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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.289 by root, Wed Dec 24 04:09:26 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 64 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
821 823
822IV minpot (UV n) 824IV minpot (UV n)
823 825
824IV popcount (UV n) 826IV popcount (UV n)
825 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
826void 834void
827pango_init () 835pango_init ()
828 CODE: 836 CODE:
829{ 837{
830 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
1658 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1659 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1660 } 1668 }
1661} 1669}
1662 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
1663IV 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)
1664 CODE: 1793 CODE:
1665{ 1794{
1666 GLint width; 1795 GLint width;
1667 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);
1881 { 2010 {
1882 ext = *data++; 2011 ext = *data++;
1883 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1884 2013
1885 if (cmd < 4) 2014 if (cmd < 4)
1886 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1887 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1888 { 2017 {
1889 cell->stat_width = 1; 2018 cell->stat_width = 1;
1890 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1891 } 2020 }
2151 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);
2152 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);
2153 } 2282 }
2154 } 2283 }
2155 2284
2156 if (expect_false (z == 2)) 2285 if (expect_false (z == 2) && expect_false (cell->flags))
2157 { 2286 {
2158 /* draw question marks on top of hidden spaces */ 2287 // overlays such as the speech bubble, probably more to come
2159 if (!cell->darkness) 2288 if (cell->flags & 1)
2160 { 2289 {
2161 maptex tex = self->tex [TEXID_HIDDEN];
2162 int px = (x + 1) * T - tex.w;
2163 int py = (y + 1) * T - tex.h;
2164
2165 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2166 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2167 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2168 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2169 }
2170
2171 if (expect_false (cell->flags))
2172 {
2173 // overlays such as the speech bubble, probably more to come
2174 if (cell->flags & 1)
2175 {
2176 rc_key_t key_ov = key; 2290 rc_key_t key_ov = key;
2177 maptex tex = self->tex [TEXID_SPEECH]; 2291 maptex tex = self->tex [TEXID_SPEECH];
2178 rc_array_t *arr; 2292 rc_array_t *arr;
2179 int px = x * T + T * 2 / 32; 2293 int px = x * T + T * 2 / 32;
2180 int py = y * T - T * 6 / 32; 2294 int py = y * T - T * 6 / 32;
2181 2295
2182 key_ov.texname = tex.name; 2296 key_ov.texname = tex.name;
2183 arr = rc_array (rc_ov, &key_ov); 2297 arr = rc_array (rc_ov, &key_ov);
2184 2298
2185 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2299 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2186 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); 2300 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2187 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); 2301 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2188 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); 2302 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2189 }
2190 } 2303 }
2191 } 2304 }
2192 } 2305 }
2193 } 2306 }
2194 2307
2337 } 2450 }
2338 } 2451 }
2339} 2452}
2340 2453
2341void 2454void
2342draw_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)
2343 CODE: 2456 CODE:
2344{ 2457{
2345 static float color[16][3] = { 2458 static float color[16][3] = {
2346 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2347 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2348 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2349 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2350 2463
2351 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2352 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2353 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2354 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2355 2468
2356 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2357 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2358 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2359 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2360 2473
2361 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2362 2475
2363 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2364 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2365 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2366 }; 2479 };
2367 2480
2368 int x, y; 2481 int x, y;
2369 2482
2370 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 */
2371 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2372 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2373 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2492 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2374 glBegin (GL_QUADS); 2493 glBegin (GL_QUADS);
2375 2494
2376 for (y = 0; y < h; y++) 2495 for (y = 0; y < h; y++)
2380 2499
2381 if (m) 2500 if (m)
2382 { 2501 {
2383 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2384 2503
2385 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2386 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2387 2506
2388 glColor4f (c[0], c[1], c[2], 0.75); 2507 glColor4f (c[0], c[1], c[2], 1);
2389 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2390 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2391 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2392 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2511 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2393 } 2512 }
2401void 2520void
2402fow_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)
2403 PPCODE: 2522 PPCODE:
2404{ 2523{
2405 int x, y; 2524 int x, y;
2406 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2407 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2408 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2409 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2410 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2411 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2412 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2413 2532
2414 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2415 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2416 2535
2417 mx += self->x - 1; 2536 mx += self->x - 1;
2418 my += self->y - 1; 2537 my += self->y - 1;
2419
2420 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2421 2538
2422 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2423 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2424 { 2541 {
2425 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2428 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2429 { 2546 {
2430 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2431 2548
2432 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2433 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2434 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2435 } 2552 }
2436 } 2553 }
2437 2554
2438 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2439 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2458 2575
2459 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2460 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2461 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2462 2579
2463 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2464 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2465 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2466 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2467 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 */
2468 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2469 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2470 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2471 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2472 } 2589 }
2473 2590
2474 free (darkness1); 2591 free (darkness1);
2475 2592
2476 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2477 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2478 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2479 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2480} 2597}
2481 2598
2482SV * 2599SV *
2739void 2856void
2740set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2741 CODE: 2858 CODE:
2742{ 2859{
2743 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));
2744 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;
2745 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2746} 2863}
2747 2864
2748void 2865void
2749set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2852 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2853# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2854 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2855 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2856 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2857 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2858 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2859 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2860 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2861 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2873 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2874 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2875 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2876 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2877 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),
2878 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2879 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2880 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2881 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2882 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
2950 const_iv (GL_NICEST), 3072 const_iv (GL_NICEST),
2951 const_iv (GL_V2F), 3073 const_iv (GL_V2F),
2952 const_iv (GL_V3F), 3074 const_iv (GL_V3F),
2953 const_iv (GL_T2F_V3F), 3075 const_iv (GL_T2F_V3F),
2954 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),
2955# undef const_iv 3080# undef const_iv
2956 }; 3081 };
2957 3082
2958 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; )
2959 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3084 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2966disable_GL_EXT_blend_func_separate () 3091disable_GL_EXT_blend_func_separate ()
2967 CODE: 3092 CODE:
2968 gl.BlendFuncSeparate = 0; 3093 gl.BlendFuncSeparate = 0;
2969 gl.BlendFuncSeparateEXT = 0; 3094 gl.BlendFuncSeparateEXT = 0;
2970 3095
3096void
3097apple_nvidia_bug (int enable)
3098
2971char * 3099char *
2972gl_vendor () 3100gl_vendor ()
2973 CODE: 3101 CODE:
2974 RETVAL = (char *)glGetString (GL_VENDOR); 3102 RETVAL = (char *)glGetString (GL_VENDOR);
2975 OUTPUT: 3103 OUTPUT:
3023void glBlendFunc (int sfactor, int dfactor) 3151void glBlendFunc (int sfactor, int dfactor)
3024 3152
3025void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3026 CODE: 3154 CODE:
3027 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
3156
3157# void glBlendEquation (int se)
3028 3158
3029void glDepthMask (int flag) 3159void glDepthMask (int flag)
3030 3160
3031void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
3032 3162
3182void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3183 3313
3184void glEndList () 3314void glEndList ()
3185 3315
3186void 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);
3187 3322
3188MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3189 3324
3190PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3191 3326

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