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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.290 by root, Wed Nov 4 14:40:51 2009 UTC vs.
Revision 1.295 by root, Mon Dec 21 03:30:22 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>
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
86#define FOW_DARKNESS 64 85#define FOW_DARKNESS 64
86#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */
87 87
88#define MAP_EXTEND_X 32 88#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 89#define MAP_EXTEND_Y 512
90 90
91#define MIN_FONT_HEIGHT 10 91#define MIN_FONT_HEIGHT 10
821 821
822IV minpot (UV n) 822IV minpot (UV n)
823 823
824IV popcount (UV n) 824IV popcount (UV n)
825 825
826NV distance (NV dx, NV dy)
827 CODE:
828 RETVAL = pow (dx * dx + dy * dy, 0.5);
829 OUTPUT:
830 RETVAL
831
826void 832void
827pango_init () 833pango_init ()
828 CODE: 834 CODE:
829{ 835{
830 opengl_fontmap = pango_opengl_font_map_new (); 836 opengl_fontmap = pango_opengl_font_map_new ();
1658 glDisable (GL_ALPHA_TEST); 1664 glDisable (GL_ALPHA_TEST);
1659 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1660 } 1666 }
1661} 1667}
1662 1668
1669void
1670draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1, float blend = 0.f, float dx = 0.f, float dy = 0.f, int name2 = 0, float s2 = 0.f, float t2 = 0.f, float w2 = 0.f, float h2 = 0.f)
1671 PROTOTYPE: @
1672 CODE:
1673{
1674 glEnable (GL_TEXTURE_2D);
1675 glEnable (GL_BLEND);
1676 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1677 glBindTexture (GL_TEXTURE_2D, name1);
1678
1679 glColor3f (intensity, intensity, intensity);
1680 glPushMatrix ();
1681 glScalef (1./3, 1./3, 1.);
1682
1683 if (blend > 0.f)
1684 {
1685 float S2, T2; /* 0. 0. for texture 2 */
1686 float w = w1 > w2 ? w1 : w2;
1687 float h = h1 > h2 ? h1 : h2;
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 s1 *= w / w1;
1719 t1 *= h / h1;
1720
1721 dx *= -3.f / w2;
1722 dy *= -3.f / h2;
1723 dx *= w / w2;
1724 dy *= h / h2;
1725
1726 s2 *= w / w2;
1727 t2 *= h / h2;
1728
1729 glBegin (GL_QUADS);
1730 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0);
1731 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1);
1732 gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1);
1733 gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0);
1734 glEnd ();
1735
1736 glDisable (GL_TEXTURE_2D);
1737 gl.ActiveTexture (GL_TEXTURE0);
1738 }
1739 else
1740 {
1741 /* simple blending of one texture, also opengl <1.3 path */
1742 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1743
1744 glBegin (GL_QUADS);
1745 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1746 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1747 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1748 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1749 glEnd ();
1750 }
1751
1752 glPopMatrix ();
1753
1754 glDisable (GL_TEXTURE_2D);
1755 glDisable (GL_BLEND);
1756}
1757
1663IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1758IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1664 CODE: 1759 CODE:
1665{ 1760{
1666 GLint width; 1761 GLint width;
1667 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1762 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
2337 } 2432 }
2338 } 2433 }
2339} 2434}
2340 2435
2341void 2436void
2342draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2437draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2343 CODE: 2438 CODE:
2344{ 2439{
2345 static float color[16][3] = { 2440 static float color[16][3] = {
2346 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2347 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2348 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2349 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2350 2445
2351 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2352 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2353 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2354 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2355 2450
2356 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2357 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2358 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2359 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2360 2455
2361 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2362 2457
2363 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2364 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2365 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2366 }; 2461 };
2367 2462
2368 int x, y; 2463 int x, y;
2369 2464
2370 glEnable (GL_TEXTURE_2D); 2465 glEnable (GL_TEXTURE_2D);
2386 2481
2387 if (m) 2482 if (m)
2388 { 2483 {
2389 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2390 2485
2391 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2392 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2393 2488
