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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.276 by root, Sat Aug 30 08:04:01 2008 UTC vs.
Revision 1.293 by root, Thu Dec 17 02:49:38 2009 UTC

81#define expect_false(expr) expect ((expr) != 0, 0) 81#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 82#define expect_true(expr) expect ((expr) != 0, 1)
83 83
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 85
86#define FOW_DARKNESS 32 86#define FOW_DARKNESS 64
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
92 92
93/* mask out modifiers we are not interested in */ 93/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 95
96#define KMOD_LRAM 0x10000 // our extension 96#define KMOD_LRAM 0x10000 // our extension
97
98#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
97 101
98static AV *texture_av; 102static AV *texture_av;
99 103
100static struct 104static struct
101{ 105{
233 int w, h; 237 int w, h;
234 float s, t; 238 float s, t;
235 uint8_t r, g, b, a; 239 uint8_t r, g, b, a;
236 tileid smoothtile; 240 tileid smoothtile;
237 uint8_t smoothlevel; 241 uint8_t smoothlevel;
242 uint8_t unused; /* set to zero on use */
238} maptex; 243} maptex;
239 244
240typedef struct { 245typedef struct {
241 uint32_t player; 246 uint32_t player;
242 tileid tile[3]; 247 tileid tile[3];
528 if (!svp || !SvTRUE (*svp)) 533 if (!svp || !SvTRUE (*svp))
529 return 0; 534 return 0;
530 535
531 return 1; 536 return 1;
532} 537}
538
539/******************************************************************************/
533 540
534/* process keyboard modifiers */ 541/* process keyboard modifiers */
535static int 542static int
536mod_munge (int mod) 543mod_munge (int mod)
537{ 544{
1204#if DEBUG 1211#if DEBUG
1205 VALGRIND_DO_LEAK_CHECK; 1212 VALGRIND_DO_LEAK_CHECK;
1206#endif 1213#endif
1207} 1214}
1208 1215
1216int
1217SvREFCNT (SV *sv)
1218 CODE:
1219 RETVAL = SvREFCNT (sv);
1220 OUTPUT:
1221 RETVAL
1222
1209MODULE = Deliantra::Client PACKAGE = DC::Font 1223MODULE = Deliantra::Client PACKAGE = DC::Font
1210 1224
1211PROTOTYPES: DISABLE 1225PROTOTYPES: DISABLE
1212 1226
1213DC::Font 1227DC::Font
1642 if (ix) 1656 if (ix)
1643 { 1657 {
1644 glDisable (GL_ALPHA_TEST); 1658 glDisable (GL_ALPHA_TEST);
1645 glDisable (GL_BLEND); 1659 glDisable (GL_BLEND);
1646 } 1660 }
1661}
1662
1663void
1664draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1)
1665 PROTOTYPE: @
1666 CODE:
1667{
1668 glEnable (GL_TEXTURE_2D);
1669 glEnable (GL_BLEND);
1670 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1671 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1672
1673 glColor4f (intensity, intensity, intensity, 0.9);
1674 glPushMatrix ();
1675 glScalef (1./3, 1./3, 1.);
1676
1677 glBindTexture (GL_TEXTURE_2D, name1);
1678
1679 glBegin (GL_QUADS);
1680 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1681 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1682 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1683 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1684 glEnd ();
1685
1686 glPopMatrix ();
1687
1688 glDisable (GL_TEXTURE_2D);
1689 glDisable (GL_BLEND);
1647} 1690}
1648 1691
1649IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1692IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1650 CODE: 1693 CODE:
1651{ 1694{
1757 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1800 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1758 // use uglier nearest interpolation because linear suffers 1801 // use uglier nearest interpolation because linear suffers
1759 // from transparent color bleeding and ugly wrapping effects. 1802 // from transparent color bleeding and ugly wrapping effects.
