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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.279 by root, Thu Oct 2 15:59:40 2008 UTC vs.
Revision 1.297 by root, Tue Dec 22 00:08:11 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
97 102
98static AV *texture_av; 103static AV *texture_av;
99 104
100static struct 105static struct
101{ 106{
233 int w, h; 238 int w, h;
234 float s, t; 239 float s, t;
235 uint8_t r, g, b, a; 240 uint8_t r, g, b, a;
236 tileid smoothtile; 241 tileid smoothtile;
237 uint8_t smoothlevel; 242 uint8_t smoothlevel;
243 uint8_t unused; /* set to zero on use */
238} maptex; 244} maptex;
239 245
240typedef struct { 246typedef struct {
241 uint32_t player; 247 uint32_t player;
242 tileid tile[3]; 248 tileid tile[3];
816 822
817IV minpot (UV n) 823IV minpot (UV n)
818 824
819IV popcount (UV n) 825IV popcount (UV n)
820 826
827NV distance (NV dx, NV dy)
828 CODE:
829 RETVAL = pow (dx * dx + dy * dy, 0.5);
830 OUTPUT:
831 RETVAL
832
821void 833void
822pango_init () 834pango_init ()
823 CODE: 835 CODE:
824{ 836{
825 opengl_fontmap = pango_opengl_font_map_new (); 837 opengl_fontmap = pango_opengl_font_map_new ();
1206#if DEBUG 1218#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1219 VALGRIND_DO_LEAK_CHECK;
1208#endif 1220#endif
1209} 1221}
1210 1222
1223int
1224SvREFCNT (SV *sv)
1225 CODE:
1226 RETVAL = SvREFCNT (sv);
1227 OUTPUT:
1228 RETVAL
1229
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1230MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1231
1213PROTOTYPES: DISABLE 1232PROTOTYPES: DISABLE
1214 1233
1215DC::Font 1234DC::Font
1644 if (ix) 1663 if (ix)
1645 { 1664 {
1646 glDisable (GL_ALPHA_TEST); 1665 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1666 glDisable (GL_BLEND);
1648 } 1667 }
1668}
1669
1670void
1671draw_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)
1672 PROTOTYPE: @
1673 CODE:
1674{
1675 glEnable (GL_TEXTURE_2D);
1676 glEnable (GL_BLEND);
1677 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1678 glBindTexture (GL_TEXTURE_2D, name1);
1679
1680 glColor3f (intensity, intensity, intensity);
1681 glPushMatrix ();
1682 glScalef (1./3, 1./3, 1.);
1683
1684 if (blend > 0.f)
1685 {
1686 float dx3 = dx * -3.f / w;
1687 float dy3 = dy * -3.f / h;
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 glBegin (GL_QUADS);
1719 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1720 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1723 glEnd ();
1724
1725 glDisable (GL_TEXTURE_2D);
1726 gl.ActiveTexture (GL_TEXTURE0);
1727 }
1728 else
1729 {
1730 /* simple blending of one texture, also opengl <1.3 path */
1731 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1732
1733 glBegin (GL_QUADS);
1734 glTexCoord2f (0, 0); glVertex2f (0, 0);
1735 glTexCoord2f (0, t); glVertex2f (0, h);
1736 glTexCoord2f (s, t); glVertex2f (w, h);
1737 glTexCoord2f (s, 0); glVertex2f (w, 0);
1738 glEnd ();
1739 }
1740
1741 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1742 {
1743 int x, y;
1744 int dx3 = dx * 3;
1745 int dy3 = dy * 3;
1746
1747 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1748 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1749 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1750 glTranslatef (-1., -1., 0);
1751 glBegin (GL_QUADS);
1752
1753 for (y = 1; y < h; y += 3)
1754 {
1755 int y1 = y - dy3;
1756 int y1valid = y1 >= 0 && y1 < h;
1757
1758 for (x = 1; x < w; x += 3)
1759 {
1760 int x1 = x - dx3;
1761 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1762 uint8_t h2;
1763
1764 if (y1valid && x1 >= 0 && x1 < w)
1765 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1766 else
1767 h2 = 1; /* out of range == invisible */
