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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 1.296 by root, Mon Dec 21 23:52:34 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
85/* this is used as fow flag as well, so has to have a different value */
86/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 32 87#define FOW_DARKNESS 50
88#define DARKNESS_ADJUST(n) (n)
87 89
88#define MAP_EXTEND_X 32 90#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 91#define MAP_EXTEND_Y 512
90 92
91#define MIN_FONT_HEIGHT 10 93#define MIN_FONT_HEIGHT 10
92 94
93/* mask out modifiers we are not interested in */ 95/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 96#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 97
96#define KMOD_LRAM 0x10000 // our extension 98#define KMOD_LRAM 0x10000 // our extension
99
100#define TEXID_SPEECH 1
101#define TEXID_NOFACE 2
102#define TEXID_HIDDEN 3
97 103
98static AV *texture_av; 104static AV *texture_av;
99 105
100static struct 106static struct
101{ 107{
233 int w, h; 239 int w, h;
234 float s, t; 240 float s, t;
235 uint8_t r, g, b, a; 241 uint8_t r, g, b, a;
236 tileid smoothtile; 242 tileid smoothtile;
237 uint8_t smoothlevel; 243 uint8_t smoothlevel;
244 uint8_t unused; /* set to zero on use */
238} maptex; 245} maptex;
239 246
240typedef struct { 247typedef struct {
241 uint32_t player; 248 uint32_t player;
242 tileid tile[3]; 249 tileid tile[3];
528 if (!svp || !SvTRUE (*svp)) 535 if (!svp || !SvTRUE (*svp))
529 return 0; 536 return 0;
530 537
531 return 1; 538 return 1;
532} 539}
540
541/******************************************************************************/
533 542
534/* process keyboard modifiers */ 543/* process keyboard modifiers */
535static int 544static int
536mod_munge (int mod) 545mod_munge (int mod)
537{ 546{
814 823
815IV minpot (UV n) 824IV minpot (UV n)
816 825
817IV popcount (UV n) 826IV popcount (UV n)
818 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
819void 834void
820pango_init () 835pango_init ()
821 CODE: 836 CODE:
822{ 837{
823 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
1204#if DEBUG 1219#if DEBUG
1205 VALGRIND_DO_LEAK_CHECK; 1220 VALGRIND_DO_LEAK_CHECK;
1206#endif 1221#endif
1207} 1222}
1208 1223
1224int
1225SvREFCNT (SV *sv)
1226 CODE:
1227 RETVAL = SvREFCNT (sv);
1228 OUTPUT:
1229 RETVAL
1230
1209MODULE = Deliantra::Client PACKAGE = DC::Font 1231MODULE = Deliantra::Client PACKAGE = DC::Font
1210 1232
1211PROTOTYPES: DISABLE 1233PROTOTYPES: DISABLE
1212 1234
1213DC::Font 1235DC::Font
1642 if (ix) 1664 if (ix)
1643 { 1665 {
1644 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1645 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1646 } 1668 }
1669}
1670
1671void
1672draw_fow_texture (float intensity, int hidden_tex, int name1, uint8_t *data1, float s, float t, int w, int h, float blend = 0.f, int dx = 0, int dy = 0, int name2 = 0, uint8_t *data2 = data1)
1673 PROTOTYPE: @
1674 CODE:
1675{
1676 glEnable (GL_TEXTURE_2D);
1677 glEnable (GL_BLEND);
1678 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1679 glBindTexture (GL_TEXTURE_2D, name1);
1680
1681 glColor3f (intensity, intensity, intensity);
1682 glPushMatrix ();
1683 glScalef (1./3, 1./3, 1.);
1684
1685 if (blend > 0.f)
1686 {
1687 float dx3 = dx * -3.f / w;
1688 float dy3 = dy * -3.f / h;
1689 GLfloat env_color[4] = { 0., 0., 0., blend };
1690
1691 /* interpolate the two shadow textures */
1692 /* stage 0 == rgb(glcolor) + alpha(t0) */
1693 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1694
1695 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1696 gl.ActiveTexture (GL_TEXTURE1);
1697 glEnable (GL_TEXTURE_2D);
1698 glBindTexture (GL_TEXTURE_2D, name2);
1699 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1700
1701 /* rgb == rgb(glcolor) */
1702 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1703 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1705
1706 /* alpha = interpolate t0, t1 by env_alpha */
1707 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1708
1709 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1710 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1712
1713 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1714 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1715
1716 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1717 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1718
1719 glBegin (GL_QUADS);
1720 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1724 glEnd ();
1725
1726 glDisable (GL_TEXTURE_2D);
1727 gl.ActiveTexture (GL_TEXTURE0);
1728 }
1729 else
1730 {