1760 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1803 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1761} 1804}
1805
1806void
1807expire_textures (DC::Map self, int texid, int count)
1808 PPCODE:
1809 for (; texid < self->texs && count; ++texid, --count)
1810 {
1811 maptex *tex = self->tex + texid;
1812
1813 if (tex->name)
1814 {
1815 if (tex->unused)
1816 {
1817 tex->name = 0;
1818 tex->unused = 0;
1819 XPUSHs (sv_2mortal (newSViv (texid)));
1820 }
1821 else
1822 tex->unused = 1;
1823 }
1824 }
1762 1825
1763int 1826int
1764ox (DC::Map self) 1827ox (DC::Map self)
1765 ALIAS: 1828 ALIAS:
1766 oy = 1 1829 oy = 1
1887 cell->tile [z] = self->face2tile [face]; 1950 cell->tile [z] = self->face2tile [face];
1888 1951
1889 if (cell->tile [z]) 1952 if (cell->tile [z])
1890 { 1953 {
1891 maptex *tex = self->tex + cell->tile [z]; 1954 maptex *tex = self->tex + cell->tile [z];
1955 tex->unused = 0;
1892 if (!tex->name) 1956 if (!tex->name)
1893 av_push (missing, newSViv (cell->tile [z])); 1957 av_push (missing, newSViv (cell->tile [z]));
1894 1958
1895 if (tex->smoothtile) 1959 if (tex->smoothtile)
1896 { 1960 {
1897 maptex *smooth = self->tex + tex->smoothtile; 1961 maptex *smooth = self->tex + tex->smoothtile;
1962 smooth->unused = 0;
1898 if (!smooth->name) 1963 if (!smooth->name)
1899 av_push (missing, newSViv (tex->smoothtile)); 1964 av_push (missing, newSViv (tex->smoothtile));
1900 } 1965 }
1901 } 1966 }
1902 } 1967 }
1973 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2038 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1974 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2039 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1975 smooth_key skey; 2040 smooth_key skey;
1976 int pl_x, pl_y; 2041 int pl_x, pl_y;
1977 maptex pl_tex; 2042 maptex pl_tex;
1978 rc_t *rc = rc_alloc (); 2043 rc_t *rc = rc_alloc ();
2044 rc_t *rc_ov = rc_alloc ();
1979 rc_key_t key; 2045 rc_key_t key;
1980 rc_array_t *arr; 2046 rc_array_t *arr, *arr_hidden;
1981 2047
1982 pl_tex.name = 0; 2048 pl_tex.name = 0;
1983 2049
1984 // thats current max. sorry. 2050 // that's current max. sorry.
1985 if (sw > 255) sw = 255; 2051 if (sw > 255) sw = 255;
1986 if (sh > 255) sh = 255; 2052 if (sh > 255) sh = 255;
1987 2053
1988 // clear key, in case of extra padding 2054 // clear key, in case of extra padding
1989 memset (&skey, 0, sizeof (skey)); 2055 memset (&skey, 0, sizeof (skey));
1993 key.g = 255; 2059 key.g = 255;
1994 key.b = 255; 2060 key.b = 255;
1995 key.a = 255; 2061 key.a = 255;
1996 key.mode = GL_QUADS; 2062 key.mode = GL_QUADS;
1997 key.format = GL_T2F_V3F; 2063 key.format = GL_T2F_V3F;
1998 key.texname = -1;
1999 2064
2000 mx += self->x; 2065 mx += self->x;
2001 my += self->y; 2066 my += self->y;
2002 2067
2003 // first pass: determine smooth_max 2068 // first pass: determine smooth_max
2024 2089
2025 glEnable (GL_BLEND); 2090 glEnable (GL_BLEND);
2026 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2091 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2027 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2092 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2028 2093
2094 key.texname = self->tex [TEXID_HIDDEN].name;
2095 arr_hidden = rc_array (rc_ov, &key);
2096
2029 for (z = 0; z <= 2; z++) 2097 for (z = 0; z <= 2; z++)
2030 { 2098 {
2031 memset (smooth_level, 0, sizeof (smooth_level)); 2099 memset (smooth_level, 0, sizeof (smooth_level));
2100 key.texname = -1;
2032 2101
2033 for (y = 0; y < sh; y++) 2102 for (y = 0; y < sh; y++)
2034 if (0 <= y + my && y + my < self->rows) 2103 if (0 <= y + my && y + my < self->rows)
2035 { 2104 {
2036 maprow *row = self->row + (y + my); 2105 maprow *row = self->row + (y + my);
2042 tileid tile = cell->tile [z]; 2111 tileid tile = cell->tile [z];
2043 2112
2044 if (tile) 2113 if (tile)
2045 { 2114 {
2046 maptex tex = self->tex [tile]; 2115 maptex tex = self->tex [tile];
2047 int px = (x + 1) * T - tex.w; 2116 int px, py;
2048 int py = (y + 1) * T - tex.h;
2049 2117
