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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 1.298 by root, Tue Dec 22 00:46:05 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>
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
97 104
98static AV *texture_av; 105static AV *texture_av;
99 106
100static struct 107static struct
101{ 108{
817 824
818IV minpot (UV n) 825IV minpot (UV n)
819 826
820IV popcount (UV n) 827IV popcount (UV n)
821 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
822void 835void
823pango_init () 836pango_init ()
824 CODE: 837 CODE:
825{ 838{
826 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
1654 glDisable (GL_ALPHA_TEST); 1667 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1668 glDisable (GL_BLEND);
1656 } 1669 }
1657} 1670}
1658 1671
1672void
1673draw_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)
1674 PROTOTYPE: @
1675 CODE:
1676{
1677 glEnable (GL_TEXTURE_2D);
1678 glEnable (GL_BLEND);
1679 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1680 glBindTexture (GL_TEXTURE_2D, name1);
1681
1682 glColor3f (intensity, intensity, intensity);
1683 glPushMatrix ();
1684 glScalef (1./3, 1./3, 1.);
1685
1686 if (blend > 0.f)
1687 {
1688 float dx3 = dx * -3.f / w;
1689 float dy3 = dy * -3.f / h;
1690 GLfloat env_color[4] = { 0., 0., 0., blend };
1691
1692 /* interpolate the two shadow textures */
1693 /* stage 0 == rgb(glcolor) + alpha(t0) */
1694 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1695
1696 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1697 gl.ActiveTexture (GL_TEXTURE1);
1698 glEnable (GL_TEXTURE_2D);
1699 glBindTexture (GL_TEXTURE_2D, name2);
1700 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1701
1702 /* rgb == rgb(glcolor) */
1703 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1705 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1706
1707 /* alpha = interpolate t0, t1 by env_alpha */
1708 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1709
1710 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1712 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1713
1714 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1715 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1716
1717 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1718 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1719
1720 glBegin (GL_QUADS);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1724 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1725 glEnd ();
1726
1727 glDisable (GL_TEXTURE_2D);
1728 gl.ActiveTexture (GL_TEXTURE0);
1729 }
1730 else
1731 {
1732 /* simple blending of one texture, also opengl <1.3 path */
1733 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1734
1735 glBegin (GL_QUADS);
1736 glTexCoord2f (0, 0); glVertex2f (0, 0);
1737 glTexCoord2f (0, t); glVertex2f (0, h);
1738 glTexCoord2f (s, t); glVertex2f (w, h);
1739 glTexCoord2f (s, 0); glVertex2f (w, 0);
1740 glEnd ();
1741 }
1742
1743 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1744 {
1745 int x, y;
1746 int dx3 = dx * 3;
1747 int dy3 = dy * 3;
1748
1749 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1750 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1751 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1752 glTranslatef (-1., -1., 0);
1753 glBegin (GL_QUADS);
1754
1755 for (y = 1; y < h; y += 3)
1756 {
1757 int y1 = y - dy3;
1758 int y1valid = y1 >= 0 && y1 < h;
1759
1760 for (x = 1; x < w; x += 3)
1761 {
1762 int x1 = x - dx3;
1763 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1764 uint8_t h2;
1765
1766 if (y1valid && x1 >= 0 && x1 < w)
1767 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1768 else
1769 h2 = 1; /* out of range == invisible */
1770
1771 if (h1 || h2)
1772 {
1773 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1774 glColor4f (1., 1., 1., alpha);
1775
1776 glTexCoord2f (0, 0.); glVertex2i (x , y );
