--- deliantra/Deliantra-Client/Client.xs 2008/12/23 18:52:54 1.288 +++ 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 @@ -1660,6 +1661,95 @@ } } +void +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); + glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture (GL_TEXTURE_2D, name1); + + glColor3f (intensity, intensity, intensity); + glPushMatrix (); + glScalef (1./3, 1./3, 1.); + + 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 (); + + 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 (); + + glDisable (GL_TEXTURE_2D); + glDisable (GL_BLEND); +} + IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) CODE: { @@ -2176,13 +2266,12 @@ rc_key_t key_ov = key; maptex tex = self->tex [TEXID_SPEECH]; rc_array_t *arr; + int px = x * T + T * 2 / 32; + int py = y * T - T * 6 / 32; key_ov.texname = tex.name; arr = rc_array (rc_ov, &key_ov); - int px = x * T + T * 2 / 32; - int py = y * T - T * 6 / 32; - rc_t2f_v3f (arr, 0 , 0 , px , py , 0); rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); @@ -2369,7 +2458,13 @@ int x, y; glEnable (GL_TEXTURE_2D); - glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + /* GL_REPLACE would be correct, as we don't need to modulate alpha, + * but the nvidia driver (185.18.14) mishandles alpha textures + * ansd takes the colour from god knows where instead of using + * Cp. MODULATE results in the same colour, but slightly different + * alpha, but atcually gives us the correct colour with nvidia. + */ + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin (GL_QUADS); @@ -2386,7 +2481,7 @@ float tx1 = m & 0x40 ? 0.5 : 0.; float tx2 = tx1 + 0.5; - glColor4f (c[0], c[1], c[2], 0.75); + glColor4f (c[0], c[1], c[2], 1); glTexCoord2f (tx1, 0.); glVertex2i (x , y ); glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); @@ -2418,7 +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) @@ -2431,8 +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); } } @@ -2855,6 +2950,7 @@ const_iv (GL_VENDOR), const_iv (GL_VERSION), const_iv (GL_EXTENSIONS), + const_iv (GL_MAX_TEXTURE_UNITS), const_iv (GL_COLOR_MATERIAL), const_iv (GL_SMOOTH), const_iv (GL_FLAT), @@ -2876,6 +2972,10 @@ const_iv (GL_DST_ALPHA), const_iv (GL_ONE_MINUS_SRC_ALPHA), const_iv (GL_ONE_MINUS_DST_ALPHA), + const_iv (GL_SRC_COLOR), + const_iv (GL_DST_COLOR), + const_iv (GL_ONE_MINUS_SRC_COLOR), + const_iv (GL_ONE_MINUS_DST_COLOR), const_iv (GL_SRC_ALPHA_SATURATE), const_iv (GL_RGB), const_iv (GL_RGBA), @@ -2953,6 +3053,9 @@ const_iv (GL_V3F), const_iv (GL_T2F_V3F), const_iv (GL_T2F_N3F_V3F), + const_iv (GL_FUNC_ADD), + const_iv (GL_FUNC_SUBTRACT), + const_iv (GL_FUNC_REVERSE_SUBTRACT), # undef const_iv }; @@ -2969,6 +3072,9 @@ gl.BlendFuncSeparate = 0; gl.BlendFuncSeparateEXT = 0; +void +apple_nvidia_bug (int enable) + char * gl_vendor () CODE: @@ -3027,6 +3133,8 @@ CODE: gl_BlendFuncSeparate (sa, da, saa, daa); +# void glBlendEquation (int se) + void glDepthMask (int flag) void glLogicOp (int opcode)