{ 837{
826 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
1654 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1656 } 1668 }
1657} 1669}
1658 1670
1671void
1672draw_fow_texture (float intensity, int hidden_tex, int name1, uint8_t *data1, float s, float t, int w, int h, float blend = 0.f, int dx = 0, int dy = 0, int name2 = 0, uint8_t *data2 = data1)
1673 PROTOTYPE: @
1674 CODE:
1675{
1676 glEnable (GL_TEXTURE_2D);
1677 glEnable (GL_BLEND);
1678 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1679 glBindTexture (GL_TEXTURE_2D, name1);
1680
1681 glColor3f (intensity, intensity, intensity);
1682 glPushMatrix ();
1683 glScalef (1./3, 1./3, 1.);
1684
1685 if (blend > 0.f)
1686 {
1687 float dx3 = dx * -3.f / w;
1688 float dy3 = dy * -3.f / h;
1689 GLfloat env_color[4] = { 0., 0., 0., blend };
1690
1691 /* interpolate the two shadow textures */
1692 /* stage 0 == rgb(glcolor) + alpha(t0) */
1693 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1694
1695 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1696 gl.ActiveTexture (GL_TEXTURE1);
1697 glEnable (GL_TEXTURE_2D);
1698 glBindTexture (GL_TEXTURE_2D, name2);
1699 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1700
1701 /* rgb == rgb(glcolor) */
1702 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1705
1706 /* alpha = interpolate t0, t1 by env_alpha */
1707 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1708
1709 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1710 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1712
1713 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1714 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1715
1716 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1717 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1718
1719 glBegin (GL_QUADS);
1720 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1724 glEnd ();
1725
1726 glDisable (GL_TEXTURE_2D);
1727 gl.ActiveTexture (GL_TEXTURE0);
1728 }
1729 else
1730 {
1731 /* simple blending of one texture, also opengl <1.3 path */
1732 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1733
1734 glBegin (GL_QUADS);
1735 glTexCoord2f (0, 0); glVertex2f (0, 0);
1736 glTexCoord2f (0, t); glVertex2f (0, h);
1737 glTexCoord2f (s, t); glVertex2f (w, h);
1738 glTexCoord2f (s, 0); glVertex2f (w, 0);
1739 glEnd ();
1740 }
1741
1742 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1743 {
1744 int x, y;
1745 int dx3 = dx * 3;
1746 int dy3 = dy * 3;
1747
1748 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1749 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1750 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1751 glTranslatef (-1., -1., 0);
1752 glBegin (GL_QUADS);
1753
1754 for (y = 1; y < h; y += 3)
1755 {
1756 int y1 = y - dy3;
1757 int y1valid = y1 >= 0 && y1 < h;
1758
1759 for (x = 1; x < w; x += 3)
1760 {
1761 int x1 = x - dx3;
1762 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1763 uint8_t h2;
1764
1765 if (y1valid && x1 >= 0 && x1 < w)
1766 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1767 else
1768 h2 = 1; /* out of range == invisible */
1769
1770 if (h1 || h2)
1771 {
1772 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1773 glColor4f (1., 1., 1., alpha);
1774
1775 glTexCoord2f (0, 0.); glVertex2i (x , y );
1776 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1777 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1778 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1779 }
1780 }
1781 }
1782 }
1783
1784 glEnd ();
1785
1786 glPopMatrix ();
1787
1788 glDisable (GL_TEXTURE_2D);
1789 glDisable (GL_BLEND);
1790}
1791
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1792IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1793 CODE:
1661{ 1794{
1662 GLint width; 1795 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1796 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1877 { 2010 {
1878 ext = *data++; 2011 ext = *data++;
1879 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1880 2013
1881 if (cmd < 4) 2014 if (cmd < 4)
1882 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1883 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1884 { 2017 {
1885 cell->stat_width = 1; 2018 cell->stat_width = 1;
1886 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1887 } 2020 }
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2138 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
2006 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2139 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2140 smooth_key skey;
2008 int pl_x, pl_y; 2141 int pl_x, pl_y;
2009 maptex pl_tex; 2142 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2143 rc_t *rc = rc_alloc ();
2144 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2145 rc_key_t key;
2012 rc_array_t *arr; 2146 rc_array_t *arr, *arr_hidden;
2013 2147
2014 pl_tex.name = 0; 2148 pl_tex.name = 0;
2015 2149
2016 // thats current max. sorry. 2150 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2151 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2152 if (sh > 255) sh = 255;
2019 2153
2020 // clear key, in case of extra padding 2154 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2155 memset (&skey, 0, sizeof (skey));
2054 } 2188 }
2055 2189
2056 glEnable (GL_BLEND); 2190 glEnable (GL_BLEND);
2057 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2191 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2058 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2192 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2193
2194 key.texname = self->tex [TEXID_HIDDEN].name;