2050 if (key.texname != tex.name) 2118 if (key.texname != tex.name)
2051 { 2119 {
2120 self->tex [tile].unused = 0;
2121
2052 if (!tex.name) 2122 if (!tex.name)
2053 tex = self->tex [2]; /* missing, replace by noface */ 2123 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2054 2124
2055 key.texname = tex.name; 2125 key.texname = tex.name;
2056 arr = rc_array (rc, &key); 2126 arr = rc_array (rc, &key);
2057 } 2127 }
2128
2129 px = (x + 1) * T - tex.w;
2130 py = (y + 1) * T - tex.h;
2058 2131
2059 if (expect_false (cell->player == player) && expect_false (z == 2)) 2132 if (expect_false (cell->player == player) && expect_false (z == 2))
2060 { 2133 {
2061 pl_x = px; 2134 pl_x = px;
2062 pl_y = py; 2135 pl_y = py;
2067 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2140 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2068 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2141 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2069 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2142 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2070 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2143 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2071 2144
2072 if (expect_false (cell->flags) && expect_false (z == 2))
2073 {
2074 // overlays such as the speech bubble, probably more to come
2075 if (cell->flags & 1)
2076 {
2077 maptex tex = self->tex [1];
2078 int px = x * T + T * 2 / 32;
2079 int py = y * T - T * 6 / 32;
2080
2081 if (tex.name)
2082 {
2083 if (key.texname != tex.name)
2084 {
2085 key.texname = tex.name;
2086 arr = rc_array (rc, &key);
2087 }
2088
2089 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2090 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2091 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2092 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2093 }
2094 }
2095 }
2096
2097 // update smooth hash 2145 // update smooth hash
2098 if (tex.smoothtile) 2146 if (tex.smoothtile)
2099 { 2147 {
2100 skey.tile = tex.smoothtile; 2148 skey.tile = tex.smoothtile;
2101 skey.level = tex.smoothlevel; 2149 skey.level = tex.smoothlevel;
2129 // corners 2177 // corners
2130 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2178 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2131 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2179 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2132 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2180 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2133 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2181 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2182 }
2183 }
2184
2185 if (expect_false (z == 2))
2186 {
2187 /* draw question marks on top of hidden spaces */
2188 if (!cell->darkness)
2189 {
2190 maptex tex = self->tex [TEXID_HIDDEN];
2191 int px = (x + 1) * T - tex.w;
2192 int py = (y + 1) * T - tex.h;
2193
2194 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2195 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2196 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2197 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2198 }
2199
2200 if (expect_false (cell->flags))
2201 {
2202 // overlays such as the speech bubble, probably more to come
2203 if (cell->flags & 1)
2204 {
2205 rc_key_t key_ov = key;
2206 maptex tex = self->tex [TEXID_SPEECH];
2207 rc_array_t *arr;
2208 int px = x * T + T * 2 / 32;
2209 int py = y * T - T * 6 / 32;
2210
2211 key_ov.texname = tex.name;
2212 arr = rc_array (rc_ov, &key_ov);
2213
2214 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2215 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2216 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2217 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2218 }
2134 } 2219 }
2135 } 2220 }
2136 } 2221 }
2137 } 2222 }
2138 2223
2178 { 2263 {
2179 // this time avoiding texture state changes 2264 // this time avoiding texture state changes
2180 // save gobs of state changes. 2265 // save gobs of state changes.
