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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.277 by root, Mon Sep 1 06:18:09 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];
816 823
817IV minpot (UV n) 824IV minpot (UV n)
818 825
819IV popcount (UV n) 826IV popcount (UV n)
820 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
821void 834void
822pango_init () 835pango_init ()
823 CODE: 836 CODE:
824{ 837{
825 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
1206#if DEBUG 1219#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1220 VALGRIND_DO_LEAK_CHECK;
1208#endif 1221#endif
1209} 1222}
1210 1223
1224int
1225SvREFCNT (SV *sv)
1226 CODE:
1227 RETVAL = SvREFCNT (sv);
1228 OUTPUT:
1229 RETVAL
1230
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1231MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1232
1213PROTOTYPES: DISABLE 1233PROTOTYPES: DISABLE
1214 1234
1215DC::Font 1235DC::Font
1644 if (ix) 1664 if (ix)
1645 { 1665 {
1646 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1648 } 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);
1649} 1790}
1650 1791
1651IV 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)
1652 CODE: 1793 CODE:
1653{ 1794{
1759 //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);
1760 // use uglier nearest interpolation because linear suffers 1901 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1902 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1903 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 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 }
1764 1925
1765int 1926int
1766ox (DC::Map self) 1927ox (DC::Map self)
1767 ALIAS: 1928 ALIAS:
1768 oy = 1 1929 oy = 1
1849 { 2010 {
1850 ext = *data++; 2011 ext = *data++;
1851 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1852 2013
1853 if (cmd < 4) 2014 if (cmd < 4)
1854 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1855 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1856 { 2017 {
1857 cell->stat_width = 1; 2018 cell->stat_width = 1;
1858 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1859 } 2020 }
1889 cell->tile [z] = self->face2tile [face]; 2050 cell->tile [z] = self->face2tile [face];
1890 2051
1891 if (cell->tile [z]) 2052 if (cell->tile [z])
1892 { 2053 {
1893 maptex *tex = self->tex + cell->tile [z]; 2054 maptex *tex = self->tex + cell->tile [z];
2055 tex->unused = 0;
1894 if (!tex->name) 2056 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 2057 av_push (missing, newSViv (cell->tile [z]));
1896 2058
1897 if (tex->smoothtile) 2059 if (tex->smoothtile)
1898 { 2060 {
1899 maptex *smooth = self->tex + tex->smoothtile; 2061 maptex *smooth = self->tex + tex->smoothtile;
2062 smooth->unused = 0;
1900 if (!smooth->name) 2063 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 2064 av_push (missing, newSViv (tex->smoothtile));
1902 } 2065 }
1903 } 2066 }
1904 } 2067 }
1975 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
1976 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)
1977 smooth_key skey; 2140 smooth_key skey;
1978 int pl_x, pl_y; 2141 int pl_x, pl_y;
1979 maptex pl_tex; 2142 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2143 rc_t *rc = rc_alloc ();
2144 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2145 rc_key_t key;
1982 rc_array_t *arr; 2146 rc_array_t *arr, *arr_hidden;
1983 2147
1984 pl_tex.name = 0; 2148 pl_tex.name = 0;
1985 2149
1986 // thats current max. sorry. 2150 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2151 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2152 if (sh > 255) sh = 255;
1989 2153
1990 // clear key, in case of extra padding 2154 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2155 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2159 key.g = 255;
1996 key.b = 255; 2160 key.b = 255;
1997 key.a = 255; 2161 key.a = 255;
1998 key.mode = GL_QUADS; 2162 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2163 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2164
2002 mx += self->x; 2165 mx += self->x;
2003 my += self->y; 2166 my += self->y;
2004 2167
2005 // first pass: determine smooth_max 2168 // first pass: determine smooth_max
2026 2189
2027 glEnable (GL_BLEND); 2190 glEnable (GL_BLEND);
2028 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2191 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2192 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2193
2194 key.texname = self->tex [TEXID_HIDDEN].name;
2195 arr_hidden = rc_array (rc_ov, &key);
2196
2031 for (z = 0; z <= 2; z++) 2197 for (z = 0; z <= 2; z++)
2032 { 2198 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2199 memset (smooth_level, 0, sizeof (smooth_level));
2200 key.texname = -1;
2034 2201
2035 for (y = 0; y < sh; y++) 2202 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2203 if (0 <= y + my && y + my < self->rows)
2037 { 2204 {
2038 maprow *row = self->row + (y + my); 2205 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2211 tileid tile = cell->tile [z];
2045 2212
2046 if (tile) 2213 if (tile)
2047 { 2214 {
2048 maptex tex = self->tex [tile]; 2215 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2216 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2217
2052 if (key.texname != tex.name) 2218 if (key.texname != tex.name)
2053 { 2219 {
2220 self->tex [tile].unused = 0;
2221
2054 if (!tex.name) 2222 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2223 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2224
2057 key.texname = tex.name; 2225 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2226 arr = rc_array (rc, &key);
2059 } 2227 }
2228
2229 px = (x + 1) * T - tex.w;
2230 py = (y + 1) * T - tex.h;
2060 2231
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2232 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2233 {
2063 pl_x = px; 2234 pl_x = px;
