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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.289 by root, Wed Dec 24 04:09:26 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 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
95 97
96#define KMOD_LRAM 0x10000 // our extension 98#define KMOD_LRAM 0x10000 // our extension
97 99
98#define TEXID_SPEECH 1 100#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2 101#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
101 102
102static AV *texture_av; 103static AV *texture_av;
103 104
104static struct 105static struct
105{ 106{
821 822
822IV minpot (UV n) 823IV minpot (UV n)
823 824
824IV popcount (UV n) 825IV popcount (UV n)
825 826
827NV distance (NV dx, NV dy)
828 CODE:
829 RETVAL = pow (dx * dx + dy * dy, 0.5);
830 OUTPUT:
831 RETVAL
832
826void 833void
827pango_init () 834pango_init ()
828 CODE: 835 CODE:
829{ 836{
830 opengl_fontmap = pango_opengl_font_map_new (); 837 opengl_fontmap = pango_opengl_font_map_new ();
1658 glDisable (GL_ALPHA_TEST); 1665 glDisable (GL_ALPHA_TEST);
1659 glDisable (GL_BLEND); 1666 glDisable (GL_BLEND);
1660 } 1667 }
1661} 1668}
1662 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);
1789}
1790
1663IV 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)
1664 CODE: 1792 CODE:
1665{ 1793{
1666 GLint width; 1794 GLint width;
1667 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0); 1795 glTexImage2D (GL_PROXY_TEXTURE_2D, 0, internalformat, w, h, 0, format, type, 0);
1881 { 2009 {
1882 ext = *data++; 2010 ext = *data++;
1883 cmd = ext & 0x7f; 2011 cmd = ext & 0x7f;
1884 2012
1885 if (cmd < 4) 2013 if (cmd < 4)
1886 cell->darkness = 255 - ext * 64 + 1; 2014 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1887 else if (cmd == 5) // health 2015 else if (cmd == 5) // health
1888 { 2016 {
1889 cell->stat_width = 1; 2017 cell->stat_width = 1;
1890 cell->stat_hp = *data++; 2018 cell->stat_hp = *data++;
1891 } 2019 }
2012 int pl_x, pl_y; 2140 int pl_x, pl_y;
2013 maptex pl_tex; 2141 maptex pl_tex;
2014 rc_t *rc = rc_alloc (); 2142 rc_t *rc = rc_alloc ();
2015 rc_t *rc_ov = rc_alloc (); 2143 rc_t *rc_ov = rc_alloc ();
2016 rc_key_t key; 2144 rc_key_t key;
2017 rc_array_t *arr, *arr_hidden; 2145 rc_array_t *arr;
2018 2146
2019 pl_tex.name = 0; 2147 pl_tex.name = 0;
2020 2148
2021 // that's current max. sorry. 2149 // that's current max. sorry.
2022 if (sw > 255) sw = 255; 2150 if (sw > 255) sw = 255;
2059 } 2187 }
2060 2188
2061 glEnable (GL_BLEND); 2189 glEnable (GL_BLEND);
2062 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2190 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2063 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2191 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2064
2065 key.texname = self->tex [TEXID_HIDDEN].name;
2066 arr_hidden = rc_array (rc_ov, &key);
2067 2192
2068 for (z = 0; z <= 2; z++) 2193 for (z = 0; z <= 2; z++)
2069 { 2194 {
2070 memset (smooth_level, 0, sizeof (smooth_level)); 2195 memset (smooth_level, 0, sizeof (smooth_level));
2071 key.texname = -1; 2196 key.texname = -1;
2151 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);
2152 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);
2153 } 2278 }
2154 } 2279 }
2155 2280
2156 if (expect_false (z == 2)) 2281 if (expect_false (z == 2) && expect_false (cell->flags))
2157 { 2282 {
2158 /* draw question marks on top of hidden spaces */ 2283 // overlays such as the speech bubble, probably more to come
2159 if (!cell->darkness) 2284 if (cell->flags & 1)
2160 { 2285 {
