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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.291 by root, Thu Nov 26 07:19:11 2009 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 64 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
821 823
822IV minpot (UV n) 824IV minpot (UV n)
823 825
824IV popcount (UV n) 826IV popcount (UV n)
825 827
828NV distance (NV dx, NV dy)
829 CODE:
830 RETVAL = pow (dx * dx + dy * dy, 0.5);
831 OUTPUT:
832 RETVAL
833
826void 834void
827pango_init () 835pango_init ()
828 CODE: 836 CODE:
829{ 837{
830 opengl_fontmap = pango_opengl_font_map_new (); 838 opengl_fontmap = pango_opengl_font_map_new ();
1658 glDisable (GL_ALPHA_TEST); 1666 glDisable (GL_ALPHA_TEST);
1659 glDisable (GL_BLEND); 1667 glDisable (GL_BLEND);
1660 } 1668 }
1661} 1669}
1662 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);
1790}
1791
1663IV 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)
1664 CODE: 1793 CODE:
1665{ 1794{
1666 GLint width; 1795 GLint width;
1667 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1796 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1881 { 2010 {
1882 ext = *data++; 2011 ext = *data++;
1883 cmd = ext & 0x7f; 2012 cmd = ext & 0x7f;
1884 2013
1885 if (cmd < 4) 2014 if (cmd < 4)
1886 cell->darkness = 255 - ext * 64 + 1; 2015 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1887 else if (cmd == 5) // health 2016 else if (cmd == 5) // health
1888 { 2017 {
1889 cell->stat_width = 1; 2018 cell->stat_width = 1;
1890 cell->stat_hp = *data++; 2019 cell->stat_hp = *data++;
1891 } 2020 }
2151 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);
2152 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);
2153 } 2282 }
2154 } 2283 }
2155 2284
2156 if (expect_false (z == 2)) 2285 if (expect_false (z == 2) && expect_false (cell->flags))
2157 { 2286 {
2158 /* draw question marks on top of hidden spaces */ 2287 // overlays such as the speech bubble, probably more to come
2159 if (!cell->darkness) 2288 if (cell->flags & 1)
2160 { 2289 {
2161 maptex tex = self->tex [TEXID_HIDDEN];
2162 int px = (x + 1) * T - tex.w;
2163 int py = (y + 1) * T - tex.h;
2164
2165 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2166 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2167 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2168 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2169 }
2170
2171 if (expect_false (cell->flags))
2172 {
2173 // overlays such as the speech bubble, probably more to come
2174 if (cell->flags & 1)
2175 {
2176 rc_key_t key_ov = key; 2290 rc_key_t key_ov = key;
2177 maptex tex = self->tex [TEXID_SPEECH]; 2291 maptex tex = self->tex [TEXID_SPEECH];
2178 rc_array_t *arr; 2292 rc_array_t *arr;
2179 int px = x * T + T * 2 / 32; 2293 int px = x * T + T * 2 / 32;
2180 int py = y * T - T * 6 / 32; 2294 int py = y * T - T * 6 / 32;
2181 2295
2182 key_ov.texname = tex.name; 2296 key_ov.texname = tex.name;
2183 arr = rc_array (rc_ov, &key_ov); 2297 arr = rc_array (rc_ov, &key_ov);
2184 2298
2185 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2299 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2186 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); 2300 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2187 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); 2301 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2188 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); 2302 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2189 }
2190 } 2303 }
2191 } 2304 }
2192 } 2305 }
2193 } 2306 }
2194 2307
2337 } 2450 }
2338 } 2451 }
2339} 2452}
2340 2453
2341void 2454void
2342draw_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)
2343 CODE: 2456 CODE:
2344{ 2457{
2345 static float color[16][3] = { 2458 static float color[16][3] = {
2346 { 0.00F, 0.00F, 0.00F }, 2459 { 0.00f, 0.00f, 0.00f },
2347 { 1.00F, 1.00F, 1.00F }, 2460 { 1.00f, 1.00f, 1.00f },
2348 { 0.00F, 0.00F, 0.55F }, 2461 { 0.00f, 0.00f, 0.55f },
2349 { 1.00F, 0.00F, 0.00F }, 2462 { 1.00f, 0.00f, 0.00f },
2350 2463
2351 { 1.00F, 0.54F, 0.00F }, 2464 { 1.00f, 0.54f, 0.00f },
2352 { 0.11F, 0.56F, 1.00F }, 2465 { 0.11f, 0.56f, 1.00f },
2353 { 0.93F, 0.46F, 0.00F }, 2466 { 0.93f, 0.46f, 0.00f },