1777 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1778 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1779 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1780 }
1781 }
1782 }
1783 }
1784
1785 glEnd ();
1786
1787 glPopMatrix ();
1788
1789 glDisable (GL_TEXTURE_2D);
1790 glDisable (GL_BLEND);
1791}
1792
1659IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1793IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1660 CODE: 1794 CODE:
1661{ 1795{
1662 GLint width; 1796 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1797 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1877 { 2011 {
1878 ext = *data++; 2012 ext = *data++;
1879 cmd = ext & 0x7f; 2013 cmd = ext & 0x7f;
1880 2014
1881 if (cmd < 4) 2015 if (cmd < 4)
1882 cell->darkness = 255 - ext * 64 + 1; 2016 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1883 else if (cmd == 5) // health 2017 else if (cmd == 5) // health
1884 { 2018 {
1885 cell->stat_width = 1; 2019 cell->stat_width = 1;
1886 cell->stat_hp = *data++; 2020 cell->stat_hp = *data++;
1887 } 2021 }
2005 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2139 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) 2140 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
2007 smooth_key skey; 2141 smooth_key skey;
2008 int pl_x, pl_y; 2142 int pl_x, pl_y;
2009 maptex pl_tex; 2143 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2144 rc_t *rc = rc_alloc ();
2145 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2146 rc_key_t key;
2012 rc_array_t *arr; 2147 rc_array_t *arr;
2013 2148
2014 pl_tex.name = 0; 2149 pl_tex.name = 0;
2015 2150
2016 // thats current max. sorry. 2151 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2152 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2153 if (sh > 255) sh = 255;
2019 2154
2020 // clear key, in case of extra padding 2155 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2156 memset (&skey, 0, sizeof (skey));
2074 tileid tile = cell->tile [z]; 2209 tileid tile = cell->tile [z];
2075 2210
2076 if (tile) 2211 if (tile)
2077 { 2212 {
2078 maptex tex = self->tex [tile]; 2213 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2214 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2215
2082 if (key.texname != tex.name) 2216 if (key.texname != tex.name)
2083 { 2217 {
2084 self->tex [tile].unused = 0; 2218 self->tex [tile].unused = 0;
2085 2219
2086 if (!tex.name) 2220 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2221 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2222
2089 key.texname = tex.name; 2223 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2224 arr = rc_array (rc, &key);
2091 } 2225 }
2226
2227 px = (x + 1) * T - tex.w;
2228 py = (y + 1) * T - tex.h;
2092 2229
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2230 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2231 {
2095 pl_x = px; 2232 pl_x = px;
2096 pl_y = py; 2233 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2238 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2239 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); 2240 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); 2241 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2105 2242
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 2243 // update smooth hash
2138 if (tex.smoothtile) 2244 if (tex.smoothtile)
2139 { 2245 {
2140 skey.tile = tex.smoothtile; 2246 skey.tile = tex.smoothtile;
2141 skey.level = tex.smoothlevel; 2247 skey.level = tex.smoothlevel;
2169 // corners 2275 // corners
2170 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2276 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); 2277 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); 2278 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); 2279 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2280 }
2281 }
2282
2283 if (expect_false (z == 2) && expect_false (cell->flags))
2284 {
2285 // overlays such as the speech bubble, probably more to come
2286 if (cell->flags & 1)
