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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 1.295 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>
81#define expect_false(expr) expect ((expr) != 0, 0) 80#define expect_false(expr) expect ((expr) != 0, 0)
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 32 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
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{
814 821
815IV minpot (UV n) 822IV minpot (UV n)
816 823
817IV popcount (UV n) 824IV popcount (UV n)
818 825
826NV distance (NV dx, NV dy)
827 CODE:
828 RETVAL = pow (dx * dx + dy * dy, 0.5);
829 OUTPUT:
830 RETVAL
831
819void 832void
820pango_init () 833pango_init ()
821 CODE: 834 CODE:
822{ 835{
823 opengl_fontmap = pango_opengl_font_map_new (); 836 opengl_fontmap = pango_opengl_font_map_new ();
1204#if DEBUG 1217#if DEBUG
1205 VALGRIND_DO_LEAK_CHECK; 1218 VALGRIND_DO_LEAK_CHECK;
1206#endif 1219#endif
1207} 1220}
1208 1221
1222int
1223SvREFCNT (SV *sv)
1224 CODE:
1225 RETVAL = SvREFCNT (sv);
1226 OUTPUT:
1227 RETVAL
1228
1209MODULE = Deliantra::Client PACKAGE = DC::Font 1229MODULE = Deliantra::Client PACKAGE = DC::Font
1210 1230
1211PROTOTYPES: DISABLE 1231PROTOTYPES: DISABLE
1212 1232
1213DC::Font 1233DC::Font
1642 if (ix) 1662 if (ix)
1643 { 1663 {
1644 glDisable (GL_ALPHA_TEST); 1664 glDisable (GL_ALPHA_TEST);
1645 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1646 } 1666 }
1667}
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);
1647} 1756}
1648 1757
1649IV 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)
1650 CODE: 1759 CODE:
1651{ 1760{
1757 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1866 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1758 // use uglier nearest interpolation because linear suffers 1867 // use uglier nearest interpolation because linear suffers
1759 // from transparent color bleeding and ugly wrapping effects. 1868 // from transparent color bleeding and ugly wrapping effects.
1760 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1869 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1761} 1870}
1871
1872void
1873expire_textures (DC::Map self, int texid, int count)
1874 PPCODE:
1875 for (; texid < self->texs && count; ++texid, --count)
1876 {
1877 maptex *tex = self->tex + texid;
1878
1879 if (tex->name)
1880 {
1881 if (tex->unused)
1882 {
1883 tex->name = 0;
1884 tex->unused = 0;
1885 XPUSHs (sv_2mortal (newSViv (texid)));
1886 }
1887 else
1888 tex->unused = 1;
1889 }
1890 }
1762 1891
1763int 1892int
1764ox (DC::Map self) 1893ox (DC::Map self)
1765 ALIAS: 1894 ALIAS:
1766 oy = 1 1895 oy = 1
1887 cell->tile [z] = self->face2tile [face]; 2016 cell->tile [z] = self->face2tile [face];
1888 2017
1889 if (cell->tile [z]) 2018 if (cell->tile [z])
1890 { 2019 {
1891 maptex *tex = self->tex + cell->tile [z]; 2020 maptex *tex = self->tex + cell->tile [z];
2021 tex->unused = 0;
1892 if (!tex->name) 2022 if (!tex->name)
1893 av_push (missing, newSViv (cell->tile [z])); 2023 av_push (missing, newSViv (cell->tile [z]));
1894 2024
1895 if (tex->smoothtile) 2025 if (tex->smoothtile)
1896 { 2026 {
1897 maptex *smooth = self->tex + tex->smoothtile; 2027 maptex *smooth = self->tex + tex->smoothtile;
2028 smooth->unused = 0;
1898 if (!smooth->name) 2029 if (!smooth->name)
1899 av_push (missing, newSViv (tex->smoothtile)); 2030 av_push (missing, newSViv (tex->smoothtile));
1900 } 2031 }
1901 } 2032 }
1902 } 2033 }
1973 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2104 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) 2105 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1975 smooth_key skey; 2106 smooth_key skey;
1976 int pl_x, pl_y; 2107 int pl_x, pl_y;
1977 maptex pl_tex; 2108 maptex pl_tex;
1978 rc_t *rc = rc_alloc (); 2109 rc_t *rc = rc_alloc ();
2110 rc_t *rc_ov = rc_alloc ();
1979 rc_key_t key; 2111 rc_key_t key;
1980 rc_array_t *arr; 2112 rc_array_t *arr, *arr_hidden;
1981 2113
1982 pl_tex.name = 0; 2114 pl_tex.name = 0;
1983 2115
1984 // thats current max. sorry. 2116 // that's current max. sorry.
