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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.282 by root, Fri Dec 5 14:50:01 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 16 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{
817 821
818IV minpot (UV n) 822IV minpot (UV n)
819 823
820IV popcount (UV n) 824IV popcount (UV n)
821 825
826NV distance (NV dx, NV dy)
827 CODE:
828 RETVAL = pow (dx * dx + dy * dy, 0.5);
829 OUTPUT:
830 RETVAL
831
822void 832void
823pango_init () 833pango_init ()
824 CODE: 834 CODE:
825{ 835{
826 opengl_fontmap = pango_opengl_font_map_new (); 836 opengl_fontmap = pango_opengl_font_map_new ();
1654 glDisable (GL_ALPHA_TEST); 1664 glDisable (GL_ALPHA_TEST);
1655 glDisable (GL_BLEND); 1665 glDisable (GL_BLEND);
1656 } 1666 }
1657} 1667}
1658 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);
1756}
1757
1659IV 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)
1660 CODE: 1759 CODE:
1661{ 1760{
1662 GLint width; 1761 GLint width;
1663 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1762 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
2005 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
2006 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)
2007 smooth_key skey; 2106 smooth_key skey;
2008 int pl_x, pl_y; 2107 int pl_x, pl_y;
2009 maptex pl_tex; 2108 maptex pl_tex;
2010 rc_t *rc = rc_alloc (); 2109 rc_t *rc = rc_alloc ();
2110 rc_t *rc_ov = rc_alloc ();
2011 rc_key_t key; 2111 rc_key_t key;
2012 rc_array_t *arr; 2112 rc_array_t *arr, *arr_hidden;
2013 2113
2014 pl_tex.name = 0; 2114 pl_tex.name = 0;
2015 2115
2016 // thats current max. sorry. 2116 // that's current max. sorry.
2017 if (sw > 255) sw = 255; 2117 if (sw > 255) sw = 255;
2018 if (sh > 255) sh = 255; 2118 if (sh > 255) sh = 255;
2019 2119
2020 // clear key, in case of extra padding 2120 // clear key, in case of extra padding
2021 memset (&skey, 0, sizeof (skey)); 2121 memset (&skey, 0, sizeof (skey));
2025 key.g = 255; 2125 key.g = 255;
2026 key.b = 255; 2126 key.b = 255;
2027 key.a = 255; 2127 key.a = 255;
2028 key.mode = GL_QUADS; 2128 key.mode = GL_QUADS;
2029 key.format = GL_T2F_V3F; 2129 key.format = GL_T2F_V3F;
2030 key.texname = -1;
2031 2130
2032 mx += self->x; 2131 mx += self->x;
2033 my += self->y; 2132 my += self->y;
2034 2133
2035 // first pass: determine smooth_max 2134 // first pass: determine smooth_max
2056 2155
2057 glEnable (GL_BLEND); 2156 glEnable (GL_BLEND);
2058 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2157 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2059 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2158 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2060 2159
2160 key.texname = self->tex [TEXID_HIDDEN].name;
2161 arr_hidden = rc_array (rc_ov, &key);
2162
2061 for (z = 0; z <= 2; z++) 2163 for (z = 0; z <= 2; z++)
2062 { 2164 {
2063 memset (smooth_level, 0, sizeof (smooth_level)); 2165 memset (smooth_level, 0, sizeof (smooth_level));
2166 key.texname = -1;
2064 2167
2065 for (y = 0; y < sh; y++) 2168 for (y = 0; y < sh; y++)
2066 if (0 <= y + my && y + my < self->rows) 2169 if (0 <= y + my && y + my < self->rows)
2067 { 2170 {
2068 maprow *row = self->row + (y + my); 2171 maprow *row = self->row + (y + my);
2074 tileid tile = cell->tile [z]; 2177 tileid tile = cell->tile [z];
2075 2178
2076 if (tile) 2179 if (tile)
2077 { 2180 {
2078 maptex tex = self->tex [tile]; 2181 maptex tex = self->tex [tile];