1768
1769 if (h1 || h2)
1770 {
1771 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1772 glColor4f (1., 1., 1., alpha);
1773
1774 glTexCoord2f (0, 0.); glVertex2i (x , y );
1775 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1776 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1777 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1778 }
1779 }
1780 }
1781 }
1782
1783 glEnd ();
1784
1785 glPopMatrix ();
1786
1787 glDisable (GL_TEXTURE_2D);
1788 glDisable (GL_BLEND);
1649} 1789}
1650 1790
1651IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1791IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1652 CODE: 1792 CODE:
1653{ 1793{
1759 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1899 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1760 // use uglier nearest interpolation because linear suffers 1900 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1901 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1902 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 1903}
1904
1905void
1906expire_textures (DC::Map self, int texid, int count)
1907 PPCODE:
1908 for (; texid < self->texs && count; ++texid, --count)
1909 {
1910 maptex *tex = self->tex + texid;
1911
1912 if (tex->name)
1913 {
1914 if (tex->unused)
1915 {
1916 tex->name = 0;
1917 tex->unused = 0;
1918 XPUSHs (sv_2mortal (newSViv (texid)));
1919 }
1920 else
1921 tex->unused = 1;
1922 }
1923 }
1764 1924
1765int 1925int
1766ox (DC::Map self) 1926ox (DC::Map self)
1767 ALIAS: 1927 ALIAS:
1768 oy = 1 1928 oy = 1
1849 { 2009 {
1850 ext = *data++; 2010 ext = *data++;
1851 cmd = ext & 0x7f; 2011 cmd = ext & 0x7f;
1852 2012
1853 if (cmd < 4) 2013 if (cmd < 4)
1854 cell->darkness = 255 - ext * 64 + 1; 2014 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1855 else if (cmd == 5) // health 2015 else if (cmd == 5) // health
1856 { 2016 {
1857 cell->stat_width = 1; 2017 cell->stat_width = 1;
1858 cell->stat_hp = *data++; 2018 cell->stat_hp = *data++;
1859 } 2019 }
1889 cell->tile [z] = self->face2tile [face]; 2049 cell->tile [z] = self->face2tile [face];
1890 2050
1891 if (cell->tile [z]) 2051 if (cell->tile [z])
1892 { 2052 {
1893 maptex *tex = self->tex + cell->tile [z]; 2053 maptex *tex = self->tex + cell->tile [z];
2054 tex->unused = 0;
1894 if (!tex->name) 2055 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 2056 av_push (missing, newSViv (cell->tile [z]));
1896 2057
1897 if (tex->smoothtile) 2058 if (tex->smoothtile)
1898 { 2059 {
1899 maptex *smooth = self->tex + tex->smoothtile; 2060 maptex *smooth = self->tex + tex->smoothtile;
2061 smooth->unused = 0;
1900 if (!smooth->name) 2062 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 2063 av_push (missing, newSViv (tex->smoothtile));
1902 } 2064 }
1903 } 2065 }
1904 } 2066 }
1975 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2137 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) 2138 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1977 smooth_key skey; 2139 smooth_key skey;
1978 int pl_x, pl_y; 2140 int pl_x, pl_y;
1979 maptex pl_tex; 2141 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2142 rc_t *rc = rc_alloc ();
2143 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2144 rc_key_t key;
1982 rc_array_t *arr; 2145 rc_array_t *arr;
1983 2146
1984 pl_tex.name = 0; 2147 pl_tex.name = 0;
1985 2148
1986 // thats current max. sorry. 2149 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2150 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2151 if (sh > 255) sh = 255;
1989 2152
1990 // clear key, in case of extra padding 2153 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2154 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2158 key.g = 255;