1985 if (sw > 255) sw = 255; 2117 if (sw > 255) sw = 255;
1986 if (sh > 255) sh = 255; 2118 if (sh > 255) sh = 255;
1987 2119
1988 // clear key, in case of extra padding 2120 // clear key, in case of extra padding
1989 memset (&skey, 0, sizeof (skey)); 2121 memset (&skey, 0, sizeof (skey));
1993 key.g = 255; 2125 key.g = 255;
1994 key.b = 255; 2126 key.b = 255;
1995 key.a = 255; 2127 key.a = 255;
1996 key.mode = GL_QUADS; 2128 key.mode = GL_QUADS;
1997 key.format = GL_T2F_V3F; 2129 key.format = GL_T2F_V3F;
1998 key.texname = -1;
1999 2130
2000 mx += self->x; 2131 mx += self->x;
2001 my += self->y; 2132 my += self->y;
2002 2133
2003 // first pass: determine smooth_max 2134 // first pass: determine smooth_max
2024 2155
2025 glEnable (GL_BLEND); 2156 glEnable (GL_BLEND);
2026 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2157 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2027 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2158 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2028 2159
2160 key.texname = self->tex [TEXID_HIDDEN].name;
2161 arr_hidden = rc_array (rc_ov, &key);
2162
2029 for (z = 0; z <= 2; z++) 2163 for (z = 0; z <= 2; z++)
2030 { 2164 {
2031 memset (smooth_level, 0, sizeof (smooth_level)); 2165 memset (smooth_level, 0, sizeof (smooth_level));
2166 key.texname = -1;
2032 2167
2033 for (y = 0; y < sh; y++) 2168 for (y = 0; y < sh; y++)
2034 if (0 <= y + my && y + my < self->rows) 2169 if (0 <= y + my && y + my < self->rows)
2035 { 2170 {
2036 maprow *row = self->row + (y + my); 2171 maprow *row = self->row + (y + my);
2042 tileid tile = cell->tile [z]; 2177 tileid tile = cell->tile [z];
2043 2178
2044 if (tile) 2179 if (tile)
2045 { 2180 {
2046 maptex tex = self->tex [tile]; 2181 maptex tex = self->tex [tile];
2047 int px = (x + 1) * T - tex.w; 2182 int px, py;
2048 int py = (y + 1) * T - tex.h;
2049 2183
2050 if (key.texname != tex.name) 2184 if (key.texname != tex.name)
2051 { 2185 {
2186 self->tex [tile].unused = 0;
2187
2052 if (!tex.name) 2188 if (!tex.name)
2053 tex = self->tex [2]; /* missing, replace by noface */ 2189 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2054 2190
2055 key.texname = tex.name; 2191 key.texname = tex.name;
2056 arr = rc_array (rc, &key); 2192 arr = rc_array (rc, &key);
2057 } 2193 }
2194
2195 px = (x + 1) * T - tex.w;
2196 py = (y + 1) * T - tex.h;
2058 2197
2059 if (expect_false (cell->player == player) && expect_false (z == 2)) 2198 if (expect_false (cell->player == player) && expect_false (z == 2))
2060 { 2199 {
2061 pl_x = px; 2200 pl_x = px;
2062 pl_y = py; 2201 pl_y = py;
2067 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2206 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2068 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2207 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); 2208 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); 2209 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2071 2210
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 2211 // update smooth hash
2098 if (tex.smoothtile) 2212 if (tex.smoothtile)
2099 { 2213 {
2100 skey.tile = tex.smoothtile; 2214 skey.tile = tex.smoothtile;
2101 skey.level = tex.smoothlevel; 2215 skey.level = tex.smoothlevel;
2129 // corners 2243 // corners
2130 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2244 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); 2245 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); 2246 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); 2247 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2248 }
2249 }
2250
2251 if (expect_false (z == 2))
2252 {
2253 /* draw question marks on top of hidden spaces */
2254 if (!cell->darkness)
2255 {
2256 maptex tex = self->tex [TEXID_HIDDEN];
2257 int px = (x + 1) * T - tex.w;
2258 int py = (y + 1) * T - tex.h;
2259
2260 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2261 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2262 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2263 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2264 }
2265
2266 if (expect_false (cell->flags))
2267 {
2268 // overlays such as the speech bubble, probably more to come
2269 if (cell->flags & 1)
2270 {
2271 rc_key_t key_ov = key;
2272 maptex tex = self->tex [TEXID_SPEECH];
2273 rc_array_t *arr;
2274 int px = x * T + T * 2 / 32;
2275 int py = y * T - T * 6 / 32;
2276
2277 key_ov.texname = tex.name;
2278 arr = rc_array (rc_ov, &key_ov);
2279
2280 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2281 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2282 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2283 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2284 }
2134 } 2285 }
2135 } 2286 }
2136 } 2287 }
2137 } 2288 }
2138 2289
2178 { 2329 {
2179 // this time avoiding texture state changes 2330 // this time avoiding texture state changes
2180 // save gobs of state changes. 2331 // save gobs of state changes.
