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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 1.298 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 64 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
95 99
96#define KMOD_LRAM 0x10000 // our extension 100#define KMOD_LRAM 0x10000 // our extension
97 101
98#define TEXID_SPEECH 1 102#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2 103#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
101 104
102static AV *texture_av; 105static AV *texture_av;
103 106
104static struct 107static struct
105{ 108{
821 824
822IV minpot (UV n) 825IV minpot (UV n)
823 826
824IV popcount (UV n) 827IV popcount (UV n)
825 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
826void 835void
827pango_init () 836pango_init ()
828 CODE: 837 CODE:
829{ 838{
830 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
1658 glDisable (GL_ALPHA_TEST); 1667 glDisable (GL_ALPHA_TEST);
1659 glDisable (GL_BLEND); 1668 glDisable (GL_BLEND);
1660 } 1669 }
1661} 1670}
1662 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
1663IV 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)
1664 CODE: 1794 CODE:
1665{ 1795{
1666 GLint width; 1796 GLint width;
1667 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);
1881 { 2011 {
1882 ext = *data++; 2012 ext = *data++;
1883 cmd = ext & 0x7f; 2013 cmd = ext & 0x7f;
1884 2014
1885 if (cmd < 4) 2015 if (cmd < 4)
1886 cell->darkness = 255 - ext * 64 + 1; 2016 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1887 else if (cmd == 5) // health 2017 else if (cmd == 5) // health
1888 { 2018 {
1889 cell->stat_width = 1; 2019 cell->stat_width = 1;
1890 cell->stat_hp = *data++; 2020 cell->stat_hp = *data++;
1891 } 2021 }
2012 int pl_x, pl_y; 2142 int pl_x, pl_y;
2013 maptex pl_tex; 2143 maptex pl_tex;
2014 rc_t *rc = rc_alloc (); 2144 rc_t *rc = rc_alloc ();
2015 rc_t *rc_ov = rc_alloc (); 2145 rc_t *rc_ov = rc_alloc ();
2016 rc_key_t key; 2146 rc_key_t key;
2017 rc_array_t *arr, *arr_hidden; 2147 rc_array_t *arr;
2018 2148
2019 pl_tex.name = 0; 2149 pl_tex.name = 0;
2020 2150
2021 // that's current max. sorry. 2151 // that's current max. sorry.
2022 if (sw > 255) sw = 255; 2152 if (sw > 255) sw = 255;
2059 } 2189 }
2060 2190
2061 glEnable (GL_BLEND); 2191 glEnable (GL_BLEND);
2062 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2192 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2063 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2193 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2064
2065 key.texname = self->tex [TEXID_HIDDEN].name;
2066 arr_hidden = rc_array (rc_ov, &key);
2067 2194
2068 for (z = 0; z <= 2; z++) 2195 for (z = 0; z <= 2; z++)
2069 { 2196 {
2070 memset (smooth_level, 0, sizeof (smooth_level)); 2197 memset (smooth_level, 0, sizeof (smooth_level));
2071 key.texname = -1; 2198 key.texname = -1;
2151 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);
2152 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);
2153 } 2280 }
2154 } 2281 }
2155 2282
2156 if (expect_false (z == 2)) 2283 if (expect_false (z == 2) && expect_false (cell->flags))
2157 { 2284 {
2158 /* draw question marks on top of hidden spaces */ 2285 // overlays such as the speech bubble, probably more to come
2159 if (!cell->darkness) 2286 if (cell->flags & 1)
2160 { 2287 {
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; 2288 rc_key_t key_ov = key;
2177 maptex tex = self->tex [TEXID_SPEECH]; 2289 maptex tex = self->tex [TEXID_SPEECH];
2178 rc_array_t *arr; 2290 rc_array_t *arr;
2179 int px = x * T + T * 2 / 32; 2291 int px = x * T + T * 2 / 32;
2180 int py = y * T - T * 6 / 32; 2292 int py = y * T - T * 6 / 32;
2181 2293
2182 key_ov.texname = tex.name; 2294 key_ov.texname = tex.name;
2183 arr = rc_array (rc_ov, &key_ov); 2295 arr = rc_array (rc_ov, &key_ov);
2184 2296
2185 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2297 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2186 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); 2298 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); 2299 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); 2300 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2189 }
2190 } 2301 }
2191 } 2302 }
2192 } 2303 }
2193 } 2304 }
2194 2305
2337 } 2448 }
2338 } 2449 }
2339} 2450}
2340 2451
2341void 2452void
2342draw_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)
2343 CODE: 2454 CODE:
2344{ 2455{
2345 static float color[16][3] = { 2456 static float color[16][3] = {
2346 { 0.00F, 0.00F, 0.00F }, 2457 { 0.00f, 0.00f, 0.00f },
2347 { 1.00F, 1.00F, 1.00F }, 2458 { 1.00f, 1.00f, 1.00f },
