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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 1.297 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));
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 /* 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 2241 // update smooth hash
2138 if (tex.smoothtile) 2242 if (tex.smoothtile)
2139 { 2243 {
2140 skey.tile = tex.smoothtile; 2244 skey.tile = tex.smoothtile;
2141 skey.level = tex.smoothlevel; 2245 skey.level = tex.smoothlevel;
2169 // corners 2273 // corners
2170 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);
2171 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);
2172 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);
2173 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);
2174 } 2299 }
2175 } 2300 }
2176 } 2301 }
2177 } 2302 }
2178 2303
2275 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);
2276 2401
2277 rc_draw (rc); 2402 rc_draw (rc);
2278 } 2403 }
2279 2404
2405 rc_draw (rc_ov);
2406 rc_clear (rc_ov);
2407
2280 glDisable (GL_BLEND); 2408 glDisable (GL_BLEND);
2281 rc_free (rc); 2409 rc_free (rc);
2410 rc_free (rc_ov);
2282 2411
2283 // top layer: overlays such as the health bar 2412 // top layer: overlays such as the health bar
2284 for (y = 0; y < sh; y++) 2413 for (y = 0; y < sh; y++)
2285 if (0 <= y + my && y + my < self->rows) 2414 if (0 <= y + my && y + my < self->rows)
2286 { 2415 {
2317 } 2446 }
2318 } 2447 }
2319} 2448}
2320 2449
2321void 2450void
2322draw_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)
2323 CODE: 2452 CODE:
2324{ 2453{
2325 static float color[16][3] = { 2454 static float color[16][3] = {
2326 { 0.00F, 0.00F, 0.00F }, 2455 { 0.00f, 0.00f, 0.00f },
2327 { 1.00F, 1.00F, 1.00F }, 2456 { 1.00f, 1.00f, 1.00f },
2328 { 0.00F, 0.00F, 0.55F }, 2457 { 0.00f, 0.00f, 0.55f },
2329 { 1.00F, 0.00F, 0.00F }, 2458 { 1.00f, 0.00f, 0.00f },
2330 2459
2331 { 1.00F, 0.54F, 0.00F }, 2460 { 1.00f, 0.54f, 0.00f },
2332 { 0.11F, 0.56F, 1.00F }, 2461 { 0.11f, 0.56f, 1.00f },
2333 { 0.93F, 0.46F, 0.00F }, 2462 { 0.93f, 0.46f, 0.00f },
2334 { 0.18F, 0.54F, 0.34F }, 2463 { 0.18f, 0.54f, 0.34f },
2335 2464
2336 { 0.56F, 0.73F, 0.56F }, 2465 { 0.56f, 0.73f, 0.56f },
2337 { 0.80F, 0.80F, 0.80F }, 2466 { 0.80f, 0.80f, 0.80f },
2338 { 0.55F, 0.41F, 0.13F }, 2467 { 0.55f, 0.41f, 0.13f },
2339 { 0.99F, 0.77F, 0.26F }, 2468 { 0.99f, 0.77f, 0.26f },
2340 2469
2341 { 0.74F, 0.65F, 0.41F }, 2470 { 0.74f, 0.65f, 0.41f },
2342 2471
2343 { 0.00F, 1.00F, 1.00F }, 2472 { 0.00f, 1.00f, 1.00f },
2344 { 1.00F, 0.00F, 1.00F }, 2473 { 1.00f, 0.00f, 1.00f },
2345 { 1.00F, 1.00F, 0.00F }, 2474 { 1.00f, 1.00f, 0.00f },
2346 }; 2475 };
2347 2476
2348 int x, y; 2477 int x, y;
2349 2478
2350 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 */
2351 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2486 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2352 glEnable (GL_BLEND); 2487 glEnable (GL_BLEND);
2353 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2488 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2354 glBegin (GL_QUADS); 2489 glBegin (GL_QUADS);
2355 2490
2356 for (y = 0; y < h; y++) 2491 for (y = 0; y < h; y++)
2360 2495
2361 if (m) 2496 if (m)
2362 { 2497 {
2363 float *c = color [m & 15]; 2498 float *c = color [m & 15];
2364 2499
2365 float tx1 = m & 0x40 ? 0.5 : 0.; 2500 float tx1 = m & 0x40 ? 0.5f : 0.f;
2366 float tx2 = tx1 + 0.5; 2501 float tx2 = tx1 + 0.5f;
2367 2502
2368 glColor4f (c[0], c[1], c[2], 0.75); 2503 glColor4f (c[0], c[1], c[2], 1);