1996 key.b = 255; 2159 key.b = 255;
1997 key.a = 255; 2160 key.a = 255;
1998 key.mode = GL_QUADS; 2161 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2162 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2163
2002 mx += self->x; 2164 mx += self->x;
2003 my += self->y; 2165 my += self->y;
2004 2166
2005 // first pass: determine smooth_max 2167 // first pass: determine smooth_max
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2191 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2192
2031 for (z = 0; z <= 2; z++) 2193 for (z = 0; z <= 2; z++)
2032 { 2194 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2195 memset (smooth_level, 0, sizeof (smooth_level));
2196 key.texname = -1;
2034 2197
2035 for (y = 0; y < sh; y++) 2198 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2199 if (0 <= y + my && y + my < self->rows)
2037 { 2200 {
2038 maprow *row = self->row + (y + my); 2201 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2207 tileid tile = cell->tile [z];
2045 2208
2046 if (tile) 2209 if (tile)
2047 { 2210 {
2048 maptex tex = self->tex [tile]; 2211 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2212 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2213
2052 if (key.texname != tex.name) 2214 if (key.texname != tex.name)
2053 { 2215 {
2216 self->tex [tile].unused = 0;
2217
2054 if (!tex.name) 2218 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2219 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2220
2057 key.texname = tex.name; 2221 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2222 arr = rc_array (rc, &key);
2059 } 2223 }
2224
2225 px = (x + 1) * T - tex.w;
2226 py = (y + 1) * T - tex.h;
2060 2227
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2228 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2229 {
2063 pl_x = px; 2230 pl_x = px;
2064 pl_y = py; 2231 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2236 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2237 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); 2238 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); 2239 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2073 2240
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 2241 // update smooth hash
2100 if (tex.smoothtile) 2242 if (tex.smoothtile)
2101 { 2243 {
2102 skey.tile = tex.smoothtile; 2244 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2245 skey.level = tex.smoothlevel;
2131 // corners 2273 // corners
2132 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2274 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); 2275 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); 2276 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); 2277 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2278 }
2279 }
2280
2281 if (expect_false (z == 2) && expect_false (cell->flags))
2282 {
2283 // overlays such as the speech bubble, probably more to come
2284 if (cell->flags & 1)
2285 {
2286 rc_key_t key_ov = key;
2287 maptex tex = self->tex [TEXID_SPEECH];
2288 rc_array_t *arr;
2289 int px = x * T + T * 2 / 32;
2290 int py = y * T - T * 6 / 32;
2291
2292 key_ov.texname = tex.name;
2293 arr = rc_array (rc_ov, &key_ov);
2294
2295 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2296 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2297 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2298 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2136 } 2299 }
2137 } 2300 }
2138 } 2301 }
2139 } 2302 }
2140 2303
2180 { 2343 {
2181 // this time avoiding texture state changes 2344 // this time avoiding texture state changes
2182 // save gobs of state changes. 2345 // save gobs of state changes.