2064 pl_y = py; 2235 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2240 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 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);
2071 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);
2072 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);
2073 2244
2074 if (expect_false (cell->flags) && expect_false (z == 2))
2075 {
2076 // overlays such as the speech bubble, probably more to come
2077 if (cell->flags & 1)
2078 {
2079 maptex tex = self->tex [1];
2080 int px = x * T + T * 2 / 32;
2081 int py = y * T - T * 6 / 32;
2082
2083 if (tex.name)
2084 {
2085 if (key.texname != tex.name)
2086 {
2087 key.texname = tex.name;
2088 arr = rc_array (rc, &key);
2089 }
2090
2091 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2092 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2093 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2094 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2095 }
2096 }
2097 }
2098
2099 // update smooth hash 2245 // update smooth hash
2100 if (tex.smoothtile) 2246 if (tex.smoothtile)
2101 { 2247 {
2102 skey.tile = tex.smoothtile; 2248 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2249 skey.level = tex.smoothlevel;
2131 // corners 2277 // corners
2132 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);
2133 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);
2134 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);
2135 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);
2136 } 2303 }
2137 } 2304 }
2138 } 2305 }
2139 } 2306 }
2140 2307
2180 { 2347 {
2181 // this time avoiding texture state changes 2348 // this time avoiding texture state changes
2182 // save gobs of state changes. 2349 // save gobs of state changes.
2183 if (key.texname != tex.name) 2350 if (key.texname != tex.name)
2184 { 2351 {
2352 self->tex [skey->tile].unused = 0;
2353
2185 glEnd (); 2354 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2355 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2356 glBegin (GL_QUADS);
2188 } 2357 }
2189 2358
2235 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);
2236 2405
2237 rc_draw (rc); 2406 rc_draw (rc);
2238 } 2407 }
2239 2408
2409 rc_draw (rc_ov);
2410 rc_clear (rc_ov);
2411
2240 glDisable (GL_BLEND); 2412 glDisable (GL_BLEND);
2241 rc_free (rc); 2413 rc_free (rc);
2414 rc_free (rc_ov);
2242 2415
2243 // top layer: overlays such as the health bar 2416 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2417 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2418 if (0 <= y + my && y + my < self->rows)
2246 { 2419 {
2251 { 2424 {
2252 mapcell *cell = row->col + (x + mx - row->c0); 2425 mapcell *cell = row->col + (x + mx - row->c0);
2253 2426
2254 int px = x * T; 2427 int px = x * T;
2255 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 }
2256 2435
2257 if (cell->stat_hp) 2436 if (cell->stat_hp)
2258 { 2437 {
2259 int width = cell->stat_width * T; 2438 int width = cell->stat_width * T;
2260 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2439 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2271 } 2450 }
2272 } 2451 }
2273} 2452}
2274 2453
2275void 2454void
2276draw_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)
2277 CODE: 2456 CODE:
2278{ 2457{
2279 static float color[16][3] = { 2458 static float color[16][3] = {
2280 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2281 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2282 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2283 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2284 2463
2285 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2286 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2287 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2288 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2289 2468
2290 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2291 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2292 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2293 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2294 2473
2295 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2296 2475
2297 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2298 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2299 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2300 }; 2479 };
2301 2480
2302 int x, y; 2481 int x, y;
2303 2482
2304 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 */
2305 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2306 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2307 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2492 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2308 glBegin (GL_QUADS); 2493 glBegin (GL_QUADS);
2309 2494
2310 for (y = 0; y < h; y++) 2495 for (y = 0; y < h; y++)
2314 2499
2315 if (m) 2500 if (m)
2316 { 2501 {
2317 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2318 2503
2319 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2320 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2321 2506
2322 glColor4f (c[0], c[1], c[2], 0.75); 2507 glColor4f (c[0], c[1], c[2], 1);
2323 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2324 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2325 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2326 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2511 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2327 } 2512 }
2335void 2520void
2336fow_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)
2337 PPCODE: 2522 PPCODE:
2338{ 2523{
2339 int x, y; 2524 int x, y;
2340 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2341 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2342 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2343 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2344 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2345 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2346 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2347 2532