2369 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2504 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2370 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2505 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2371 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2506 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2372 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2507 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2373 } 2508 }
2381void 2516void
2382fow_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)
2383 PPCODE: 2518 PPCODE:
2384{ 2519{
2385 int x, y; 2520 int x, y;
2386 int sw1 = sw + 2; 2521 int sw1 = sw + 2;
2387 int sh1 = sh + 2; 2522 int sh1 = sh + 2;
2388 int sh3 = sh * 3; 2523 int sh3 = sh * 3;
2389 int sw34 = (sw * 3 + 3) & ~3; 2524 int sw3 = sw * 3;
2390 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2525 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2391 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2526 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2392 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2527 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2393 2528
2394 SvPOK_only (darkness3_sv); 2529 SvPOK_only (darkness3_sv);
2395 SvCUR_set (darkness3_sv, sw34 * sh3); 2530 SvCUR_set (darkness3_sv, sw3 * sh3);
2396 2531
2397 mx += self->x - 1; 2532 mx += self->x - 1;
2398 my += self->y - 1; 2533 my += self->y - 1;
2399
2400 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2401 2534
2402 for (y = 0; y < sh1; y++) 2535 for (y = 0; y < sh1; y++)
2403 if (0 <= y + my && y + my < self->rows) 2536 if (0 <= y + my && y + my < self->rows)
2404 { 2537 {
2405 maprow *row = self->row + (y + my); 2538 maprow *row = self->row + (y + my);
2408 if (row->c0 <= x + mx && x + mx < row->c1) 2541 if (row->c0 <= x + mx && x + mx < row->c1)
2409 { 2542 {
2410 mapcell *cell = row->col + (x + mx - row->c0); 2543 mapcell *cell = row->col + (x + mx - row->c0);
2411 2544
2412 darkness1 [y * sw1 + x] = cell->darkness 2545 darkness1 [y * sw1 + x] = cell->darkness
2413 ? 255 - (cell->darkness - 1) 2546 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2414 : 255 - FOW_DARKNESS; 2547 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2415 } 2548 }
2416 } 2549 }
2417 2550
2418 for (y = 0; y < sh; ++y) 2551 for (y = 0; y < sh; ++y)
2419 for (x = 0; x < sw; ++x) 2552 for (x = 0; x < sw; ++x)
2438 2571
2439 uint8_t r13 = (d13 + d23 + d12) / 3; 2572 uint8_t r13 = (d13 + d23 + d12) / 3;
2440 uint8_t r23 = d23; 2573 uint8_t r23 = d23;
2441 uint8_t r33 = (d23 + d33 + d32) / 3; 2574 uint8_t r33 = (d23 + d33 + d32) / 3;
2442 2575
2443 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2576 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2444 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2577 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2445 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2446 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2579 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2447 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 */
2448 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2449 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2582 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2450 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2583 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2451 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2452 } 2585 }
2453 2586
2454 free (darkness1); 2587 free (darkness1);
2455 2588
2456 EXTEND (SP, 3); 2589 EXTEND (SP, 3);
2457 PUSHs (sv_2mortal (newSViv (sw34))); 2590 PUSHs (sv_2mortal (newSViv (sw3)));
2458 PUSHs (sv_2mortal (newSViv (sh3))); 2591 PUSHs (sv_2mortal (newSViv (sh3)));
2459 PUSHs (darkness3_sv); 2592 PUSHs (darkness3_sv);
2460} 2593}
2461 2594
2462SV * 2595SV *
2719void 2852void
2720set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2853set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2721 CODE: 2854 CODE:
2722{ 2855{
2723 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));
2724 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;
2725 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2858 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2726} 2859}
2727 2860
2728void 2861void
2729set_reverse_stereo (DC::Channel self, int flip) 2862set_reverse_stereo (DC::Channel self, int flip)
2832 } *civ, const_iv[] = { 2965 } *civ, const_iv[] = {
2833# define const_iv(name) { # name, (IV)name } 2966# define const_iv(name) { # name, (IV)name }
2834 const_iv (GL_VENDOR), 2967 const_iv (GL_VENDOR),
2835 const_iv (GL_VERSION), 2968 const_iv (GL_VERSION),
2836 const_iv (GL_EXTENSIONS), 2969 const_iv (GL_EXTENSIONS),
2970 const_iv (GL_MAX_TEXTURE_UNITS),
2837 const_iv (GL_COLOR_MATERIAL), 2971 const_iv (GL_COLOR_MATERIAL),
2838 const_iv (GL_SMOOTH), 2972 const_iv (GL_SMOOTH),
2839 const_iv (GL_FLAT), 2973 const_iv (GL_FLAT),
2840 const_iv (GL_DITHER), 2974 const_iv (GL_DITHER),
2841 const_iv (GL_BLEND), 2975 const_iv (GL_BLEND),
2853 const_iv (GL_ZERO), 2987 const_iv (GL_ZERO),
2854 const_iv (GL_SRC_ALPHA), 2988 const_iv (GL_SRC_ALPHA),
2855 const_iv (GL_DST_ALPHA), 2989 const_iv (GL_DST_ALPHA),
2856 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2990 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2857 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),
2858 const_iv (GL_SRC_ALPHA_SATURATE), 2996 const_iv (GL_SRC_ALPHA_SATURATE),
2859 const_iv (GL_RGB), 2997 const_iv (GL_RGB),
2860 const_iv (GL_RGBA), 2998 const_iv (GL_RGBA),
2861 const_iv (GL_RGBA4), 2999 const_iv (GL_RGBA4),
2862 const_iv (GL_RGBA8), 3000 const_iv (GL_RGBA8),
2930 const_iv (GL_NICEST), 3068 const_iv (GL_NICEST),
2931 const_iv (GL_V2F), 3069 const_iv (GL_V2F),
2932 const_iv (GL_V3F), 3070 const_iv (GL_V3F),
2933 const_iv (GL_T2F_V3F), 3071 const_iv (GL_T2F_V3F),
2934 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),
2935# undef const_iv 3076# undef const_iv
2936 }; 3077 };
2937 3078
2938 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; )
2939 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3080 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2946disable_GL_EXT_blend_func_separate () 3087disable_GL_EXT_blend_func_separate ()
2947 CODE: 3088 CODE:
2948 gl.BlendFuncSeparate = 0; 3089 gl.BlendFuncSeparate = 0;
2949 gl.BlendFuncSeparateEXT = 0; 3090 gl.BlendFuncSeparateEXT = 0;
2950 3091
3092void
3093apple_nvidia_bug (int enable)
3094
2951char * 3095char *
2952gl_vendor () 3096gl_vendor ()
2953 CODE: 3097 CODE:
2954 RETVAL = (char *)glGetString (GL_VENDOR); 3098 RETVAL = (char *)glGetString (GL_VENDOR);
2955 OUTPUT: 3099 OUTPUT:
3003void glBlendFunc (int sfactor, int dfactor) 3147void glBlendFunc (int sfactor, int dfactor)
3004 3148
3005void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3149void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3006 CODE: 3150 CODE:
3007 gl_BlendFuncSeparate (sa, da, saa, daa); 3151 gl_BlendFuncSeparate (sa, da, saa, daa);
3152
3153# void glBlendEquation (int se)
3008 3154
3009void glDepthMask (int flag) 3155void glDepthMask (int flag)
3010 3156
3011void glLogicOp (int opcode) 3157void glLogicOp (int opcode)
3012 3158
3162void glNewList (int list, int mode = GL_COMPILE) 3308void glNewList (int list, int mode = GL_COMPILE)
3163 3309
3164void glEndList () 3310void glEndList ()
3165 3311
3166void 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);
3167 3318
3168MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3319MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3169 3320
3170PROTOTYPES: DISABLE 3321PROTOTYPES: DISABLE
3171 3322

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