2181 if (key.texname != tex.name) 2332 if (key.texname != tex.name)
2182 { 2333 {
2334 self->tex [skey->tile].unused = 0;
2335
2183 glEnd (); 2336 glEnd ();
2184 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2337 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2185 glBegin (GL_QUADS); 2338 glBegin (GL_QUADS);
2186 } 2339 }
2187 2340
2233 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2386 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2234 2387
2235 rc_draw (rc); 2388 rc_draw (rc);
2236 } 2389 }
2237 2390
2391 rc_draw (rc_ov);
2392 rc_clear (rc_ov);
2393
2238 glDisable (GL_BLEND); 2394 glDisable (GL_BLEND);
2239 rc_free (rc); 2395 rc_free (rc);
2396 rc_free (rc_ov);
2240 2397
2241 // top layer: overlays such as the health bar 2398 // top layer: overlays such as the health bar
2242 for (y = 0; y < sh; y++) 2399 for (y = 0; y < sh; y++)
2243 if (0 <= y + my && y + my < self->rows) 2400 if (0 <= y + my && y + my < self->rows)
2244 { 2401 {
2249 { 2406 {
2250 mapcell *cell = row->col + (x + mx - row->c0); 2407 mapcell *cell = row->col + (x + mx - row->c0);
2251 2408
2252 int px = x * T; 2409 int px = x * T;
2253 int py = y * T; 2410 int py = y * T;
2411
2412 if (expect_false (cell->player == player))
2413 {
2414 px += sdx;
2415 py += sdy;
2416 }
2254 2417
2255 if (cell->stat_hp) 2418 if (cell->stat_hp)
2256 { 2419 {
2257 int width = cell->stat_width * T; 2420 int width = cell->stat_width * T;
2258 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2421 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2269 } 2432 }
2270 } 2433 }
2271} 2434}
2272 2435
2273void 2436void
2274draw_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)
2275 CODE: 2438 CODE:
2276{ 2439{
2277 static float color[16][3] = { 2440 static float color[16][3] = {
2278 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2279 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2280 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2281 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2282 2445
2283 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2284 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2285 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2286 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2287 2450
2288 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2289 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2290 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2291 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2292 2455
2293 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2294 2457
2295 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2296 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2297 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2298 }; 2461 };
2299 2462
2300 int x, y; 2463 int x, y;
2301 2464
2302 glEnable (GL_TEXTURE_2D); 2465 glEnable (GL_TEXTURE_2D);
2466 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2467 * but the nvidia driver (185.18.14) mishandles alpha textures
2468 * ansd takes the colour from god knows where instead of using
2469 * Cp. MODULATE results in the same colour, but slightly different
2470 * alpha, but atcually gives us the correct colour with nvidia.