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; 2286 rc_key_t key_ov = key;
2177 maptex tex = self->tex [TEXID_SPEECH]; 2287 maptex tex = self->tex [TEXID_SPEECH];
2178 rc_array_t *arr; 2288 rc_array_t *arr;
2179 int px = x * T + T * 2 / 32; 2289 int px = x * T + T * 2 / 32;
2180 int py = y * T - T * 6 / 32; 2290 int py = y * T - T * 6 / 32;
2181 2291
2182 key_ov.texname = tex.name; 2292 key_ov.texname = tex.name;
2183 arr = rc_array (rc_ov, &key_ov); 2293 arr = rc_array (rc_ov, &key_ov);
2184 2294
2185 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2295 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2186 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); 2296 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); 2297 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); 2298 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2189 }
2190 } 2299 }
2191 } 2300 }
2192 } 2301 }
2193 } 2302 }
2194 2303
2337 } 2446 }
2338 } 2447 }
2339} 2448}
2340 2449
2341void 2450void
2342draw_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)
2343 CODE: 2452 CODE:
2344{ 2453{
2345 static float color[16][3] = { 2454 static float color[16][3] = {
2346 { 0.00F, 0.00F, 0.00F }, 2455 { 0.00f, 0.00f, 0.00f },
2347 { 1.00F, 1.00F, 1.00F }, 2456 { 1.00f, 1.00f, 1.00f },
2348 { 0.00F, 0.00F, 0.55F }, 2457 { 0.00f, 0.00f, 0.55f },
2349 { 1.00F, 0.00F, 0.00F }, 2458 { 1.00f, 0.00f, 0.00f },
2350 2459
2351 { 1.00F, 0.54F, 0.00F }, 2460 { 1.00f, 0.54f, 0.00f },
2352 { 0.11F, 0.56F, 1.00F }, 2461 { 0.11f, 0.56f, 1.00f },
2353 { 0.93F, 0.46F, 0.00F }, 2462 { 0.93f, 0.46f, 0.00f },
2354 { 0.18F, 0.54F, 0.34F }, 2463 { 0.18f, 0.54f, 0.34f },
2355 2464
2356 { 0.56F, 0.73F, 0.56F }, 2465 { 0.56f, 0.73f, 0.56f },
2357 { 0.80F, 0.80F, 0.80F }, 2466 { 0.80f, 0.80f, 0.80f },
2358 { 0.55F, 0.41F, 0.13F }, 2467 { 0.55f, 0.41f, 0.13f },
2359 { 0.99F, 0.77F, 0.26F }, 2468 { 0.99f, 0.77f, 0.26f },
2360 2469
2361 { 0.74F, 0.65F, 0.41F }, 2470 { 0.74f, 0.65f, 0.41f },
2362 2471
2363 { 0.00F, 1.00F, 1.00F }, 2472 { 0.00f, 1.00f, 1.00f },
2364 { 1.00F, 0.00F, 1.00F }, 2473 { 1.00f, 0.00f, 1.00f },
2365 { 1.00F, 1.00F, 0.00F }, 2474 { 1.00f, 1.00f, 0.00f },
2366 }; 2475 };
2367 2476
2368 int x, y; 2477 int x, y;
2369 2478
2370 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 */
2371 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2486 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2372 glEnable (GL_BLEND); 2487 glEnable (GL_BLEND);
2373 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2488 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2374 glBegin (GL_QUADS); 2489 glBegin (GL_QUADS);
2375 2490
2376 for (y = 0; y < h; y++) 2491 for (y = 0; y < h; y++)
2380 2495
2381 if (m) 2496 if (m)
2382 { 2497 {
2383 float *c = color [m & 15]; 2498 float *c = color [m & 15];
2384 2499
2385 float tx1 = m & 0x40 ? 0.5 : 0.; 2500 float tx1 = m & 0x40 ? 0.5f : 0.f;
2386 float tx2 = tx1 + 0.5; 2501 float tx2 = tx1 + 0.5f;
2387 2502
2388 glColor4f (c[0], c[1], c[2], 0.75); 2503 glColor4f (c[0], c[1], c[2], 1);
2389 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2504 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2390 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2505 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2391 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2506 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2392 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2507 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2393 } 2508 }
2401void 2516void
2402fow_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)