2348 { 0.00F, 0.00F, 0.55F }, 2459 { 0.00f, 0.00f, 0.55f },
2349 { 1.00F, 0.00F, 0.00F }, 2460 { 1.00f, 0.00f, 0.00f },
2350 2461
2351 { 1.00F, 0.54F, 0.00F }, 2462 { 1.00f, 0.54f, 0.00f },
2352 { 0.11F, 0.56F, 1.00F }, 2463 { 0.11f, 0.56f, 1.00f },
2353 { 0.93F, 0.46F, 0.00F }, 2464 { 0.93f, 0.46f, 0.00f },
2354 { 0.18F, 0.54F, 0.34F }, 2465 { 0.18f, 0.54f, 0.34f },
2355 2466
2356 { 0.56F, 0.73F, 0.56F }, 2467 { 0.56f, 0.73f, 0.56f },
2357 { 0.80F, 0.80F, 0.80F }, 2468 { 0.80f, 0.80f, 0.80f },
2358 { 0.55F, 0.41F, 0.13F }, 2469 { 0.55f, 0.41f, 0.13f },
2359 { 0.99F, 0.77F, 0.26F }, 2470 { 0.99f, 0.77f, 0.26f },
2360 2471
2361 { 0.74F, 0.65F, 0.41F }, 2472 { 0.74f, 0.65f, 0.41f },
2362 2473
2363 { 0.00F, 1.00F, 1.00F }, 2474 { 0.00f, 1.00f, 1.00f },
2364 { 1.00F, 0.00F, 1.00F }, 2475 { 1.00f, 0.00f, 1.00f },
2365 { 1.00F, 1.00F, 0.00F }, 2476 { 1.00f, 1.00f, 0.00f },
2366 }; 2477 };
2367 2478
2368 int x, y; 2479 int x, y;
2369 2480
2370 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 */
2371 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2488 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2372 glEnable (GL_BLEND); 2489 glEnable (GL_BLEND);
2373 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2490 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2374 glBegin (GL_QUADS); 2491 glBegin (GL_QUADS);
2375 2492
2376 for (y = 0; y < h; y++) 2493 for (y = 0; y < h; y++)
2380 2497
2381 if (m) 2498 if (m)
2382 { 2499 {
2383 float *c = color [m & 15]; 2500 float *c = color [m & 15];
2384 2501
2385 float tx1 = m & 0x40 ? 0.5 : 0.; 2502 float tx1 = m & 0x40 ? 0.5f : 0.f;
2386 float tx2 = tx1 + 0.5; 2503 float tx2 = tx1 + 0.5f;
2387 2504
2388 glColor4f (c[0], c[1], c[2], 0.75); 2505 glColor4f (c[0], c[1], c[2], 1);
2389 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2506 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2390 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2507 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2391 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2508 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2392 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2509 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2393 } 2510 }
2401void 2518void
2402fow_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)
2403 PPCODE: 2520 PPCODE:
2404{ 2521{
2405 int x, y; 2522 int x, y;
2406 int sw1 = sw + 2; 2523 int sw1 = sw + 2;
2407 int sh1 = sh + 2; 2524 int sh1 = sh + 2;
2408 int sh3 = sh * 3; 2525 int sh3 = sh * 3;
2409 int sw34 = (sw * 3 + 3) & ~3; 2526 int sw3 = sw * 3;
2410 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2527 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2411 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2528 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2412 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2529 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2413 2530
2414 SvPOK_only (darkness3_sv); 2531 SvPOK_only (darkness3_sv);
2415 SvCUR_set (darkness3_sv, sw34 * sh3); 2532 SvCUR_set (darkness3_sv, sw3 * sh3);
2416 2533
2417 mx += self->x - 1; 2534 mx += self->x - 1;
2418 my += self->y - 1; 2535 my += self->y - 1;
2419
2420 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2421 2536
2422 for (y = 0; y < sh1; y++) 2537 for (y = 0; y < sh1; y++)
2423 if (0 <= y + my && y + my < self->rows) 2538 if (0 <= y + my && y + my < self->rows)
2424 { 2539 {
2425 maprow *row = self->row + (y + my); 2540 maprow *row = self->row + (y + my);
2428 if (row->c0 <= x + mx && x + mx < row->c1) 2543 if (row->c0 <= x + mx && x + mx < row->c1)
2429 { 2544 {
2430 mapcell *cell = row->col + (x + mx - row->c0); 2545 mapcell *cell = row->col + (x + mx - row->c0);
2431 2546
2432 darkness1 [y * sw1 + x] = cell->darkness 2547 darkness1 [y * sw1 + x] = cell->darkness
2433 ? 255 - (cell->darkness - 1) 2548 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2434 : 255 - FOW_DARKNESS; 2549 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2435 } 2550 }
2436 } 2551 }
2437 2552
2438 for (y = 0; y < sh; ++y) 2553 for (y = 0; y < sh; ++y)
2439 for (x = 0; x < sw; ++x) 2554 for (x = 0; x < sw; ++x)
2458 2573
2459 uint8_t r13 = (d13 + d23 + d12) / 3; 2574 uint8_t r13 = (d13 + d23 + d12) / 3;
2460 uint8_t r23 = d23; 2575 uint8_t r23 = d23;
2461 uint8_t r33 = (d23 + d33 + d32) / 3; 2576 uint8_t r33 = (d23 + d33 + d32) / 3;
2462 2577
2463 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2464 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2579 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2465 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2466 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2467 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 */