2079 int px = (x + 1) * T - tex.w; 2182 int px, py;
2080 int py = (y + 1) * T - tex.h;
2081 2183
2082 if (key.texname != tex.name) 2184 if (key.texname != tex.name)
2083 { 2185 {
2084 self->tex [tile].unused = 0; 2186 self->tex [tile].unused = 0;
2085 2187
2086 if (!tex.name) 2188 if (!tex.name)
2087 tex = self->tex [2]; /* missing, replace by noface */ 2189 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2088 2190
2089 key.texname = tex.name; 2191 key.texname = tex.name;
2090 arr = rc_array (rc, &key); 2192 arr = rc_array (rc, &key);
2091 } 2193 }
2194
2195 px = (x + 1) * T - tex.w;
2196 py = (y + 1) * T - tex.h;
2092 2197
2093 if (expect_false (cell->player == player) && expect_false (z == 2)) 2198 if (expect_false (cell->player == player) && expect_false (z == 2))
2094 { 2199 {
2095 pl_x = px; 2200 pl_x = px;
2096 pl_y = py; 2201 pl_y = py;
2101 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2206 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2102 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);
2103 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);
2104 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);
2105 2210
2106 if (expect_false (cell->flags) && expect_false (z == 2))
2107 {
2108 // overlays such as the speech bubble, probably more to come
2109 if (cell->flags & 1)
2110 {
2111 maptex tex = self->tex [1];
2112 int px = x * T + T * 2 / 32;
2113 int py = y * T - T * 6 / 32;
2114
2115 if (tex.name)
2116 {
2117 if (key.texname != tex.name)
2118 {
2119 key.texname = tex.name;
2120 arr = rc_array (rc, &key);
2121 }
2122
2123 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2124 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2125 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2126 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2127 }
2128 }
2129 }
2130
2131 // update smooth hash 2211 // update smooth hash
2132 if (tex.smoothtile) 2212 if (tex.smoothtile)
2133 { 2213 {
2134 skey.tile = tex.smoothtile; 2214 skey.tile = tex.smoothtile;
2135 skey.level = tex.smoothlevel; 2215 skey.level = tex.smoothlevel;
2163 // corners 2243 // corners
2164 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);
2165 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);
2166 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);
2167 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 }
2168 } 2285 }
2169 } 2286 }
2170 } 2287 }
2171 } 2288 }
2172 2289
2269 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);
2270 2387
2271 rc_draw (rc); 2388 rc_draw (rc);
2272 } 2389 }
2273 2390
2391 rc_draw (rc_ov);
2392 rc_clear (rc_ov);
2393
2274 glDisable (GL_BLEND); 2394 glDisable (GL_BLEND);
2275 rc_free (rc); 2395 rc_free (rc);
2396 rc_free (rc_ov);
2276 2397
2277 // top layer: overlays such as the health bar 2398 // top layer: overlays such as the health bar
2278 for (y = 0; y < sh; y++) 2399 for (y = 0; y < sh; y++)
2279 if (0 <= y + my && y + my < self->rows) 2400 if (0 <= y + my && y + my < self->rows)
2280 { 2401 {
2311 } 2432 }
2312 } 2433 }
2313} 2434}
2314 2435
2315void 2436void
2316draw_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)
2317 CODE: 2438 CODE:
2318{ 2439{
2319 static float color[16][3] = { 2440 static float color[16][3] = {
2320 { 0.00F, 0.00F, 0.00F }, 2441 { 0.00f, 0.00f, 0.00f },
2321 { 1.00F, 1.00F, 1.00F }, 2442 { 1.00f, 1.00f, 1.00f },
2322 { 0.00F, 0.00F, 0.55F }, 2443 { 0.00f, 0.00f, 0.55f },