2471 */
2303 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2472 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2304 glEnable (GL_BLEND); 2473 glEnable (GL_BLEND);
2305 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2474 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2306 glBegin (GL_QUADS); 2475 glBegin (GL_QUADS);
2307 2476
2308 for (y = 0; y < h; y++) 2477 for (y = 0; y < h; y++)
2312 2481
2313 if (m) 2482 if (m)
2314 { 2483 {
2315 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2316 2485
2317 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2318 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2319 2488
2320 glColor4f (c[0], c[1], c[2], 0.75); 2489 glColor4f (c[0], c[1], c[2], 1);
2321 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2322 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2323 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2324 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2493 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2325 } 2494 }
2347 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2348 2517
2349 mx += self->x - 1; 2518 mx += self->x - 1;
2350 my += self->y - 1; 2519 my += self->y - 1;
2351 2520
2352 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2353 2522
2354 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2355 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2356 { 2525 {
2357 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2360 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2361 { 2530 {
2362 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2363 2532
2364 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2365 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2366 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2367 } 2536 }
2368 } 2537 }
2369 2538
2370 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2371 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2671void 2840void
2672set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2673 CODE: 2842 CODE:
2674{ 2843{
2675 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));
2676 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;
2677 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2678} 2847}
2679 2848
2680void 2849void
2681set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)
2784 } *civ, const_iv[] = { 2953 } *civ, const_iv[] = {
2785# define const_iv(name) { # name, (IV)name } 2954# define const_iv(name) { # name, (IV)name }
2786 const_iv (GL_VENDOR), 2955 const_iv (GL_VENDOR),
2787 const_iv (GL_VERSION), 2956 const_iv (GL_VERSION),
2788 const_iv (GL_EXTENSIONS), 2957 const_iv (GL_EXTENSIONS),
2958 const_iv (GL_MAX_TEXTURE_UNITS),
2789 const_iv (GL_COLOR_MATERIAL), 2959 const_iv (GL_COLOR_MATERIAL),
2790 const_iv (GL_SMOOTH), 2960 const_iv (GL_SMOOTH),
2791 const_iv (GL_FLAT), 2961 const_iv (GL_FLAT),
2792 const_iv (GL_DITHER), 2962 const_iv (GL_DITHER),
2793 const_iv (GL_BLEND), 2963 const_iv (GL_BLEND),
2805 const_iv (GL_ZERO), 2975 const_iv (GL_ZERO),
2806 const_iv (GL_SRC_ALPHA), 2976 const_iv (GL_SRC_ALPHA),
2807 const_iv (GL_DST_ALPHA), 2977 const_iv (GL_DST_ALPHA),
2808 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2978 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2809 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),
2810 const_iv (GL_SRC_ALPHA_SATURATE), 2984 const_iv (GL_SRC_ALPHA_SATURATE),
2811 const_iv (GL_RGB), 2985 const_iv (GL_RGB),
2812 const_iv (GL_RGBA), 2986 const_iv (GL_RGBA),
2813 const_iv (GL_RGBA4), 2987 const_iv (GL_RGBA4),
2814 const_iv (GL_RGBA8), 2988 const_iv (GL_RGBA8),
2882 const_iv (GL_NICEST), 3056 const_iv (GL_NICEST),
2883 const_iv (GL_V2F), 3057 const_iv (GL_V2F),
2884 const_iv (GL_V3F), 3058 const_iv (GL_V3F),
2885 const_iv (GL_T2F_V3F), 3059 const_iv (GL_T2F_V3F),
2886 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),
2887# undef const_iv 3064# undef const_iv
2888 }; 3065 };
2889 3066
2890 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; )
2891 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3068 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2898disable_GL_EXT_blend_func_separate () 3075disable_GL_EXT_blend_func_separate ()
2899 CODE: 3076 CODE:
2900 gl.BlendFuncSeparate = 0; 3077 gl.BlendFuncSeparate = 0;
2901 gl.BlendFuncSeparateEXT = 0; 3078 gl.BlendFuncSeparateEXT = 0;
2902 3079
3080void
3081apple_nvidia_bug (int enable)
3082
2903char * 3083char *
2904gl_vendor () 3084gl_vendor ()
2905 CODE: 3085 CODE:
2906 RETVAL = (char *)glGetString (GL_VENDOR); 3086 RETVAL = (char *)glGetString (GL_VENDOR);
2907 OUTPUT: 3087 OUTPUT:
2956 3136
2957void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3137void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2958 CODE: 3138 CODE:
2959 gl_BlendFuncSeparate (sa, da, saa, daa); 3139 gl_BlendFuncSeparate (sa, da, saa, daa);
2960 3140
3141# void glBlendEquation (int se)
3142
2961void glDepthMask (int flag) 3143void glDepthMask (int flag)
2962 3144
2963void glLogicOp (int opcode) 3145void glLogicOp (int opcode)
2964 3146
2965void glColorMask (int red, int green, int blue, int alpha) 3147void glColorMask (int red, int green, int blue, int alpha)
2999void glRotate (float angle, float x, float y, float z) 3181void glRotate (float angle, float x, float y, float z)
3000 CODE: 3182 CODE:
3001 glRotatef (angle, x, y, z); 3183 glRotatef (angle, x, y, z);
3002 3184
3003void glColor (float r, float g, float b, float a = 1.0) 3185void glColor (float r, float g, float b, float a = 1.0)
3186 PROTOTYPE: @
3004 ALIAS: 3187 ALIAS:
3005 glColor_premultiply = 1 3188 glColor_premultiply = 1
3006 CODE: 3189 CODE:
3007 if (ix) 3190 if (ix)
3008 { 3191 {

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