2403 PPCODE: 2518 PPCODE:
2404{ 2519{
2405 int x, y; 2520 int x, y;
2406 int sw1 = sw + 2; 2521 int sw1 = sw + 2;
2407 int sh1 = sh + 2; 2522 int sh1 = sh + 2;
2408 int sh3 = sh * 3; 2523 int sh3 = sh * 3;
2409 int sw34 = (sw * 3 + 3) & ~3; 2524 int sw3 = sw * 3;
2410 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2525 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2411 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2526 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2412 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2527 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2413 2528
2414 SvPOK_only (darkness3_sv); 2529 SvPOK_only (darkness3_sv);
2415 SvCUR_set (darkness3_sv, sw34 * sh3); 2530 SvCUR_set (darkness3_sv, sw3 * sh3);
2416 2531
2417 mx += self->x - 1; 2532 mx += self->x - 1;
2418 my += self->y - 1; 2533 my += self->y - 1;
2419
2420 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2421 2534
2422 for (y = 0; y < sh1; y++) 2535 for (y = 0; y < sh1; y++)
2423 if (0 <= y + my && y + my < self->rows) 2536 if (0 <= y + my && y + my < self->rows)
2424 { 2537 {
2425 maprow *row = self->row + (y + my); 2538 maprow *row = self->row + (y + my);
2428 if (row->c0 <= x + mx && x + mx < row->c1) 2541 if (row->c0 <= x + mx && x + mx < row->c1)
2429 { 2542 {
2430 mapcell *cell = row->col + (x + mx - row->c0); 2543 mapcell *cell = row->col + (x + mx - row->c0);
2431 2544
2432 darkness1 [y * sw1 + x] = cell->darkness 2545 darkness1 [y * sw1 + x] = cell->darkness
2433 ? 255 - (cell->darkness - 1) 2546 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2434 : 255 - FOW_DARKNESS; 2547 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2435 } 2548 }
2436 } 2549 }
2437 2550
2438 for (y = 0; y < sh; ++y) 2551 for (y = 0; y < sh; ++y)
2439 for (x = 0; x < sw; ++x) 2552 for (x = 0; x < sw; ++x)
2458 2571
2459 uint8_t r13 = (d13 + d23 + d12) / 3; 2572 uint8_t r13 = (d13 + d23 + d12) / 3;
2460 uint8_t r23 = d23; 2573 uint8_t r23 = d23;
2461 uint8_t r33 = (d23 + d33 + d32) / 3; 2574 uint8_t r33 = (d23 + d33 + d32) / 3;
2462 2575
2463 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2576 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2464 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2577 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2465 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2466 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2579 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2467 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 */
2468 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2469 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2582 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2470 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2583 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2471 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2472 } 2585 }
2473 2586
2474 free (darkness1); 2587 free (darkness1);
2475 2588
2476 EXTEND (SP, 3); 2589 EXTEND (SP, 3);
2477 PUSHs (sv_2mortal (newSViv (sw34))); 2590 PUSHs (sv_2mortal (newSViv (sw3)));
2478 PUSHs (sv_2mortal (newSViv (sh3))); 2591 PUSHs (sv_2mortal (newSViv (sh3)));
2479 PUSHs (darkness3_sv); 2592 PUSHs (darkness3_sv);
2480} 2593}
2481 2594
2482SV * 2595SV *
2739void 2852void
2740set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2853set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2741 CODE: 2854 CODE:
2742{ 2855{
2743 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));
2744 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;
