--- deliantra/Deliantra-Client/Client.xs 2009/12/17 02:49:38 1.293 +++ deliantra/Deliantra-Client/Client.xs 2009/12/19 05:06:56 1.294 @@ -84,6 +84,7 @@ #define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ #define FOW_DARKNESS 64 +#define DARKNESS_ADJUST(n) ((29 * (int)(n)) >> 5) /* times 0.9 */ #define MAP_EXTEND_X 32 #define MAP_EXTEND_Y 512 @@ -1661,27 +1662,87 @@ } void -draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1) +draw_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) PROTOTYPE: @ CODE: { glEnable (GL_TEXTURE_2D); glEnable (GL_BLEND); - glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture (GL_TEXTURE_2D, name1); - glColor4f (intensity, intensity, intensity, 0.9); + glColor3f (intensity, intensity, intensity); glPushMatrix (); glScalef (1./3, 1./3, 1.); - glBindTexture (GL_TEXTURE_2D, name1); + if (blend > 0.f) + { + float S2, T2; /* 0. 0. for texture 2 */ + float w = w1 > w2 ? w1 : w2; + float h = h1 > h2 ? h1 : h2; + GLfloat env_color[4] = { 0., 0., 0., blend }; + + /* interpolate the two shadow textures */ + /* stage 0 == rgb(glcolor) + alpha(t0) */ + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */ + gl.ActiveTexture (GL_TEXTURE1); + glEnable (GL_TEXTURE_2D); + glBindTexture (GL_TEXTURE_2D, name2); + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); + + /* rgb == rgb(glcolor) */ + glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); + + /* alpha = interpolate t0, t1 by env_alpha */ + glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color); + + glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); + + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); + + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); + + s1 *= w / w1; + t1 *= h / h1; + + dx *= -3.f / w2; + dy *= -3.f / h2; + dx *= w / w2; + dy *= h / h2; + + s2 *= w / w2; + t2 *= h / h2; + + glBegin (GL_QUADS); + gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy ); glVertex2f ( 0, 0); + gl.MultiTexCoord2f (GL_TEXTURE0, 0, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx , dy + t2); glVertex2f ( 0, h1); + gl.MultiTexCoord2f (GL_TEXTURE0, s1, t1); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy + t2); glVertex2f (w1, h1); + gl.MultiTexCoord2f (GL_TEXTURE0, s1, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx + s2, dy ); glVertex2f (w1, 0); + glEnd (); - glBegin (GL_QUADS); - glTexCoord2f ( 0, 0); glVertex2f ( 0, 0); - glTexCoord2f ( 0, t1); glVertex2f ( 0, h1); - glTexCoord2f (s1, t1); glVertex2f (w1, h1); - glTexCoord2f (s1, 0); glVertex2f (w1, 0); - glEnd (); + glDisable (GL_TEXTURE_2D); + gl.ActiveTexture (GL_TEXTURE0); + } + else + { + /* simple blending of one texture, also opengl <1.3 path */ + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + glBegin (GL_QUADS); + glTexCoord2f ( 0, 0); glVertex2f ( 0, 0); + glTexCoord2f ( 0, t1); glVertex2f ( 0, h1); + glTexCoord2f (s1, t1); glVertex2f (w1, h1); + glTexCoord2f (s1, 0); glVertex2f (w1, 0); + glEnd (); + } glPopMatrix (); @@ -2452,7 +2513,7 @@ mx += self->x - 1; my += self->y - 1; - memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); + memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1); for (y = 0; y < sh1; y++) if (0 <= y + my && y + my < self->rows) @@ -2465,8 +2526,8 @@ mapcell *cell = row->col + (x + mx - row->c0); darkness1 [y * sw1 + x] = cell->darkness - ? 255 - (cell->darkness - 1) - : 255 - FOW_DARKNESS; + ? DARKNESS_ADJUST (255 - (cell->darkness - 1)) + : DARKNESS_ADJUST (255 - FOW_DARKNESS); } }