2468 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2469 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2470 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2585 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2471 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2472 } 2587 }
2473 2588
2474 free (darkness1); 2589 free (darkness1);
2475 2590
2476 EXTEND (SP, 3); 2591 EXTEND (SP, 3);
2477 PUSHs (sv_2mortal (newSViv (sw34))); 2592 PUSHs (sv_2mortal (newSViv (sw3)));
2478 PUSHs (sv_2mortal (newSViv (sh3))); 2593 PUSHs (sv_2mortal (newSViv (sh3)));
2479 PUSHs (darkness3_sv); 2594 PUSHs (darkness3_sv);
2480} 2595}
2481 2596
2482SV * 2597SV *
2739void 2854void
2740set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2855set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2741 CODE: 2856 CODE:
2742{ 2857{
2743 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));
2744 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;
2745 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2860 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2746} 2861}
2747 2862
2748void 2863void
2749set_reverse_stereo (DC::Channel self, int flip) 2864set_reverse_stereo (DC::Channel self, int flip)
2852 } *civ, const_iv[] = { 2967 } *civ, const_iv[] = {
2853# define const_iv(name) { # name, (IV)name } 2968# define const_iv(name) { # name, (IV)name }
2854 const_iv (GL_VENDOR), 2969 const_iv (GL_VENDOR),
2855 const_iv (GL_VERSION), 2970 const_iv (GL_VERSION),
2856 const_iv (GL_EXTENSIONS), 2971 const_iv (GL_EXTENSIONS),
2972 const_iv (GL_MAX_TEXTURE_UNITS),
2857 const_iv (GL_COLOR_MATERIAL), 2973 const_iv (GL_COLOR_MATERIAL),
2858 const_iv (GL_SMOOTH), 2974 const_iv (GL_SMOOTH),
2859 const_iv (GL_FLAT), 2975 const_iv (GL_FLAT),
2860 const_iv (GL_DITHER), 2976 const_iv (GL_DITHER),
2861 const_iv (GL_BLEND), 2977 const_iv (GL_BLEND),
2873 const_iv (GL_ZERO), 2989 const_iv (GL_ZERO),
2874 const_iv (GL_SRC_ALPHA), 2990 const_iv (GL_SRC_ALPHA),
2875 const_iv (GL_DST_ALPHA), 2991 const_iv (GL_DST_ALPHA),
2876 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2992 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2877 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),
2878 const_iv (GL_SRC_ALPHA_SATURATE), 2998 const_iv (GL_SRC_ALPHA_SATURATE),
2879 const_iv (GL_RGB), 2999 const_iv (GL_RGB),
2880 const_iv (GL_RGBA), 3000 const_iv (GL_RGBA),
2881 const_iv (GL_RGBA4), 3001 const_iv (GL_RGBA4),
2882 const_iv (GL_RGBA8), 3002 const_iv (GL_RGBA8),
2950 const_iv (GL_NICEST), 3070 const_iv (GL_NICEST),
2951 const_iv (GL_V2F), 3071 const_iv (GL_V2F),
2952 const_iv (GL_V3F), 3072 const_iv (GL_V3F),
2953 const_iv (GL_T2F_V3F), 3073 const_iv (GL_T2F_V3F),
2954 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),
2955# undef const_iv 3078# undef const_iv
2956 }; 3079 };
2957 3080
2958 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; )
2959 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3082 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2966disable_GL_EXT_blend_func_separate () 3089disable_GL_EXT_blend_func_separate ()
2967 CODE: 3090 CODE:
2968 gl.BlendFuncSeparate = 0; 3091 gl.BlendFuncSeparate = 0;
2969 gl.BlendFuncSeparateEXT = 0; 3092 gl.BlendFuncSeparateEXT = 0;
2970 3093
3094void
3095apple_nvidia_bug (int enable)
3096
2971char * 3097char *
2972gl_vendor () 3098gl_vendor ()
2973 CODE: 3099 CODE:
2974 RETVAL = (char *)glGetString (GL_VENDOR); 3100 RETVAL = (char *)glGetString (GL_VENDOR);
2975 OUTPUT: 3101 OUTPUT:
3023void glBlendFunc (int sfactor, int dfactor) 3149void glBlendFunc (int sfactor, int dfactor)
3024 3150
3025void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3151void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3026 CODE: 3152 CODE:
3027 gl_BlendFuncSeparate (sa, da, saa, daa); 3153 gl_BlendFuncSeparate (sa, da, saa, daa);
3154
3155# void glBlendEquation (int se)
3028 3156
3029void glDepthMask (int flag) 3157void glDepthMask (int flag)
3030 3158
3031void glLogicOp (int opcode) 3159void glLogicOp (int opcode)
3032 3160
3182void glNewList (int list, int mode = GL_COMPILE) 3310void glNewList (int list, int mode = GL_COMPILE)
3183 3311
3184void glEndList () 3312void glEndList ()
3185 3313
3186void 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);
3187 3320
3188MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3321MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3189 3322
3190PROTOTYPES: DISABLE 3323PROTOTYPES: DISABLE
3191 3324

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