2195 arr_hidden = rc_array (rc_ov, &key);
2059 2196
2060 for (z = 0; z <= 2; z++) 2197 for (z = 0; z <= 2; z++)
2061 { 2198 {
2062 memset (smooth_level, 0, sizeof (smooth_level)); 2199 memset (smooth_level, 0, sizeof (smooth_level));
2063 key.texname = -1; 2200 key.texname = -1;
2074 tileid tile = cell->tile [z]; 2211 tileid tile = cell->tile [z];
2075 2212
2076 if (tile) 2213 if (tile)
2077 { 2214 {
2078 maptex tex = self->tex [tile]; 2215 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2216 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2217
2082 if (key.texname != tex.name) 2218 if (key.texname != tex.name)
2083 { 2219 {
2084 self->tex [tile].unused = 0; 2220 self->tex [tile].unused = 0;
2085 2221
2086 if (!tex.name) 2222 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2223 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2224
2089 key.texname = tex.name; 2225 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2226 arr = rc_array (rc, &key);
2091 } 2227 }
2228
2229 px = (x + 1) * T - tex.w;
2230 py = (y + 1) * T - tex.h;
2092 2231
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2232 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2233 {
2095 pl_x = px; 2234 pl_x = px;
2096 pl_y = py; 2235 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2240 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2241 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2103 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2242 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2104 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2243 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2244
2106 if (expect_false (cell->flags) && expect_false (z == 2))
2107 {
2108 /* 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 2245 // update smooth hash
2138 if (tex.smoothtile) 2246 if (tex.smoothtile)
2139 { 2247 {
2140 skey.tile = tex.smoothtile; 2248 skey.tile = tex.smoothtile;
2141 skey.level = tex.smoothlevel; 2249 skey.level = tex.smoothlevel;
2169 // corners 2277 // corners
2170 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2278 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2171 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2279 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2172 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2280 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2173 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2281 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2282 }
2283 }
2284
2285 if (expect_false (z == 2) && expect_false (cell->flags))
2286 {
2287 // overlays such as the speech bubble, probably more to come
2288 if (cell->flags & 1)
2289 {
2290 rc_key_t key_ov = key;
2291 maptex tex = self->tex [TEXID_SPEECH];
2292 rc_array_t *arr;
2293 int px = x * T + T * 2 / 32;
2294 int py = y * T - T * 6 / 32;
2295
2296 key_ov.texname = tex.name;
2297 arr = rc_array (rc_ov, &key_ov);
2298
2299 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2300 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2301 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2302 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2174 } 2303 }
2175 } 2304 }
2176 } 2305 }
2177 } 2306 }
2178 2307
2275 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2404 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2276 2405
2277 rc_draw (rc); 2406 rc_draw (rc);
2278 } 2407 }
2279 2408
2409 rc_draw (rc_ov);
2410 rc_clear (rc_ov);
2411
2280 glDisable (GL_BLEND); 2412 glDisable (GL_BLEND);
2281 rc_free (rc); 2413 rc_free (rc);
2414 rc_free (rc_ov);
2282 2415
2283 // top layer: overlays such as the health bar 2416 // top layer: overlays such as the health bar
2284 for (y = 0; y < sh; y++) 2417 for (y = 0; y < sh; y++)
2285 if (0 <= y + my && y + my < self->rows) 2418 if (0 <= y + my && y + my < self->rows)
2286 { 2419 {
2317 } 2450 }
2318 } 2451 }
2319} 2452}
2320 2453
2321void 2454void
2322draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2455draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2323 CODE: 2456 CODE:
2324{ 2457{
2325 static float color[16][3] = { 2458 static float color[16][3] = {
2326 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2327 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2328 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2329 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2330 2463
2331 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2332 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2333 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2334 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2335 2468
2336 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2337 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2338 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2339 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2340 2473
2341 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2342 2475
2343 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2344 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2345 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2346 }; 2479 };
2347 2480
2348 int x, y; 2481 int x, y;
2349 2482
2350 glEnable (GL_TEXTURE_2D); 2483 glEnable (GL_TEXTURE_2D);
2484 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2485 * but the nvidia driver (185.18.14) mishandles alpha textures
2486 * and takes the colour from god knows where instead of using
2487 * Cp. MODULATE results in the same colour, but slightly different
2488 * alpha, but atcually gives us the correct colour with nvidia.