2181 if (key.texname != tex.name) 2266 if (key.texname != tex.name)
2182 { 2267 {
2268 self->tex [skey->tile].unused = 0;
2269
2183 glEnd (); 2270 glEnd ();
2184 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2271 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2185 glBegin (GL_QUADS); 2272 glBegin (GL_QUADS);
2186 } 2273 }
2187 2274
2233 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2320 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2234 2321
2235 rc_draw (rc); 2322 rc_draw (rc);
2236 } 2323 }
2237 2324
2325 rc_draw (rc_ov);
2326 rc_clear (rc_ov);
2327
2238 glDisable (GL_BLEND); 2328 glDisable (GL_BLEND);
2239 rc_free (rc); 2329 rc_free (rc);
2330 rc_free (rc_ov);
2240 2331
2241 // top layer: overlays such as the health bar 2332 // top layer: overlays such as the health bar
2242 for (y = 0; y < sh; y++) 2333 for (y = 0; y < sh; y++)
2243 if (0 <= y + my && y + my < self->rows) 2334 if (0 <= y + my && y + my < self->rows)
2244 { 2335 {
2249 { 2340 {
2250 mapcell *cell = row->col + (x + mx - row->c0); 2341 mapcell *cell = row->col + (x + mx - row->c0);
2251 2342
2252 int px = x * T; 2343 int px = x * T;
2253 int py = y * T; 2344 int py = y * T;
2345
2346 if (expect_false (cell->player == player))
2347 {
2348 px += sdx;
2349 py += sdy;
2350 }
2254 2351
2255 if (cell->stat_hp) 2352 if (cell->stat_hp)
2256 { 2353 {
2257 int width = cell->stat_width * T; 2354 int width = cell->stat_width * T;
2258 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2355 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2298 }; 2395 };
2299 2396
2300 int x, y; 2397 int x, y;
2301 2398
2302 glEnable (GL_TEXTURE_2D); 2399 glEnable (GL_TEXTURE_2D);
2400 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2401 * but the nvidia driver (185.18.14) mishandles alpha textures
2402 * ansd takes the colour from god knows where instead of using
2403 * Cp. MODULATE results in the same colour, but slightly different
2404 * alpha, but atcually gives us the correct colour with nvidia.
2405 */
2303 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2406 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2304 glEnable (GL_BLEND); 2407 glEnable (GL_BLEND);
2305 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2408 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2306 glBegin (GL_QUADS); 2409 glBegin (GL_QUADS);
2307 2410
2308 for (y = 0; y < h; y++) 2411 for (y = 0; y < h; y++)
2315 float *c = color [m & 15]; 2418 float *c = color [m & 15];
2316 2419
2317 float tx1 = m & 0x40 ? 0.5 : 0.; 2420 float tx1 = m & 0x40 ? 0.5 : 0.;
2318 float tx2 = tx1 + 0.5; 2421 float tx2 = tx1 + 0.5;
2319 2422
2320 glColor4f (c[0], c[1], c[2], 0.75); 2423 glColor4f (c[0], c[1], c[2], 1);
2321 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2424 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2322 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2425 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2323 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2426 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2324 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2427 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2325 } 2428 }
2784 } *civ, const_iv[] = { 2887 } *civ, const_iv[] = {
2785# define const_iv(name) { # name, (IV)name } 2888# define const_iv(name) { # name, (IV)name }
2786 const_iv (GL_VENDOR), 2889 const_iv (GL_VENDOR),
2787 const_iv (GL_VERSION), 2890 const_iv (GL_VERSION),