2348 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2349 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2350 2535
2351 mx += self->x - 1; 2536 mx += self->x - 1;
2352 my += self->y - 1; 2537 my += self->y - 1;
2353
2354 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2355 2538
2356 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2357 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2358 { 2541 {
2359 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2362 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2363 { 2546 {
2364 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2365 2548
2366 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2367 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2368 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2369 } 2552 }
2370 } 2553 }
2371 2554
2372 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2373 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2392 2575
2393 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2394 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2395 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2396 2579
2397 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2398 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2399 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2400 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2401 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 */
2402 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2403 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2404 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2405 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2406 } 2589 }
2407 2590
2408 free (darkness1); 2591 free (darkness1);
2409 2592
2410 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2411 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2412 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2413 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2414} 2597}
2415 2598
2416SV * 2599SV *
2673void 2856void
2674set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2675 CODE: 2858 CODE:
2676{ 2859{
2677 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));
2678 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;
2679 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2680} 2863}
2681 2864
2682void 2865void
2683set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2786 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2787# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2788 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2789 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2790 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2791 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2792 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2793 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2794 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2795 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2807 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2808 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2809 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2810 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2811 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),
2812 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2813 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2814 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2815 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2816 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
2884 const_iv (GL_NICEST), 3072 const_iv (GL_NICEST),
2885 const_iv (GL_V2F), 3073 const_iv (GL_V2F),
2886 const_iv (GL_V3F), 3074 const_iv (GL_V3F),
2887 const_iv (GL_T2F_V3F), 3075 const_iv (GL_T2F_V3F),
2888 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),
2889# undef const_iv 3080# undef const_iv
2890 }; 3081 };
2891 3082
2892 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; )
2893 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3084 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2900disable_GL_EXT_blend_func_separate () 3091disable_GL_EXT_blend_func_separate ()
2901 CODE: 3092 CODE:
2902 gl.BlendFuncSeparate = 0; 3093 gl.BlendFuncSeparate = 0;
2903 gl.BlendFuncSeparateEXT = 0; 3094 gl.BlendFuncSeparateEXT = 0;
2904 3095
3096void
3097apple_nvidia_bug (int enable)
3098
2905char * 3099char *
2906gl_vendor () 3100gl_vendor ()
2907 CODE: 3101 CODE:
2908 RETVAL = (char *)glGetString (GL_VENDOR); 3102 RETVAL = (char *)glGetString (GL_VENDOR);
2909 OUTPUT: 3103 OUTPUT:
2958 3152
2959void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2960 CODE: 3154 CODE:
2961 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
2962 3156
3157# void glBlendEquation (int se)
3158
2963void glDepthMask (int flag) 3159void glDepthMask (int flag)
2964 3160
2965void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
2966 3162
2967void glColorMask (int red, int green, int blue, int alpha) 3163void glColorMask (int red, int green, int blue, int alpha)
3001void glRotate (float angle, float x, float y, float z) 3197void glRotate (float angle, float x, float y, float z)
3002 CODE: 3198 CODE:
3003 glRotatef (angle, x, y, z); 3199 glRotatef (angle, x, y, z);
3004 3200
3005void 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: @
3006 ALIAS: 3203 ALIAS:
3007 glColor_premultiply = 1 3204 glColor_premultiply = 1
3008 CODE: 3205 CODE:
3009 if (ix) 3206 if (ix)
3010 { 3207 {
3115void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3116 3313
3117void glEndList () 3314void glEndList ()
3118 3315
3119void 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);
3120 3322
3121MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3122 3324
3123PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3124 3326

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