2354 { 0.18F, 0.54F, 0.34F }, 2467 { 0.18f, 0.54f, 0.34f },
2355 2468
2356 { 0.56F, 0.73F, 0.56F }, 2469 { 0.56f, 0.73f, 0.56f },
2357 { 0.80F, 0.80F, 0.80F }, 2470 { 0.80f, 0.80f, 0.80f },
2358 { 0.55F, 0.41F, 0.13F }, 2471 { 0.55f, 0.41f, 0.13f },
2359 { 0.99F, 0.77F, 0.26F }, 2472 { 0.99f, 0.77f, 0.26f },
2360 2473
2361 { 0.74F, 0.65F, 0.41F }, 2474 { 0.74f, 0.65f, 0.41f },
2362 2475
2363 { 0.00F, 1.00F, 1.00F }, 2476 { 0.00f, 1.00f, 1.00f },
2364 { 1.00F, 0.00F, 1.00F }, 2477 { 1.00f, 0.00f, 1.00f },
2365 { 1.00F, 1.00F, 0.00F }, 2478 { 1.00f, 1.00f, 0.00f },
2366 }; 2479 };
2367 2480
2368 int x, y; 2481 int x, y;
2369 2482
2370 glEnable (GL_TEXTURE_2D); 2483 glEnable (GL_TEXTURE_2D);
2371 /* GL_REPLACE would be correct, as we don't need to modulate alpha, 2484 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2372 * but the nvidia driver (185.18.14) mishandles alpha textures 2485 * but the nvidia driver (185.18.14) mishandles alpha textures
2373 * ansd takes the colour from god knows where instead of using 2486 * and takes the colour from god knows where instead of using
2374 * Cp. MODULATE results in the same colour, but slightly different 2487 * Cp. MODULATE results in the same colour, but slightly different
2375 * alpha, but atcually gives us the correct colour with nvidia. 2488 * alpha, but atcually gives us the correct colour with nvidia.
2376 */ 2489 */
2377 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 2490 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2378 glEnable (GL_BLEND); 2491 glEnable (GL_BLEND);
2386 2499
2387 if (m) 2500 if (m)
2388 { 2501 {
2389 float *c = color [m & 15]; 2502 float *c = color [m & 15];
2390 2503
2391 float tx1 = m & 0x40 ? 0.5 : 0.; 2504 float tx1 = m & 0x40 ? 0.5f : 0.f;
2392 float tx2 = tx1 + 0.5; 2505 float tx2 = tx1 + 0.5f;
2393 2506
2394 glColor4f (c[0], c[1], c[2], 1); 2507 glColor4f (c[0], c[1], c[2], 1);
2395 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2508 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2396 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2509 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2397 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2510 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2407void 2520void
2408fow_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)
2409 PPCODE: 2522 PPCODE:
2410{ 2523{
2411 int x, y; 2524 int x, y;
2412 int sw1 = sw + 2; 2525 int sw1 = sw + 2;
2413 int sh1 = sh + 2; 2526 int sh1 = sh + 2;
2414 int sh3 = sh * 3; 2527 int sh3 = sh * 3;
2415 int sw34 = (sw * 3 + 3) & ~3; 2528 int sw3 = sw * 3;
2416 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2529 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2417 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2530 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2418 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2531 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2419 2532
2420 SvPOK_only (darkness3_sv); 2533 SvPOK_only (darkness3_sv);
2421 SvCUR_set (darkness3_sv, sw34 * sh3); 2534 SvCUR_set (darkness3_sv, sw3 * sh3);
2422 2535
2423 mx += self->x - 1; 2536 mx += self->x - 1;
2424 my += self->y - 1; 2537 my += self->y - 1;
2425
2426 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2427 2538
2428 for (y = 0; y < sh1; y++) 2539 for (y = 0; y < sh1; y++)
2429 if (0 <= y + my && y + my < self->rows) 2540 if (0 <= y + my && y + my < self->rows)
2430 { 2541 {
2431 maprow *row = self->row + (y + my); 2542 maprow *row = self->row + (y + my);
2434 if (row->c0 <= x + mx && x + mx < row->c1) 2545 if (row->c0 <= x + mx && x + mx < row->c1)
2435 { 2546 {
2436 mapcell *cell = row->col + (x + mx - row->c0); 2547 mapcell *cell = row->col + (x + mx - row->c0);
2437 2548
2438 darkness1 [y * sw1 + x] = cell->darkness 2549 darkness1 [y * sw1 + x] = cell->darkness
2439 ? 255 - (cell->darkness - 1) 2550 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2440 : 255 - FOW_DARKNESS; 2551 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2441 } 2552 }
2442 } 2553 }
2443 2554
2444 for (y = 0; y < sh; ++y) 2555 for (y = 0; y < sh; ++y)
2445 for (x = 0; x < sw; ++x) 2556 for (x = 0; x < sw; ++x)
2464 2575