2745 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2858 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2746} 2859}
2747 2860
2748void 2861void
2749set_reverse_stereo (DC::Channel self, int flip) 2862set_reverse_stereo (DC::Channel self, int flip)
2852 } *civ, const_iv[] = { 2965 } *civ, const_iv[] = {
2853# define const_iv(name) { # name, (IV)name } 2966# define const_iv(name) { # name, (IV)name }
2854 const_iv (GL_VENDOR), 2967 const_iv (GL_VENDOR),
2855 const_iv (GL_VERSION), 2968 const_iv (GL_VERSION),
2856 const_iv (GL_EXTENSIONS), 2969 const_iv (GL_EXTENSIONS),
2970 const_iv (GL_MAX_TEXTURE_UNITS),
2857 const_iv (GL_COLOR_MATERIAL), 2971 const_iv (GL_COLOR_MATERIAL),
2858 const_iv (GL_SMOOTH), 2972 const_iv (GL_SMOOTH),
2859 const_iv (GL_FLAT), 2973 const_iv (GL_FLAT),
2860 const_iv (GL_DITHER), 2974 const_iv (GL_DITHER),
2861 const_iv (GL_BLEND), 2975 const_iv (GL_BLEND),
2873 const_iv (GL_ZERO), 2987 const_iv (GL_ZERO),
2874 const_iv (GL_SRC_ALPHA), 2988 const_iv (GL_SRC_ALPHA),
2875 const_iv (GL_DST_ALPHA), 2989 const_iv (GL_DST_ALPHA),
2876 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2990 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2877 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),
2878 const_iv (GL_SRC_ALPHA_SATURATE), 2996 const_iv (GL_SRC_ALPHA_SATURATE),
2879 const_iv (GL_RGB), 2997 const_iv (GL_RGB),
2880 const_iv (GL_RGBA), 2998 const_iv (GL_RGBA),
2881 const_iv (GL_RGBA4), 2999 const_iv (GL_RGBA4),
2882 const_iv (GL_RGBA8), 3000 const_iv (GL_RGBA8),
2950 const_iv (GL_NICEST), 3068 const_iv (GL_NICEST),
2951 const_iv (GL_V2F), 3069 const_iv (GL_V2F),
2952 const_iv (GL_V3F), 3070 const_iv (GL_V3F),
2953 const_iv (GL_T2F_V3F), 3071 const_iv (GL_T2F_V3F),
2954 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),
2955# undef const_iv 3076# undef const_iv
2956 }; 3077 };
2957 3078
2958 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; )
2959 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3080 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2966disable_GL_EXT_blend_func_separate () 3087disable_GL_EXT_blend_func_separate ()
2967 CODE: 3088 CODE:
2968 gl.BlendFuncSeparate = 0; 3089 gl.BlendFuncSeparate = 0;
2969 gl.BlendFuncSeparateEXT = 0; 3090 gl.BlendFuncSeparateEXT = 0;
2970 3091
3092void
3093apple_nvidia_bug (int enable)
3094
2971char * 3095char *
2972gl_vendor () 3096gl_vendor ()
2973 CODE: 3097 CODE:
2974 RETVAL = (char *)glGetString (GL_VENDOR); 3098 RETVAL = (char *)glGetString (GL_VENDOR);
2975 OUTPUT: 3099 OUTPUT:
3023void glBlendFunc (int sfactor, int dfactor) 3147void glBlendFunc (int sfactor, int dfactor)
3024 3148
3025void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3149void glBlendFuncSeparate (int sa, int da, int saa, int daa)
3026 CODE: 3150 CODE:
3027 gl_BlendFuncSeparate (sa, da, saa, daa); 3151 gl_BlendFuncSeparate (sa, da, saa, daa);
3152
3153# void glBlendEquation (int se)
3028 3154
3029void glDepthMask (int flag) 3155void glDepthMask (int flag)
3030 3156
3031void glLogicOp (int opcode) 3157void glLogicOp (int opcode)
3032 3158
3182void glNewList (int list, int mode = GL_COMPILE) 3308void glNewList (int list, int mode = GL_COMPILE)
3183 3309
3184void glEndList () 3310void glEndList ()
3185 3311
3186void 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);
3187 3318
3188MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3319MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3189 3320
3190PROTOTYPES: DISABLE 3321PROTOTYPES: DISABLE
3191 3322

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