1731 /* simple blending of one texture, also opengl <1.3 path */
1732 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1733
1734 glBegin (GL_QUADS);
1735 glTexCoord2f (0, 0); glVertex2f (0, 0);
1736 glTexCoord2f (0, t); glVertex2f (0, h);
1737 glTexCoord2f (s, t); glVertex2f (w, h);
1738 glTexCoord2f (s, 0); glVertex2f (w, 0);
1739 glEnd ();
1740 }
1741
1742 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1743 {
1744 int x, y;
1745 int dx3 = dx * 3;
1746 int dy3 = dy * 3;
1747
1748 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1749 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1750 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1751 glTranslatef (-1., -1., 0);
1752 glBegin (GL_QUADS);
1753
1754 for (y = 1; y < h; y += 3)
1755 {
1756 int y1 = y - dy3;
1757 int y1valid = y1 >= 0 && y1 < h;
1758
1759 for (x = 1; x < w; x += 3)
1760 {
1761 int x1 = x - dx3;
1762 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1763 uint8_t h2;
1764
1765 if (y1valid && x1 >= 0 && x1 < w)
1766 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1767 else
1768 h2 = 1; /* out of range == invisible */
1769
1770 if (h1 || h2)
1771 {
1772 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1773 glColor4f (1., 1., 1., alpha);
1774
1775 glTexCoord2f (0, 0.); glVertex2i (x , y );
1776 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1777 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1778 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1779 }
1780 }
1781 }
1782 }
1783
1784 glEnd ();
1785
1786 glPopMatrix ();
1787
1788 glDisable (GL_TEXTURE_2D);
1789 glDisable (GL_BLEND);
1647} 1790}
1648 1791
1649IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1792IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1650 CODE: 1793 CODE:
1651{ 1794{
1757 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1900 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1758 // use uglier nearest interpolation because linear suffers 1901 // use uglier nearest interpolation because linear suffers
1759 // from transparent color bleeding and ugly wrapping effects. 1902 // from transparent color bleeding and ugly wrapping effects.
1760 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1903 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1761} 1904}
1905
1906void
1907expire_textures (DC::Map self, int texid, int count)
1908 PPCODE:
1909 for (; texid < self->texs && count; ++texid, --count)
1910 {
1911 maptex *tex = self->tex + texid;
1912
1913 if (tex->name)
1914 {
1915 if (tex->unused)
1916 {
1917 tex->name = 0;
1918 tex->unused = 0;
1919 XPUSHs (sv_2mortal (newSViv (texid)));
1920 }
1921 else
1922 tex->unused = 1;
1923 }
1924 }
1762 1925
1763int 1926int
1764ox (DC::Map self) 1927ox (DC::Map self)
1765 ALIAS: 1928 ALIAS:
1766 oy = 1 1929 oy = 1
1847 { 2010 {
1848 ext = *data++; 2011 ext = *data++;
1849 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1850 2013
1851 if (cmd < 4) 2014 if (cmd < 4)
1852 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1853 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1854 { 2017 {
1855 cell->stat_width = 1; 2018 cell->stat_width = 1;
1856 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1857 } 2020 }
1887 cell->tile [z] = self->face2tile [face]; 2050 cell->tile [z] = self->face2tile [face];
1888 2051
1889 if (cell->tile [z]) 2052 if (cell->tile [z])
1890 { 2053 {
1891 maptex *tex = self->tex + cell->tile [z]; 2054 maptex *tex = self->tex + cell->tile [z];
2055 tex->unused = 0;
1892 if (!tex->name) 2056 if (!tex->name)
1893 av_push (missing, newSViv (cell->tile [z])); 2057 av_push (missing, newSViv (cell->tile [z]));
1894 2058
1895 if (tex->smoothtile) 2059 if (tex->smoothtile)
1896 { 2060 {
1897 maptex *smooth = self->tex + tex->smoothtile; 2061 maptex *smooth = self->tex + tex->smoothtile;
2062 smooth->unused = 0;
1898 if (!smooth->name) 2063 if (!smooth->name)
1899 av_push (missing, newSViv (tex->smoothtile)); 2064 av_push (missing, newSViv (tex->smoothtile));
1900 } 2065 }
1901 } 2066 }
1902 } 2067 }
1973 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2138 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) 2139 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1975 smooth_key skey; 2140 smooth_key skey;
1976 int pl_x, pl_y; 2141 int pl_x, pl_y;
1977 maptex pl_tex; 2142 maptex pl_tex;
1978 rc_t *rc = rc_alloc (); 2143 rc_t *rc = rc_alloc ();
2144 rc_t *rc_ov = rc_alloc ();
1979 rc_key_t key; 2145 rc_key_t key;
1980 rc_array_t *arr; 2146 rc_array_t *arr, *arr_hidden;
1981 2147
1982 pl_tex.name = 0; 2148 pl_tex.name = 0;
1983 2149
1984 // thats current max. sorry. 2150 // that's current max. sorry.