2287 {
2288 rc_key_t key_ov = key;
2289 maptex tex = self->tex [TEXID_SPEECH];
2290 rc_array_t *arr;
2291 int px = x * T + T * 2 / 32;
2292 int py = y * T - T * 6 / 32;
2293
2294 key_ov.texname = tex.name;
2295 arr = rc_array (rc_ov, &key_ov);
2296
2297 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2298 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2299 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2300 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2174 } 2301 }
2175 } 2302 }
2176 } 2303 }
2177 } 2304 }
2178 2305
2275 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2402 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2276 2403
2277 rc_draw (rc); 2404 rc_draw (rc);
2278 } 2405 }
2279 2406
2407 rc_draw (rc_ov);
2408 rc_clear (rc_ov);
2409
2280 glDisable (GL_BLEND); 2410 glDisable (GL_BLEND);
2281 rc_free (rc); 2411 rc_free (rc);
2412 rc_free (rc_ov);
2282 2413
2283 // top layer: overlays such as the health bar 2414 // top layer: overlays such as the health bar
2284 for (y = 0; y < sh; y++) 2415 for (y = 0; y < sh; y++)
2285 if (0 <= y + my && y + my < self->rows) 2416 if (0 <= y + my && y + my < self->rows)
2286 { 2417 {
2317 } 2448 }
2318 } 2449 }
2319} 2450}
2320 2451
2321void 2452void
2322draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2453draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2323 CODE: 2454 CODE:
2324{ 2455{
2325 static float color[16][3] = { 2456 static float color[16][3] = {
2326 { 0.00F, 0.00F, 0.00F }, 2457 { 0.00f, 0.00f, 0.00f },
2327 { 1.00F, 1.00F, 1.00F }, 2458 { 1.00f, 1.00f, 1.00f },
2328 { 0.00F, 0.00F, 0.55F }, 2459 { 0.00f, 0.00f, 0.55f },
2329 { 1.00F, 0.00F, 0.00F }, 2460 { 1.00f, 0.00f, 0.00f },
2330 2461
2331 { 1.00F, 0.54F, 0.00F }, 2462 { 1.00f, 0.54f, 0.00f },
2332 { 0.11F, 0.56F, 1.00F }, 2463 { 0.11f, 0.56f, 1.00f },
2333 { 0.93F, 0.46F, 0.00F }, 2464 { 0.93f, 0.46f, 0.00f },
2334 { 0.18F, 0.54F, 0.34F }, 2465 { 0.18f, 0.54f, 0.34f },
2335 2466
2336 { 0.56F, 0.73F, 0.56F }, 2467 { 0.56f, 0.73f, 0.56f },
2337 { 0.80F, 0.80F, 0.80F }, 2468 { 0.80f, 0.80f, 0.80f },
2338 { 0.55F, 0.41F, 0.13F }, 2469 { 0.55f, 0.41f, 0.13f },
2339 { 0.99F, 0.77F, 0.26F }, 2470 { 0.99f, 0.77f, 0.26f },
2340 2471
2341 { 0.74F, 0.65F, 0.41F }, 2472 { 0.74f, 0.65f, 0.41f },
2342 2473
2343 { 0.00F, 1.00F, 1.00F }, 2474 { 0.00f, 1.00f, 1.00f },
2344 { 1.00F, 0.00F, 1.00F }, 2475 { 1.00f, 0.00f, 1.00f },
2345 { 1.00F, 1.00F, 0.00F }, 2476 { 1.00f, 1.00f, 0.00f },
2346 }; 2477 };
2347 2478
2348 int x, y; 2479 int x, y;
2349 2480
2350 glEnable (GL_TEXTURE_2D); 2481 glEnable (GL_TEXTURE_2D);
2482 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2483 * but the nvidia driver (185.18.14) mishandles alpha textures
2484 * and takes the colour from god knows where instead of using
2485 * Cp. MODULATE results in the same colour, but slightly different
2486 * alpha, but atcually gives us the correct colour with nvidia.
2487 */
2351 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2488 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2352 glEnable (GL_BLEND); 2489 glEnable (GL_BLEND);
2353 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2490 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2354 glBegin (GL_QUADS); 2491 glBegin (GL_QUADS);
2355 2492
2356 for (y = 0; y < h; y++) 2493 for (y = 0; y < h; y++)
2360 2497
2361 if (m) 2498 if (m)
2362 { 2499 {
2363 float *c = color [m & 15]; 2500 float *c = color [m & 15];
2364 2501
2365 float tx1 = m & 0x40 ? 0.5 : 0.; 2502 float tx1 = m & 0x40 ? 0.5f : 0.f;
2366 float tx2 = tx1 + 0.5; 2503 float tx2 = tx1 + 0.5f;
2367 2504
2368 glColor4f (c[0], c[1], c[2], 0.75); 2505 glColor4f (c[0], c[1], c[2], 1);
2369 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2506 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2370 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2507 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2371 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2508 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2372 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2509 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2373 } 2510 }