2183 if (key.texname != tex.name) 2346 if (key.texname != tex.name)
2184 { 2347 {
2348 self->tex [skey->tile].unused = 0;
2349
2185 glEnd (); 2350 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2351 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2352 glBegin (GL_QUADS);
2188 } 2353 }
2189 2354
2235 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2400 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2236 2401
2237 rc_draw (rc); 2402 rc_draw (rc);
2238 } 2403 }
2239 2404
2405 rc_draw (rc_ov);
2406 rc_clear (rc_ov);
2407
2240 glDisable (GL_BLEND); 2408 glDisable (GL_BLEND);
2241 rc_free (rc); 2409 rc_free (rc);
2410 rc_free (rc_ov);
2242 2411
2243 // top layer: overlays such as the health bar 2412 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2413 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2414 if (0 <= y + my && y + my < self->rows)
2246 { 2415 {
2277 } 2446 }
2278 } 2447 }
2279} 2448}
2280 2449
2281void 2450void
2282draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2451draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2283 CODE: 2452 CODE:
2284{ 2453{
2285 static float color[16][3] = { 2454 static float color[16][3] = {
2286 { 0.00F, 0.00F, 0.00F }, 2455 { 0.00f, 0.00f, 0.00f },
2287 { 1.00F, 1.00F, 1.00F }, 2456 { 1.00f, 1.00f, 1.00f },
2288 { 0.00F, 0.00F, 0.55F }, 2457 { 0.00f, 0.00f, 0.55f },
2289 { 1.00F, 0.00F, 0.00F }, 2458 { 1.00f, 0.00f, 0.00f },
2290 2459
2291 { 1.00F, 0.54F, 0.00F }, 2460 { 1.00f, 0.54f, 0.00f },
2292 { 0.11F, 0.56F, 1.00F }, 2461 { 0.11f, 0.56f, 1.00f },
2293 { 0.93F, 0.46F, 0.00F }, 2462 { 0.93f, 0.46f, 0.00f },
2294 { 0.18F, 0.54F, 0.34F }, 2463 { 0.18f, 0.54f, 0.34f },
2295 2464
2296 { 0.56F, 0.73F, 0.56F }, 2465 { 0.56f, 0.73f, 0.56f },
2297 { 0.80F, 0.80F, 0.80F }, 2466 { 0.80f, 0.80f, 0.80f },
2298 { 0.55F, 0.41F, 0.13F }, 2467 { 0.55f, 0.41f, 0.13f },
2299 { 0.99F, 0.77F, 0.26F }, 2468 { 0.99f, 0.77f, 0.26f },
2300 2469
2301 { 0.74F, 0.65F, 0.41F }, 2470 { 0.74f, 0.65f, 0.41f },
2302 2471
2303 { 0.00F, 1.00F, 1.00F }, 2472 { 0.00f, 1.00f, 1.00f },
2304 { 1.00F, 0.00F, 1.00F }, 2473 { 1.00f, 0.00f, 1.00f },
2305 { 1.00F, 1.00F, 0.00F }, 2474 { 1.00f, 1.00f, 0.00f },
2306 }; 2475 };
2307 2476
2308 int x, y; 2477 int x, y;
2309 2478
2310 glEnable (GL_TEXTURE_2D); 2479 glEnable (GL_TEXTURE_2D);
2480 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2481 * but the nvidia driver (185.18.14) mishandles alpha textures
2482 * and takes the colour from god knows where instead of using
2483 * Cp. MODULATE results in the same colour, but slightly different
2484 * alpha, but atcually gives us the correct colour with nvidia.
2485 */
2311 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2486 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2312 glEnable (GL_BLEND); 2487 glEnable (GL_BLEND);
2313 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2488 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2314 glBegin (GL_QUADS); 2489 glBegin (GL_QUADS);
2315 2490
2316 for (y = 0; y < h; y++) 2491 for (y = 0; y < h; y++)
2320 2495
2321 if (m) 2496 if (m)
2322 { 2497 {
2323 float *c = color [m & 15]; 2498 float *c = color [m & 15];
2324 2499
2325 float tx1 = m & 0x40 ? 0.5 : 0.; 2500 float tx1 = m & 0x40 ? 0.5f : 0.f;
2326 float tx2 = tx1 + 0.5; 2501 float tx2 = tx1 + 0.5f;
2327 2502
2328 glColor4f (c[0], c[1], c[2], 0.75); 2503 glColor4f (c[0], c[1], c[2], 1);
2329 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2504 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2330 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2505 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2331 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2506 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2332 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2507 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2333 } 2508 }
2341void 2516void