2465 uint8_t r13 = (d13 + d23 + d12) / 3; 2576 uint8_t r13 = (d13 + d23 + d12) / 3;
2466 uint8_t r23 = d23; 2577 uint8_t r23 = d23;
2467 uint8_t r33 = (d23 + d33 + d32) / 3; 2578 uint8_t r33 = (d23 + d33 + d32) / 3;
2468 2579
2469 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2470 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2581 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2471 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2582 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2472 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2473 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 */
2474 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2585 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2475 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2476 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2587 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2477 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2588 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2478 } 2589 }
2479 2590
2480 free (darkness1); 2591 free (darkness1);
2481 2592
2482 EXTEND (SP, 3); 2593 EXTEND (SP, 3);
2483 PUSHs (sv_2mortal (newSViv (sw34))); 2594 PUSHs (sv_2mortal (newSViv (sw3)));
2484 PUSHs (sv_2mortal (newSViv (sh3))); 2595 PUSHs (sv_2mortal (newSViv (sh3)));
2485 PUSHs (darkness3_sv); 2596 PUSHs (darkness3_sv);
2486} 2597}
2487 2598
2488SV * 2599SV *
2745void 2856void
2746set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2857set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2747 CODE: 2858 CODE:
2748{ 2859{
2749 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));
2750 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;
2751 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2862 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2752} 2863}
2753 2864
2754void 2865void
2755set_reverse_stereo (DC::Channel self, int flip) 2866set_reverse_stereo (DC::Channel self, int flip)
2858 } *civ, const_iv[] = { 2969 } *civ, const_iv[] = {
2859# define const_iv(name) { # name, (IV)name } 2970# define const_iv(name) { # name, (IV)name }
2860 const_iv (GL_VENDOR), 2971 const_iv (GL_VENDOR),
2861 const_iv (GL_VERSION), 2972 const_iv (GL_VERSION),
2862 const_iv (GL_EXTENSIONS), 2973 const_iv (GL_EXTENSIONS),
2974 const_iv (GL_MAX_TEXTURE_UNITS),
2863 const_iv (GL_COLOR_MATERIAL), 2975 const_iv (GL_COLOR_MATERIAL),
2864 const_iv (GL_SMOOTH), 2976 const_iv (GL_SMOOTH),
2865 const_iv (GL_FLAT), 2977 const_iv (GL_FLAT),
2866 const_iv (GL_DITHER), 2978 const_iv (GL_DITHER),
2867 const_iv (GL_BLEND), 2979 const_iv (GL_BLEND),
2879 const_iv (GL_ZERO), 2991 const_iv (GL_ZERO),
2880 const_iv (GL_SRC_ALPHA), 2992 const_iv (GL_SRC_ALPHA),
2881 const_iv (GL_DST_ALPHA), 2993 const_iv (GL_DST_ALPHA),
2882 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2994 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2883 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),
2884 const_iv (GL_SRC_ALPHA_SATURATE), 3000 const_iv (GL_SRC_ALPHA_SATURATE),
2885 const_iv (GL_RGB), 3001 const_iv (GL_RGB),
2886 const_iv (GL_RGBA), 3002 const_iv (GL_RGBA),
2887 const_iv (GL_RGBA4), 3003 const_iv (GL_RGBA4),
2888 const_iv (GL_RGBA8), 3004 const_iv (GL_RGBA8),
3036 3152
3037void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3153void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3038 CODE: 3154 CODE:
3039 gl_BlendFuncSeparate (sa, da, saa, daa); 3155 gl_BlendFuncSeparate (sa, da, saa, daa);
3040 3156
3041void glBlendEquation (int se) 3157# void glBlendEquation (int se)
3042 3158
3043void glDepthMask (int flag) 3159void glDepthMask (int flag)
3044 3160
3045void glLogicOp (int opcode) 3161void glLogicOp (int opcode)
3046 3162
3196void glNewList (int list, int mode = GL_COMPILE) 3312void glNewList (int list, int mode = GL_COMPILE)
3197 3313
3198void glEndList () 3314void glEndList ()
3199 3315
3200void 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);
3201 3322
3202MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3323MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3203 3324
3204PROTOTYPES: DISABLE 3325PROTOTYPES: DISABLE
3205 3326

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