2788 const_iv (GL_EXTENSIONS), 2891 const_iv (GL_EXTENSIONS),
2892 const_iv (GL_MAX_TEXTURE_UNITS),
2789 const_iv (GL_COLOR_MATERIAL), 2893 const_iv (GL_COLOR_MATERIAL),
2790 const_iv (GL_SMOOTH), 2894 const_iv (GL_SMOOTH),
2791 const_iv (GL_FLAT), 2895 const_iv (GL_FLAT),
2792 const_iv (GL_DITHER), 2896 const_iv (GL_DITHER),
2793 const_iv (GL_BLEND), 2897 const_iv (GL_BLEND),
2805 const_iv (GL_ZERO), 2909 const_iv (GL_ZERO),
2806 const_iv (GL_SRC_ALPHA), 2910 const_iv (GL_SRC_ALPHA),
2807 const_iv (GL_DST_ALPHA), 2911 const_iv (GL_DST_ALPHA),
2808 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2912 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2809 const_iv (GL_ONE_MINUS_DST_ALPHA), 2913 const_iv (GL_ONE_MINUS_DST_ALPHA),
2914 const_iv (GL_SRC_COLOR),
2915 const_iv (GL_DST_COLOR),
2916 const_iv (GL_ONE_MINUS_SRC_COLOR),
2917 const_iv (GL_ONE_MINUS_DST_COLOR),
2810 const_iv (GL_SRC_ALPHA_SATURATE), 2918 const_iv (GL_SRC_ALPHA_SATURATE),
2811 const_iv (GL_RGB), 2919 const_iv (GL_RGB),
2812 const_iv (GL_RGBA), 2920 const_iv (GL_RGBA),
2813 const_iv (GL_RGBA4), 2921 const_iv (GL_RGBA4),
2814 const_iv (GL_RGBA8), 2922 const_iv (GL_RGBA8),
2882 const_iv (GL_NICEST), 2990 const_iv (GL_NICEST),
2883 const_iv (GL_V2F), 2991 const_iv (GL_V2F),
2884 const_iv (GL_V3F), 2992 const_iv (GL_V3F),
2885 const_iv (GL_T2F_V3F), 2993 const_iv (GL_T2F_V3F),
2886 const_iv (GL_T2F_N3F_V3F), 2994 const_iv (GL_T2F_N3F_V3F),
2995 const_iv (GL_FUNC_ADD),
2996 const_iv (GL_FUNC_SUBTRACT),
2997 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2887# undef const_iv 2998# undef const_iv
2888 }; 2999 };
2889 3000
2890 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3001 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2891 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3002 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2898disable_GL_EXT_blend_func_separate () 3009disable_GL_EXT_blend_func_separate ()
2899 CODE: 3010 CODE:
2900 gl.BlendFuncSeparate = 0; 3011 gl.BlendFuncSeparate = 0;
2901 gl.BlendFuncSeparateEXT = 0; 3012 gl.BlendFuncSeparateEXT = 0;
2902 3013
3014void
3015apple_nvidia_bug (int enable)
3016
2903char * 3017char *
2904gl_vendor () 3018gl_vendor ()
2905 CODE: 3019 CODE:
2906 RETVAL = (char *)glGetString (GL_VENDOR); 3020 RETVAL = (char *)glGetString (GL_VENDOR);
2907 OUTPUT: 3021 OUTPUT:
2956 3070
2957void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3071void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2958 CODE: 3072 CODE:
2959 gl_BlendFuncSeparate (sa, da, saa, daa); 3073 gl_BlendFuncSeparate (sa, da, saa, daa);
2960 3074
3075# void glBlendEquation (int se)
3076
2961void glDepthMask (int flag) 3077void glDepthMask (int flag)
2962 3078
2963void glLogicOp (int opcode) 3079void glLogicOp (int opcode)
2964 3080
2965void glColorMask (int red, int green, int blue, int alpha) 3081void glColorMask (int red, int green, int blue, int alpha)
2999void glRotate (float angle, float x, float y, float z) 3115void glRotate (float angle, float x, float y, float z)
3000 CODE: 3116 CODE:
3001 glRotatef (angle, x, y, z); 3117 glRotatef (angle, x, y, z);
3002 3118
3003void glColor (float r, float g, float b, float a = 1.0) 3119void glColor (float r, float g, float b, float a = 1.0)
3120 PROTOTYPE: @
3004 ALIAS: 3121 ALIAS:
3005 glColor_premultiply = 1 3122 glColor_premultiply = 1
3006 CODE: 3123 CODE:
3007 if (ix) 3124 if (ix)
3008 { 3125 {

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