2489 */
2351 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2352 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2353 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2492 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2354 glBegin (GL_QUADS); 2493 glBegin (GL_QUADS);
2355 2494
2356 for (y = 0; y < h; y++) 2495 for (y = 0; y < h; y++)
2360 2499
2361 if (m) 2500 if (m)
2362 { 2501 {
2363 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2364 2503
2365 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2366 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2367 2506
2368 glColor4f (c[0], c[1], c[2], 0.75); 2507 glColor4f (c[0], c[1], c[2], 1);
2369 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2370 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2371 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2372 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2511 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2373 } 2512 }
2381void 2520void
2382fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2521fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2383 PPCODE: 2522 PPCODE:
2384{ 2523{
2385 int x, y; 2524 int x, y;
2386 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2387 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2388 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2389 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2390 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2391 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2392 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2393 2532
2394 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2395 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2396 2535
2397 mx += self->x - 1; 2536 mx += self->x - 1;
2398 my += self->y - 1; 2537 my += self->y - 1;
2399
2400 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2401 2538
2402 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2403 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2404 { 2541 {
2405 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2408 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2409 { 2546 {
2410 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2411 2548
2412 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2413 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2414 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2415 } 2552 }
2416 } 2553 }
2417 2554
2418 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2419 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2438 2575
2439 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2440 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2441 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2442 2579
2443 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2444 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2445 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2446 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2447 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2584 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2448 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2449 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2450 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2451 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2452 } 2589 }
2453 2590
2454 free (darkness1); 2591 free (darkness1);
2455 2592
2456 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2457 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2458 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2459 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2460} 2597}
2461 2598
2462SV * 2599SV *
2719void 2856void
2720set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2721 CODE: 2858 CODE:
2722{ 2859{
2723 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2860 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2724 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2861 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2725 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2726} 2863}
2727 2864
2728void 2865void
2729set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2832 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2833# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2834 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2835 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2836 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2837 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2838 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2839 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2840 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2841 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2853 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2854 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2855 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2856 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2857 const_iv (GL_ONE_MINUS_DST_ALPHA), 2995 const_iv (GL_ONE_MINUS_DST_ALPHA),
2996 const_iv (GL_SRC_COLOR),
2997 const_iv (GL_DST_COLOR),
2998 const_iv (GL_ONE_MINUS_SRC_COLOR),
2999 const_iv (GL_ONE_MINUS_DST_COLOR),
2858 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2859 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2860 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2861 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2862 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
2930 const_iv (GL_NICEST), 3072 const_iv (GL_NICEST),
2931 const_iv (GL_V2F), 3073 const_iv (GL_V2F),
2932 const_iv (GL_V3F), 3074 const_iv (GL_V3F),
2933 const_iv (GL_T2F_V3F), 3075 const_iv (GL_T2F_V3F),
2934 const_iv (GL_T2F_N3F_V3F), 3076 const_iv (GL_T2F_N3F_V3F),
3077 const_iv (GL_FUNC_ADD),
3078 const_iv (GL_FUNC_SUBTRACT),
3079 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2935# undef const_iv 3080# undef const_iv
2936 }; 3081 };
2937 3082
2938 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3083 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2939 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3084 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2946disable_GL_EXT_blend_func_separate () 3091disable_GL_EXT_blend_func_separate ()
2947 CODE: 3092 CODE:
2948 gl.BlendFuncSeparate = 0; 3093 gl.BlendFuncSeparate = 0;
2949 gl.BlendFuncSeparateEXT = 0; 3094 gl.BlendFuncSeparateEXT = 0;
2950 3095
3096void
3097apple_nvidia_bug (int enable)
3098
2951char * 3099char *
2952gl_vendor () 3100gl_vendor ()
2953 CODE: 3101 CODE:
2954 RETVAL = (char *)glGetString (GL_VENDOR); 3102 RETVAL = (char *)glGetString (GL_VENDOR);
2955 OUTPUT: 3103 OUTPUT:
3003void glBlendFunc (int sfactor, int dfactor) 3151void glBlendFunc (int sfactor, int dfactor)
3004 3152
3005void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3006 CODE: 3154 CODE:
3007 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
3156
3157# void glBlendEquation (int se)
3008 3158
3009void glDepthMask (int flag) 3159void glDepthMask (int flag)
3010 3160
3011void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
3012 3162
3162void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3163 3313
3164void glEndList () 3314void glEndList ()
3165 3315
3166void glCallList (int list) 3316void glCallList (int list)
3317
3318void c_init ()
3319 CODE:
3320 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3321 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3167 3322
3168MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3169 3324
3170PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3171 3326

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