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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.293 by root, Thu Dec 17 02:49:38 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 ();
1659 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1660 } 1666 }
1661} 1667}
1662 1668
1663void 1669void
1664draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1) 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)
1665 PROTOTYPE: @ 1671 PROTOTYPE: @
1666 CODE: 1672 CODE:
1667{ 1673{
1668 glEnable (GL_TEXTURE_2D); 1674 glEnable (GL_TEXTURE_2D);
1669 glEnable (GL_BLEND); 1675 glEnable (GL_BLEND);
1670 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1671 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 1676 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1677 glBindTexture (GL_TEXTURE_2D, name1);
1672 1678
1673 glColor4f (intensity, intensity, intensity, 0.9); 1679 glColor3f (intensity, intensity, intensity);
1674 glPushMatrix (); 1680 glPushMatrix ();
1675 glScalef (1./3, 1./3, 1.); 1681 glScalef (1./3, 1./3, 1.);
1676 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);
1677 glBindTexture (GL_TEXTURE_2D, name1); 1697 glBindTexture (GL_TEXTURE_2D, name2);
1698 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1678 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
1679 glBegin (GL_QUADS); 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);
1680 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0); 1745 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1681 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1); 1746 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1682 glTexCoord2f (s1, t1); glVertex2f (w1, h1); 1747 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1683 glTexCoord2f (s1, 0); glVertex2f (w1, 0); 1748 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1684 glEnd (); 1749 glEnd ();
1750 }
1685 1751
1686 glPopMatrix (); 1752 glPopMatrix ();
1687 1753
1688 glDisable (GL_TEXTURE_2D); 1754 glDisable (GL_TEXTURE_2D);
1689 glDisable (GL_BLEND); 1755 glDisable (GL_BLEND);
2366 } 2432 }
2367 } 2433 }
2368} 2434}
2369 2435
2370void 2436void
2371draw_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)
2372 CODE: 2438 CODE:
2373{ 2439{
2374 static float color[16][3] = { 2440 static float color[16][3] = {
2375 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2376 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2377 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2378 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2379 2445
2380 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2381 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2382 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2383 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2384 2450
2385 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2386 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2387 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2388 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2389 2455
2390 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2391 2457
2392 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2393 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2394 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2395 }; 2461 };
2396 2462
2397 int x, y; 2463 int x, y;
2398 2464
2399 glEnable (GL_TEXTURE_2D); 2465 glEnable (GL_TEXTURE_2D);
2415 2481
2416 if (m) 2482 if (m)
2417 { 2483 {
2418 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2419 2485
2420 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2421 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2422 2488
2423 glColor4f (c[0], c[1], c[2], 1); 2489 glColor4f (c[0], c[1], c[2], 1);
2424 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2425 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2426 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2450 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2451 2517
2452 mx += self->x - 1; 2518 mx += self->x - 1;
2453 my += self->y - 1; 2519 my += self->y - 1;
2454 2520
2455 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2456 2522
2457 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2458 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2459 { 2525 {
2460 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2463 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2464 { 2530 {
2465 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2466 2532
2467 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2468 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2469 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2470 } 2536 }
2471 } 2537 }
2472 2538
2473 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2474 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2774void 2840void
2775set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2776 CODE: 2842 CODE:
2777{ 2843{
2778 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));
2779 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;
2780 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2781} 2847}
2782 2848
2783void 2849void
2784set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)

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