2342fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2517fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2343 PPCODE: 2518 PPCODE:
2344{ 2519{
2345 int x, y; 2520 int x, y;
2346 int sw1 = sw + 2; 2521 int sw1 = sw + 2;
2347 int sh1 = sh + 2; 2522 int sh1 = sh + 2;
2348 int sh3 = sh * 3; 2523 int sh3 = sh * 3;
2349 int sw34 = (sw * 3 + 3) & ~3; 2524 int sw3 = sw * 3;
2350 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2525 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2351 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2526 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2352 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2527 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2353 2528
2354 SvPOK_only (darkness3_sv); 2529 SvPOK_only (darkness3_sv);
2355 SvCUR_set (darkness3_sv, sw34 * sh3); 2530 SvCUR_set (darkness3_sv, sw3 * sh3);
2356 2531
2357 mx += self->x - 1; 2532 mx += self->x - 1;
2358 my += self->y - 1; 2533 my += self->y - 1;
2359
2360 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2361 2534
2362 for (y = 0; y < sh1; y++) 2535 for (y = 0; y < sh1; y++)
2363 if (0 <= y + my && y + my < self->rows) 2536 if (0 <= y + my && y + my < self->rows)
2364 { 2537 {
2365 maprow *row = self->row + (y + my); 2538 maprow *row = self->row + (y + my);
2368 if (row->c0 <= x + mx && x + mx < row->c1) 2541 if (row->c0 <= x + mx && x + mx < row->c1)
2369 { 2542 {
2370 mapcell *cell = row->col + (x + mx - row->c0); 2543 mapcell *cell = row->col + (x + mx - row->c0);
2371 2544
2372 darkness1 [y * sw1 + x] = cell->darkness 2545 darkness1 [y * sw1 + x] = cell->darkness
2373 ? 255 - (cell->darkness - 1) 2546 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2374 : 255 - FOW_DARKNESS; 2547 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2375 } 2548 }
2376 } 2549 }
2377 2550
2378 for (y = 0; y < sh; ++y) 2551 for (y = 0; y < sh; ++y)
2379 for (x = 0; x < sw; ++x) 2552 for (x = 0; x < sw; ++x)
2398 2571
2399 uint8_t r13 = (d13 + d23 + d12) / 3; 2572 uint8_t r13 = (d13 + d23 + d12) / 3;
2400 uint8_t r23 = d23; 2573 uint8_t r23 = d23;
2401 uint8_t r33 = (d23 + d33 + d32) / 3; 2574 uint8_t r33 = (d23 + d33 + d32) / 3;
2402 2575
2403 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2576 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2404 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2577 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2405 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2406 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2579 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2407 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2580 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */
2408 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2409 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2582 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2410 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2583 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2411 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2412 } 2585 }
2413 2586
2414 free (darkness1); 2587 free (darkness1);
2415 2588
2416 EXTEND (SP, 3); 2589 EXTEND (SP, 3);
2417 PUSHs (sv_2mortal (newSViv (sw34))); 2590 PUSHs (sv_2mortal (newSViv (sw3)));
2418 PUSHs (sv_2mortal (newSViv (sh3))); 2591 PUSHs (sv_2mortal (newSViv (sh3)));
2419 PUSHs (darkness3_sv); 2592 PUSHs (darkness3_sv);
2420} 2593}
2421 2594
2422SV * 2595SV *
2679void 2852void
2680set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2853set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2681 CODE: 2854 CODE:
2682{ 2855{
2683 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2856 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance));
2684 int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); 2857 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2685 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2858 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2686} 2859}