1985 if (sw > 255) sw = 255; 2151 if (sw > 255) sw = 255;
1986 if (sh > 255) sh = 255; 2152 if (sh > 255) sh = 255;
1987 2153
1988 // clear key, in case of extra padding 2154 // clear key, in case of extra padding
1989 memset (&skey, 0, sizeof (skey)); 2155 memset (&skey, 0, sizeof (skey));
1993 key.g = 255; 2159 key.g = 255;
1994 key.b = 255; 2160 key.b = 255;
1995 key.a = 255; 2161 key.a = 255;
1996 key.mode = GL_QUADS; 2162 key.mode = GL_QUADS;
1997 key.format = GL_T2F_V3F; 2163 key.format = GL_T2F_V3F;
1998 key.texname = -1;
1999 2164
2000 mx += self->x; 2165 mx += self->x;
2001 my += self->y; 2166 my += self->y;
2002 2167
2003 // first pass: determine smooth_max 2168 // first pass: determine smooth_max
2024 2189
2025 glEnable (GL_BLEND); 2190 glEnable (GL_BLEND);
2026 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2191 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2027 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2192 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2028 2193
2194 key.texname = self->tex [TEXID_HIDDEN].name;
2195 arr_hidden = rc_array (rc_ov, &key);
2196
2029 for (z = 0; z <= 2; z++) 2197 for (z = 0; z <= 2; z++)
2030 { 2198 {
2031 memset (smooth_level, 0, sizeof (smooth_level)); 2199 memset (smooth_level, 0, sizeof (smooth_level));
2200 key.texname = -1;
2032 2201
2033 for (y = 0; y < sh; y++) 2202 for (y = 0; y < sh; y++)
2034 if (0 <= y + my && y + my < self->rows) 2203 if (0 <= y + my && y + my < self->rows)
2035 { 2204 {
2036 maprow *row = self->row + (y + my); 2205 maprow *row = self->row + (y + my);
2042 tileid tile = cell->tile [z]; 2211 tileid tile = cell->tile [z];
2043 2212
2044 if (tile) 2213 if (tile)
2045 { 2214 {
2046 maptex tex = self->tex [tile]; 2215 maptex tex = self->tex [tile];
2047 int px = (x + 1) * T - tex.w; 2216 int px, py;
2048 int py = (y + 1) * T - tex.h;
2049 2217
2050 if (key.texname != tex.name) 2218 if (key.texname != tex.name)
2051 { 2219 {
2220 self->tex [tile].unused = 0;
2221
2052 if (!tex.name) 2222 if (!tex.name)
2053 tex = self->tex [2]; /* missing, replace by noface */ 2223 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2054 2224
2055 key.texname = tex.name; 2225 key.texname = tex.name;
2056 arr = rc_array (rc, &key); 2226 arr = rc_array (rc, &key);
2057 } 2227 }
2228
2229 px = (x + 1) * T - tex.w;
2230 py = (y + 1) * T - tex.h;
2058 2231
2059 if (expect_false (cell->player == player) && expect_false (z == 2)) 2232 if (expect_false (cell->player == player) && expect_false (z == 2))
2060 { 2233 {
2061 pl_x = px; 2234 pl_x = px;
2062 pl_y = py; 2235 pl_y = py;
2067 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2240 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2068 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2241 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); 2242 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); 2243 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2071 2244
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 2245 // update smooth hash
2098 if (tex.smoothtile) 2246 if (tex.smoothtile)
2099 { 2247 {
2100 skey.tile = tex.smoothtile; 2248 skey.tile = tex.smoothtile;
2101 skey.level = tex.smoothlevel; 2249 skey.level = tex.smoothlevel;
2129 // corners 2277 // corners
2130 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2278 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); 2279 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); 2280 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); 2281 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2282 }
2283 }
2284
2285 if (expect_false (z == 2) && expect_false (cell->flags))
2286 {
2287 // overlays such as the speech bubble, probably more to come
2288 if (cell->flags & 1)
2289 {
2290 rc_key_t key_ov = key;
2291 maptex tex = self->tex [TEXID_SPEECH];
2292 rc_array_t *arr;
2293 int px = x * T + T * 2 / 32;
2294 int py = y * T - T * 6 / 32;
2295
2296 key_ov.texname = tex.name;
2297 arr = rc_array (rc_ov, &key_ov);
2298
2299 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2300 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2301 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2302 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2134 } 2303 }
2135 } 2304 }
2136 } 2305 }
2137 } 2306 }
2138 2307
2178 { 2347 {
2179 // this time avoiding texture state changes 2348 // this time avoiding texture state changes
2180 // save gobs of state changes. 2349 // save gobs of state changes.