2381void 2518void
2382fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2519fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2383 PPCODE: 2520 PPCODE:
2384{ 2521{
2385 int x, y; 2522 int x, y;
2386 int sw1 = sw + 2; 2523 int sw1 = sw + 2;
2387 int sh1 = sh + 2; 2524 int sh1 = sh + 2;
2388 int sh3 = sh * 3; 2525 int sh3 = sh * 3;
2389 int sw34 = (sw * 3 + 3) & ~3; 2526 int sw3 = sw * 3;
2390 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2527 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2391 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2528 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2392 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2529 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2393 2530
2394 SvPOK_only (darkness3_sv); 2531 SvPOK_only (darkness3_sv);
2395 SvCUR_set (darkness3_sv, sw34 * sh3); 2532 SvCUR_set (darkness3_sv, sw3 * sh3);
2396 2533
2397 mx += self->x - 1; 2534 mx += self->x - 1;
2398 my += self->y - 1; 2535 my += self->y - 1;
2399
2400 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2401 2536
2402 for (y = 0; y < sh1; y++) 2537 for (y = 0; y < sh1; y++)
2403 if (0 <= y + my && y + my < self->rows) 2538 if (0 <= y + my && y + my < self->rows)
2404 { 2539 {
2405 maprow *row = self->row + (y + my); 2540 maprow *row = self->row + (y + my);
2408 if (row->c0 <= x + mx && x + mx < row->c1) 2543 if (row->c0 <= x + mx && x + mx < row->c1)
2409 { 2544 {
2410 mapcell *cell = row->col + (x + mx - row->c0); 2545 mapcell *cell = row->col + (x + mx - row->c0);
2411 2546
2412 darkness1 [y * sw1 + x] = cell->darkness 2547 darkness1 [y * sw1 + x] = cell->darkness
2413 ? 255 - (cell->darkness - 1) 2548 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2414 : 255 - FOW_DARKNESS; 2549 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2415 } 2550 }
2416 } 2551 }
2417 2552
2418 for (y = 0; y < sh; ++y) 2553 for (y = 0; y < sh; ++y)
2419 for (x = 0; x < sw; ++x) 2554 for (x = 0; x < sw; ++x)
2438 2573
2439 uint8_t r13 = (d13 + d23 + d12) / 3; 2574 uint8_t r13 = (d13 + d23 + d12) / 3;
2440 uint8_t r23 = d23; 2575 uint8_t r23 = d23;
2441 uint8_t r33 = (d23 + d33 + d32) / 3; 2576 uint8_t r33 = (d23 + d33 + d32) / 3;
2442 2577
2443 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2444 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2579 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2445 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2446 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2447 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2582 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); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2449 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2450 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2585 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2451 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2452 } 2587 }
2453 2588
2454 free (darkness1); 2589 free (darkness1);
2455 2590
2456 EXTEND (SP, 3); 2591 EXTEND (SP, 3);
2457 PUSHs (sv_2mortal (newSViv (sw34))); 2592 PUSHs (sv_2mortal (newSViv (sw3)));
2458 PUSHs (sv_2mortal (newSViv (sh3))); 2593 PUSHs (sv_2mortal (newSViv (sh3)));
2459 PUSHs (darkness3_sv); 2594 PUSHs (darkness3_sv);
2460} 2595}
2461 2596
2462SV * 2597SV *
2719void 2854void
2720set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2855set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2721 CODE: 2856 CODE:
2722{ 2857{
2723 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2858 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); 2859 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2725 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2860 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2726} 2861}