2323 { 1.00F, 0.00F, 0.00F }, 2444 { 1.00f, 0.00f, 0.00f },
2324 2445
2325 { 1.00F, 0.54F, 0.00F }, 2446 { 1.00f, 0.54f, 0.00f },
2326 { 0.11F, 0.56F, 1.00F }, 2447 { 0.11f, 0.56f, 1.00f },
2327 { 0.93F, 0.46F, 0.00F }, 2448 { 0.93f, 0.46f, 0.00f },
2328 { 0.18F, 0.54F, 0.34F }, 2449 { 0.18f, 0.54f, 0.34f },
2329 2450
2330 { 0.56F, 0.73F, 0.56F }, 2451 { 0.56f, 0.73f, 0.56f },
2331 { 0.80F, 0.80F, 0.80F }, 2452 { 0.80f, 0.80f, 0.80f },
2332 { 0.55F, 0.41F, 0.13F }, 2453 { 0.55f, 0.41f, 0.13f },
2333 { 0.99F, 0.77F, 0.26F }, 2454 { 0.99f, 0.77f, 0.26f },
2334 2455
2335 { 0.74F, 0.65F, 0.41F }, 2456 { 0.74f, 0.65f, 0.41f },
2336 2457
2337 { 0.00F, 1.00F, 1.00F }, 2458 { 0.00f, 1.00f, 1.00f },
2338 { 1.00F, 0.00F, 1.00F }, 2459 { 1.00f, 0.00f, 1.00f },
2339 { 1.00F, 1.00F, 0.00F }, 2460 { 1.00f, 1.00f, 0.00f },
2340 }; 2461 };
2341 2462
2342 int x, y; 2463 int x, y;
2343 2464
2344 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 */
2345 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2472 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2346 glEnable (GL_BLEND); 2473 glEnable (GL_BLEND);
2347 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2474 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2348 glBegin (GL_QUADS); 2475 glBegin (GL_QUADS);
2349 2476
2350 for (y = 0; y < h; y++) 2477 for (y = 0; y < h; y++)
2354 2481
2355 if (m) 2482 if (m)
2356 { 2483 {
2357 float *c = color [m & 15]; 2484 float *c = color [m & 15];
2358 2485
2359 float tx1 = m & 0x40 ? 0.5 : 0.; 2486 float tx1 = m & 0x40 ? 0.5f : 0.f;
2360 float tx2 = tx1 + 0.5; 2487 float tx2 = tx1 + 0.5f;
2361 2488
2362 glColor4f (c[0], c[1], c[2], 0.75); 2489 glColor4f (c[0], c[1], c[2], 1);
2363 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2490 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2364 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2491 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2365 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2492 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2366 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2493 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2367 } 2494 }
2389 SvCUR_set (darkness3_sv, sw34 * sh3); 2516 SvCUR_set (darkness3_sv, sw34 * sh3);
2390 2517
2391 mx += self->x - 1; 2518 mx += self->x - 1;
2392 my += self->y - 1; 2519 my += self->y - 1;
2393 2520
2394 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); 2521 memset (darkness1, DARKNESS_ADJUST (255 - FOW_DARKNESS), sw1 * sh1);
2395 2522
2396 for (y = 0; y < sh1; y++) 2523 for (y = 0; y < sh1; y++)
2397 if (0 <= y + my && y + my < self->rows) 2524 if (0 <= y + my && y + my < self->rows)
2398 { 2525 {
2399 maprow *row = self->row + (y + my); 2526 maprow *row = self->row + (y + my);
2402 if (row->c0 <= x + mx && x + mx < row->c1) 2529 if (row->c0 <= x + mx && x + mx < row->c1)
2403 { 2530 {
2404 mapcell *cell = row->col + (x + mx - row->c0); 2531 mapcell *cell = row->col + (x + mx - row->c0);
2405 2532
2406 darkness1 [y * sw1 + x] = cell->darkness 2533 darkness1 [y * sw1 + x] = cell->darkness
2407 ? 255 - (cell->darkness - 1) 2534 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2408 : 255 - FOW_DARKNESS; 2535 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2409 } 2536 }
2410 } 2537 }
2411 2538
2412 for (y = 0; y < sh; ++y) 2539 for (y = 0; y < sh; ++y)
2413 for (x = 0; x < sw; ++x) 2540 for (x = 0; x < sw; ++x)