2394 glColor4f (c[0], c[1], c[2], 1); 2489 glColor4f (c[0], c[1], c[2], 1);
2395 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2396 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2397 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2421 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2422 2517
2423 mx += self->x - 1; 2518 mx += self->x - 1;
2424 my += self->y - 1; 2519 my += self->y - 1;
2425 2520
2426 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2427 2522
2428 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2429 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2430 { 2525 {
2431 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2434 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2435 { 2530 {
2436 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2437 2532
2438 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2439 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2440 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2441 } 2536 }
2442 } 2537 }
2443 2538
2444 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2445 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2745void 2840void
2746set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2747 CODE: 2842 CODE:
2748{ 2843{
2749 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2844 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2750 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2845 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2751 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2752} 2847}
2753 2848
2754void 2849void
2755set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)
2858 } *civ, const_iv[] = { 2953 } *civ, const_iv[] = {
2859# define const_iv(name) { # name, (IV)name } 2954# define const_iv(name) { # name, (IV)name }
2860 const_iv (GL_VENDOR), 2955 const_iv (GL_VENDOR),
2861 const_iv (GL_VERSION), 2956 const_iv (GL_VERSION),
2862 const_iv (GL_EXTENSIONS), 2957 const_iv (GL_EXTENSIONS),
2958 const_iv (GL_MAX_TEXTURE_UNITS),
2863 const_iv (GL_COLOR_MATERIAL), 2959 const_iv (GL_COLOR_MATERIAL),
2864 const_iv (GL_SMOOTH), 2960 const_iv (GL_SMOOTH),
2865 const_iv (GL_FLAT), 2961 const_iv (GL_FLAT),
2866 const_iv (GL_DITHER), 2962 const_iv (GL_DITHER),
2867 const_iv (GL_BLEND), 2963 const_iv (GL_BLEND),
2879 const_iv (GL_ZERO), 2975 const_iv (GL_ZERO),
2880 const_iv (GL_SRC_ALPHA), 2976 const_iv (GL_SRC_ALPHA),
2881 const_iv (GL_DST_ALPHA), 2977 const_iv (GL_DST_ALPHA),
2882 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2978 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2883 const_iv (GL_ONE_MINUS_DST_ALPHA), 2979 const_iv (GL_ONE_MINUS_DST_ALPHA),
2980 const_iv (GL_SRC_COLOR),
2981 const_iv (GL_DST_COLOR),
2982 const_iv (GL_ONE_MINUS_SRC_COLOR),
2983 const_iv (GL_ONE_MINUS_DST_COLOR),
2884 const_iv (GL_SRC_ALPHA_SATURATE), 2984 const_iv (GL_SRC_ALPHA_SATURATE),
2885 const_iv (GL_RGB), 2985 const_iv (GL_RGB),
2886 const_iv (GL_RGBA), 2986 const_iv (GL_RGBA),
2887 const_iv (GL_RGBA4), 2987 const_iv (GL_RGBA4),
2888 const_iv (GL_RGBA8), 2988 const_iv (GL_RGBA8),
2956 const_iv (GL_NICEST), 3056 const_iv (GL_NICEST),
2957 const_iv (GL_V2F), 3057 const_iv (GL_V2F),
2958 const_iv (GL_V3F), 3058 const_iv (GL_V3F),
2959 const_iv (GL_T2F_V3F), 3059 const_iv (GL_T2F_V3F),
2960 const_iv (GL_T2F_N3F_V3F), 3060 const_iv (GL_T2F_N3F_V3F),
3061 const_iv (GL_FUNC_ADD),
3062 const_iv (GL_FUNC_SUBTRACT),
3063 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2961# undef const_iv 3064# undef const_iv
2962 }; 3065 };
2963 3066
2964 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3067 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2965 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3068 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2972disable_GL_EXT_blend_func_separate () 3075disable_GL_EXT_blend_func_separate ()
2973 CODE: 3076 CODE:
2974 gl.BlendFuncSeparate = 0; 3077 gl.BlendFuncSeparate = 0;
2975 gl.BlendFuncSeparateEXT = 0; 3078 gl.BlendFuncSeparateEXT = 0;
2976 3079
3080void
3081apple_nvidia_bug (int enable)
3082
2977char * 3083char *
2978gl_vendor () 3084gl_vendor ()
2979 CODE: 3085 CODE:
2980 RETVAL = (char *)glGetString (GL_VENDOR); 3086 RETVAL = (char *)glGetString (GL_VENDOR);
2981 OUTPUT: 3087 OUTPUT:
3029void glBlendFunc (int sfactor, int dfactor) 3135void glBlendFunc (int sfactor, int dfactor)
3030 3136
3031void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3137void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3032 CODE: 3138 CODE:
3033 gl_BlendFuncSeparate (sa, da, saa, daa); 3139 gl_BlendFuncSeparate (sa, da, saa, daa);
3140
3141# void glBlendEquation (int se)
3034 3142
3035void glDepthMask (int flag) 3143void glDepthMask (int flag)
3036 3144
3037void glLogicOp (int opcode) 3145void glLogicOp (int opcode)
3038 3146

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