2727 2862
2728void 2863void
2729set_reverse_stereo (DC::Channel self, int flip) 2864set_reverse_stereo (DC::Channel self, int flip)
2832 } *civ, const_iv[] = { 2967 } *civ, const_iv[] = {
2833# define const_iv(name) { # name, (IV)name } 2968# define const_iv(name) { # name, (IV)name }
2834 const_iv (GL_VENDOR), 2969 const_iv (GL_VENDOR),
2835 const_iv (GL_VERSION), 2970 const_iv (GL_VERSION),
2836 const_iv (GL_EXTENSIONS), 2971 const_iv (GL_EXTENSIONS),
2972 const_iv (GL_MAX_TEXTURE_UNITS),
2837 const_iv (GL_COLOR_MATERIAL), 2973 const_iv (GL_COLOR_MATERIAL),
2838 const_iv (GL_SMOOTH), 2974 const_iv (GL_SMOOTH),
2839 const_iv (GL_FLAT), 2975 const_iv (GL_FLAT),
2840 const_iv (GL_DITHER), 2976 const_iv (GL_DITHER),
2841 const_iv (GL_BLEND), 2977 const_iv (GL_BLEND),
2853 const_iv (GL_ZERO), 2989 const_iv (GL_ZERO),
2854 const_iv (GL_SRC_ALPHA), 2990 const_iv (GL_SRC_ALPHA),
2855 const_iv (GL_DST_ALPHA), 2991 const_iv (GL_DST_ALPHA),
2856 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2992 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2857 const_iv (GL_ONE_MINUS_DST_ALPHA), 2993 const_iv (GL_ONE_MINUS_DST_ALPHA),
2994 const_iv (GL_SRC_COLOR),
2995 const_iv (GL_DST_COLOR),
2996 const_iv (GL_ONE_MINUS_SRC_COLOR),
2997 const_iv (GL_ONE_MINUS_DST_COLOR),
2858 const_iv (GL_SRC_ALPHA_SATURATE), 2998 const_iv (GL_SRC_ALPHA_SATURATE),
2859 const_iv (GL_RGB), 2999 const_iv (GL_RGB),
2860 const_iv (GL_RGBA), 3000 const_iv (GL_RGBA),
2861 const_iv (GL_RGBA4), 3001 const_iv (GL_RGBA4),
2862 const_iv (GL_RGBA8), 3002 const_iv (GL_RGBA8),
2930 const_iv (GL_NICEST), 3070 const_iv (GL_NICEST),
2931 const_iv (GL_V2F), 3071 const_iv (GL_V2F),
2932 const_iv (GL_V3F), 3072 const_iv (GL_V3F),
2933 const_iv (GL_T2F_V3F), 3073 const_iv (GL_T2F_V3F),
2934 const_iv (GL_T2F_N3F_V3F), 3074 const_iv (GL_T2F_N3F_V3F),
3075 const_iv (GL_FUNC_ADD),
3076 const_iv (GL_FUNC_SUBTRACT),
3077 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2935# undef const_iv 3078# undef const_iv
2936 }; 3079 };
2937 3080
2938 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3081 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2939 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3082 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2946disable_GL_EXT_blend_func_separate () 3089disable_GL_EXT_blend_func_separate ()
2947 CODE: 3090 CODE:
2948 gl.BlendFuncSeparate = 0; 3091 gl.BlendFuncSeparate = 0;
2949 gl.BlendFuncSeparateEXT = 0; 3092 gl.BlendFuncSeparateEXT = 0;
2950 3093
3094void
3095apple_nvidia_bug (int enable)
3096
2951char * 3097char *
2952gl_vendor () 3098gl_vendor ()
2953 CODE: 3099 CODE:
2954 RETVAL = (char *)glGetString (GL_VENDOR); 3100 RETVAL = (char *)glGetString (GL_VENDOR);
2955 OUTPUT: 3101 OUTPUT:
3003void glBlendFunc (int sfactor, int dfactor) 3149void glBlendFunc (int sfactor, int dfactor)
3004 3150
3005void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3151void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3006 CODE: 3152 CODE:
3007 gl_BlendFuncSeparate (sa, da, saa, daa); 3153 gl_BlendFuncSeparate (sa, da, saa, daa);
3154
3155# void glBlendEquation (int se)
3008 3156
3009void glDepthMask (int flag) 3157void glDepthMask (int flag)
3010 3158
3011void glLogicOp (int opcode) 3159void glLogicOp (int opcode)
3012 3160
3162void glNewList (int list, int mode = GL_COMPILE) 3310void glNewList (int list, int mode = GL_COMPILE)
3163 3311
3164void glEndList () 3312void glEndList ()
3165 3313
3166void glCallList (int list) 3314void glCallList (int list)
3315
3316void c_init ()
3317 CODE:
3318 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3319 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3167 3320
3168MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3321MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3169 3322
3170PROTOTYPES: DISABLE 3323PROTOTYPES: DISABLE
3171 3324

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