2713void 2840void
2714set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2841set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2715 CODE: 2842 CODE:
2716{ 2843{
2717 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));
2718 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;
2719 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2846 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2720} 2847}
2721 2848
2722void 2849void
2723set_reverse_stereo (DC::Channel self, int flip) 2850set_reverse_stereo (DC::Channel self, int flip)
2826 } *civ, const_iv[] = { 2953 } *civ, const_iv[] = {
2827# define const_iv(name) { # name, (IV)name } 2954# define const_iv(name) { # name, (IV)name }
2828 const_iv (GL_VENDOR), 2955 const_iv (GL_VENDOR),
2829 const_iv (GL_VERSION), 2956 const_iv (GL_VERSION),
2830 const_iv (GL_EXTENSIONS), 2957 const_iv (GL_EXTENSIONS),
2958 const_iv (GL_MAX_TEXTURE_UNITS),
2831 const_iv (GL_COLOR_MATERIAL), 2959 const_iv (GL_COLOR_MATERIAL),
2832 const_iv (GL_SMOOTH), 2960 const_iv (GL_SMOOTH),
2833 const_iv (GL_FLAT), 2961 const_iv (GL_FLAT),
2834 const_iv (GL_DITHER), 2962 const_iv (GL_DITHER),
2835 const_iv (GL_BLEND), 2963 const_iv (GL_BLEND),
2847 const_iv (GL_ZERO), 2975 const_iv (GL_ZERO),
2848 const_iv (GL_SRC_ALPHA), 2976 const_iv (GL_SRC_ALPHA),
2849 const_iv (GL_DST_ALPHA), 2977 const_iv (GL_DST_ALPHA),
2850 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2978 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2851 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),
2852 const_iv (GL_SRC_ALPHA_SATURATE), 2984 const_iv (GL_SRC_ALPHA_SATURATE),
2853 const_iv (GL_RGB), 2985 const_iv (GL_RGB),
2854 const_iv (GL_RGBA), 2986 const_iv (GL_RGBA),
2855 const_iv (GL_RGBA4), 2987 const_iv (GL_RGBA4),
2856 const_iv (GL_RGBA8), 2988 const_iv (GL_RGBA8),
2924 const_iv (GL_NICEST), 3056 const_iv (GL_NICEST),
2925 const_iv (GL_V2F), 3057 const_iv (GL_V2F),
2926 const_iv (GL_V3F), 3058 const_iv (GL_V3F),
2927 const_iv (GL_T2F_V3F), 3059 const_iv (GL_T2F_V3F),
2928 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),
2929# undef const_iv 3064# undef const_iv
2930 }; 3065 };
2931 3066
2932 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; )
2933 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3068 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2940disable_GL_EXT_blend_func_separate () 3075disable_GL_EXT_blend_func_separate ()
2941 CODE: 3076 CODE:
2942 gl.BlendFuncSeparate = 0; 3077 gl.BlendFuncSeparate = 0;
2943 gl.BlendFuncSeparateEXT = 0; 3078 gl.BlendFuncSeparateEXT = 0;
2944 3079
3080void
3081apple_nvidia_bug (int enable)
3082
2945char * 3083char *
2946gl_vendor () 3084gl_vendor ()
2947 CODE: 3085 CODE:
2948 RETVAL = (char *)glGetString (GL_VENDOR); 3086 RETVAL = (char *)glGetString (GL_VENDOR);
2949 OUTPUT: 3087 OUTPUT:
2997void glBlendFunc (int sfactor, int dfactor) 3135void glBlendFunc (int sfactor, int dfactor)
2998 3136
2999void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3137void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3000 CODE: 3138 CODE:
3001 gl_BlendFuncSeparate (sa, da, saa, daa); 3139 gl_BlendFuncSeparate (sa, da, saa, daa);
3140
3141# void glBlendEquation (int se)
3002 3142
3003void glDepthMask (int flag) 3143void glDepthMask (int flag)
3004 3144
3005void glLogicOp (int opcode) 3145void glLogicOp (int opcode)
3006 3146

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