2181 if (key.texname != tex.name) 2350 if (key.texname != tex.name)
2182 { 2351 {
2352 self->tex [skey->tile].unused = 0;
2353
2183 glEnd (); 2354 glEnd ();
2184 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2355 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2185 glBegin (GL_QUADS); 2356 glBegin (GL_QUADS);
2186 } 2357 }
2187 2358
2233 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2404 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2234 2405
2235 rc_draw (rc); 2406 rc_draw (rc);
2236 } 2407 }
2237 2408
2409 rc_draw (rc_ov);
2410 rc_clear (rc_ov);
2411
2238 glDisable (GL_BLEND); 2412 glDisable (GL_BLEND);
2239 rc_free (rc); 2413 rc_free (rc);
2414 rc_free (rc_ov);
2240 2415
2241 // top layer: overlays such as the health bar 2416 // top layer: overlays such as the health bar
2242 for (y = 0; y < sh; y++) 2417 for (y = 0; y < sh; y++)
2243 if (0 <= y + my && y + my < self->rows) 2418 if (0 <= y + my && y + my < self->rows)
2244 { 2419 {
2249 { 2424 {
2250 mapcell *cell = row->col + (x + mx - row->c0); 2425 mapcell *cell = row->col + (x + mx - row->c0);
2251 2426
2252 int px = x * T; 2427 int px = x * T;
2253 int py = y * T; 2428 int py = y * T;
2429
2430 if (expect_false (cell->player == player))
2431 {
2432 px += sdx;
2433 py += sdy;
2434 }
2254 2435
2255 if (cell->stat_hp) 2436 if (cell->stat_hp)
2256 { 2437 {
2257 int width = cell->stat_width * T; 2438 int width = cell->stat_width * T;
2258 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2439 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2269 } 2450 }
2270 } 2451 }
2271} 2452}
2272 2453
2273void 2454void
2274draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2455draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2275 CODE: 2456 CODE:
2276{ 2457{
2277 static float color[16][3] = { 2458 static float color[16][3] = {
2278 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2279 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2280 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2281 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2282 2463
2283 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2284 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2285 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2286 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2287 2468
2288 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2289 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2290 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2291 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2292 2473
2293 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2294 2475
2295 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2296 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2297 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2298 }; 2479 };
2299 2480
2300 int x, y; 2481 int x, y;
2301 2482
2302 glEnable (GL_TEXTURE_2D); 2483 glEnable (GL_TEXTURE_2D);
2484 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2485 * but the nvidia driver (185.18.14) mishandles alpha textures
2486 * and takes the colour from god knows where instead of using
2487 * Cp. MODULATE results in the same colour, but slightly different
2488 * alpha, but atcually gives us the correct colour with nvidia.