2687 2860
2688void 2861void
2689set_reverse_stereo (DC::Channel self, int flip) 2862set_reverse_stereo (DC::Channel self, int flip)
2792 } *civ, const_iv[] = { 2965 } *civ, const_iv[] = {
2793# define const_iv(name) { # name, (IV)name } 2966# define const_iv(name) { # name, (IV)name }
2794 const_iv (GL_VENDOR), 2967 const_iv (GL_VENDOR),
2795 const_iv (GL_VERSION), 2968 const_iv (GL_VERSION),
2796 const_iv (GL_EXTENSIONS), 2969 const_iv (GL_EXTENSIONS),
2970 const_iv (GL_MAX_TEXTURE_UNITS),
2797 const_iv (GL_COLOR_MATERIAL), 2971 const_iv (GL_COLOR_MATERIAL),
2798 const_iv (GL_SMOOTH), 2972 const_iv (GL_SMOOTH),
2799 const_iv (GL_FLAT), 2973 const_iv (GL_FLAT),
2800 const_iv (GL_DITHER), 2974 const_iv (GL_DITHER),
2801 const_iv (GL_BLEND), 2975 const_iv (GL_BLEND),
2813 const_iv (GL_ZERO), 2987 const_iv (GL_ZERO),
2814 const_iv (GL_SRC_ALPHA), 2988 const_iv (GL_SRC_ALPHA),
2815 const_iv (GL_DST_ALPHA), 2989 const_iv (GL_DST_ALPHA),
2816 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2990 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2817 const_iv (GL_ONE_MINUS_DST_ALPHA), 2991 const_iv (GL_ONE_MINUS_DST_ALPHA),
2992 const_iv (GL_SRC_COLOR),
2993 const_iv (GL_DST_COLOR),
2994 const_iv (GL_ONE_MINUS_SRC_COLOR),
2995 const_iv (GL_ONE_MINUS_DST_COLOR),
2818 const_iv (GL_SRC_ALPHA_SATURATE), 2996 const_iv (GL_SRC_ALPHA_SATURATE),
2819 const_iv (GL_RGB), 2997 const_iv (GL_RGB),
2820 const_iv (GL_RGBA), 2998 const_iv (GL_RGBA),
2821 const_iv (GL_RGBA4), 2999 const_iv (GL_RGBA4),
2822 const_iv (GL_RGBA8), 3000 const_iv (GL_RGBA8),
2890 const_iv (GL_NICEST), 3068 const_iv (GL_NICEST),
2891 const_iv (GL_V2F), 3069 const_iv (GL_V2F),
2892 const_iv (GL_V3F), 3070 const_iv (GL_V3F),
2893 const_iv (GL_T2F_V3F), 3071 const_iv (GL_T2F_V3F),
2894 const_iv (GL_T2F_N3F_V3F), 3072 const_iv (GL_T2F_N3F_V3F),
3073 const_iv (GL_FUNC_ADD),
3074 const_iv (GL_FUNC_SUBTRACT),
3075 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2895# undef const_iv 3076# undef const_iv
2896 }; 3077 };
2897 3078
2898 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3079 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2899 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3080 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2906disable_GL_EXT_blend_func_separate () 3087disable_GL_EXT_blend_func_separate ()
2907 CODE: 3088 CODE:
2908 gl.BlendFuncSeparate = 0; 3089 gl.BlendFuncSeparate = 0;
2909 gl.BlendFuncSeparateEXT = 0; 3090 gl.BlendFuncSeparateEXT = 0;
2910 3091
3092void
3093apple_nvidia_bug (int enable)
3094
2911char * 3095char *
2912gl_vendor () 3096gl_vendor ()
2913 CODE: 3097 CODE:
2914 RETVAL = (char *)glGetString (GL_VENDOR); 3098 RETVAL = (char *)glGetString (GL_VENDOR);
2915 OUTPUT: 3099 OUTPUT:
2963void glBlendFunc (int sfactor, int dfactor) 3147void glBlendFunc (int sfactor, int dfactor)
2964 3148
2965void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3149void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2966 CODE: 3150 CODE:
2967 gl_BlendFuncSeparate (sa, da, saa, daa); 3151 gl_BlendFuncSeparate (sa, da, saa, daa);
3152
3153# void glBlendEquation (int se)
2968 3154
2969void glDepthMask (int flag) 3155void glDepthMask (int flag)
2970 3156
2971void glLogicOp (int opcode) 3157void glLogicOp (int opcode)
2972 3158
3122void glNewList (int list, int mode = GL_COMPILE) 3308void glNewList (int list, int mode = GL_COMPILE)
3123 3309
3124void glEndList () 3310void glEndList ()
3125 3311
3126void glCallList (int list) 3312void glCallList (int list)
3313
3314void c_init ()
3315 CODE:
3316 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3317 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3127 3318
3128MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3319MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3129 3320
3130PROTOTYPES: DISABLE 3321PROTOTYPES: DISABLE
3131 3322

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