2489 */
2303 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2304 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2305 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2492 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2306 glBegin (GL_QUADS); 2493 glBegin (GL_QUADS);
2307 2494
2308 for (y = 0; y < h; y++) 2495 for (y = 0; y < h; y++)
2312 2499
2313 if (m) 2500 if (m)
2314 { 2501 {
2315 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2316 2503
2317 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2318 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2319 2506
2320 glColor4f (c[0], c[1], c[2], 0.75); 2507 glColor4f (c[0], c[1], c[2], 1);
2321 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2322 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2323 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2324 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2511 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2325 } 2512 }
2333void 2520void
2334fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2521fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2335 PPCODE: 2522 PPCODE:
2336{ 2523{
2337 int x, y; 2524 int x, y;
2338 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2339 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2340 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2341 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2342 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2343 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2344 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2345 2532
2346 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2347 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2348 2535
2349 mx += self->x - 1; 2536 mx += self->x - 1;
2350 my += self->y - 1; 2537 my += self->y - 1;
2351
2352 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2353 2538
2354 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2355 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2356 { 2541 {
2357 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2360 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2361 { 2546 {
2362 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2363 2548
2364 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2365 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2366 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2367 } 2552 }
2368 } 2553 }
2369 2554
2370 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2371 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2390 2575
2391 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2392 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2393 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2394 2579
2395 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2396 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2397 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2398 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2399 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2584 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2400 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2401 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2402 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2403 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2404 } 2589 }
2405 2590
2406 free (darkness1); 2591 free (darkness1);
2407 2592
2408 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2409 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2410 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2411 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2412} 2597}
2413 2598
2414SV * 2599SV *
2671void 2856void
2672set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2673 CODE: 2858 CODE:
2674{ 2859{
2675 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2860 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); 2861 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2677 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2678} 2863}
2679 2864
2680void 2865void
2681set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2784 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2785# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2786 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2787 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2788 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2789 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2790 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2791 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2792 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2793 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2805 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2806 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2807 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2808 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2809 const_iv (GL_ONE_MINUS_DST_ALPHA), 2995 const_iv (GL_ONE_MINUS_DST_ALPHA),
2996 const_iv (GL_SRC_COLOR),
2997 const_iv (GL_DST_COLOR),
2998 const_iv (GL_ONE_MINUS_SRC_COLOR),
2999 const_iv (GL_ONE_MINUS_DST_COLOR),
2810 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2811 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2812 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2813 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2814 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
2882 const_iv (GL_NICEST), 3072 const_iv (GL_NICEST),
2883 const_iv (GL_V2F), 3073 const_iv (GL_V2F),
2884 const_iv (GL_V3F), 3074 const_iv (GL_V3F),
2885 const_iv (GL_T2F_V3F), 3075 const_iv (GL_T2F_V3F),
2886 const_iv (GL_T2F_N3F_V3F), 3076 const_iv (GL_T2F_N3F_V3F),
3077 const_iv (GL_FUNC_ADD),
3078 const_iv (GL_FUNC_SUBTRACT),
3079 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2887# undef const_iv 3080# undef const_iv
2888 }; 3081 };
2889 3082
2890 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3083 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2891 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3084 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2898disable_GL_EXT_blend_func_separate () 3091disable_GL_EXT_blend_func_separate ()
2899 CODE: 3092 CODE:
2900 gl.BlendFuncSeparate = 0; 3093 gl.BlendFuncSeparate = 0;
2901 gl.BlendFuncSeparateEXT = 0; 3094 gl.BlendFuncSeparateEXT = 0;
2902 3095
3096void
3097apple_nvidia_bug (int enable)
3098
2903char * 3099char *
2904gl_vendor () 3100gl_vendor ()
2905 CODE: 3101 CODE:
2906 RETVAL = (char *)glGetString (GL_VENDOR); 3102 RETVAL = (char *)glGetString (GL_VENDOR);
2907 OUTPUT: 3103 OUTPUT:
2956 3152
2957void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2958 CODE: 3154 CODE:
2959 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
2960 3156
3157# void glBlendEquation (int se)
3158
2961void glDepthMask (int flag) 3159void glDepthMask (int flag)
2962 3160
2963void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
2964 3162
2965void glColorMask (int red, int green, int blue, int alpha) 3163void glColorMask (int red, int green, int blue, int alpha)
2999void glRotate (float angle, float x, float y, float z) 3197void glRotate (float angle, float x, float y, float z)
3000 CODE: 3198 CODE:
3001 glRotatef (angle, x, y, z); 3199 glRotatef (angle, x, y, z);
3002 3200
3003void glColor (float r, float g, float b, float a = 1.0) 3201void glColor (float r, float g, float b, float a = 1.0)
3202 PROTOTYPE: @
3004 ALIAS: 3203 ALIAS:
3005 glColor_premultiply = 1 3204 glColor_premultiply = 1
3006 CODE: 3205 CODE:
3007 if (ix) 3206 if (ix)
3008 { 3207 {
3113void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3114 3313
3115void glEndList () 3314void glEndList ()
3116 3315
3117void glCallList (int list) 3316void glCallList (int list)
3317
3318void c_init ()
3319 CODE:
3320 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3321 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3118 3322
3119MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3120 3324
3121PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3122 3326

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