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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 1.298 by root, Tue Dec 22 00:46:05 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>
42#include <SDL_opengl.h> 41#include <SDL_opengl.h>
43 42
44/* work around os x broken headers */ 43/* work around os x broken headers */
45#ifdef __MACOSX__ 44#ifdef __MACOSX__
46typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); 45typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
46typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
47typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
47#endif 48#endif
48 49
49#define PANGO_ENABLE_BACKEND 50#define PANGO_ENABLE_BACKEND
50#define G_DISABLE_CAST_CHECKS 51#define G_DISABLE_CAST_CHECKS
51 52
81#define expect_false(expr) expect ((expr) != 0, 0) 82#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 83#define expect_true(expr) expect ((expr) != 0, 1)
83 84
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 85#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 86
87/* this is used as fow flag as well, so has to have a different value */
88/* then anything that is computed by incoming darkness */
86#define FOW_DARKNESS 32 89#define FOW_DARKNESS 50
90#define DARKNESS_ADJUST(n) (n)
87 91
88#define MAP_EXTEND_X 32 92#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 93#define MAP_EXTEND_Y 512
90 94
91#define MIN_FONT_HEIGHT 10 95#define MIN_FONT_HEIGHT 10
92 96
93/* mask out modifiers we are not interested in */ 97/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 98#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 99
96#define KMOD_LRAM 0x10000 // our extension 100#define KMOD_LRAM 0x10000 // our extension
101
102#define TEXID_SPEECH 1
103#define TEXID_NOFACE 2
97 104
98static AV *texture_av; 105static AV *texture_av;
99 106
100static struct 107static struct
101{ 108{
233 int w, h; 240 int w, h;
234 float s, t; 241 float s, t;
235 uint8_t r, g, b, a; 242 uint8_t r, g, b, a;
236 tileid smoothtile; 243 tileid smoothtile;
237 uint8_t smoothlevel; 244 uint8_t smoothlevel;
245 uint8_t unused; /* set to zero on use */
238} maptex; 246} maptex;
239 247
240typedef struct { 248typedef struct {
241 uint32_t player; 249 uint32_t player;
242 tileid tile[3]; 250 tileid tile[3];
816 824
817IV minpot (UV n) 825IV minpot (UV n)
818 826
819IV popcount (UV n) 827IV popcount (UV n)
820 828
829NV distance (NV dx, NV dy)
830 CODE:
831 RETVAL = pow (dx * dx + dy * dy, 0.5);
832 OUTPUT:
833 RETVAL
834
821void 835void
822pango_init () 836pango_init ()
823 CODE: 837 CODE:
824{ 838{
825 opengl_fontmap = pango_opengl_font_map_new (); 839 opengl_fontmap = pango_opengl_font_map_new ();
1206#if DEBUG 1220#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1221 VALGRIND_DO_LEAK_CHECK;
1208#endif 1222#endif
1209} 1223}
1210 1224
1225int
1226SvREFCNT (SV *sv)
1227 CODE:
1228 RETVAL = SvREFCNT (sv);
1229 OUTPUT:
1230 RETVAL
1231
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1232MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1233
1213PROTOTYPES: DISABLE 1234PROTOTYPES: DISABLE
1214 1235
1215DC::Font 1236DC::Font
1644 if (ix) 1665 if (ix)
1645 { 1666 {
1646 glDisable (GL_ALPHA_TEST); 1667 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1668 glDisable (GL_BLEND);
1648 } 1669 }
1670}
1671
1672void
1673draw_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)
1674 PROTOTYPE: @
1675 CODE:
1676{
1677 glEnable (GL_TEXTURE_2D);
1678 glEnable (GL_BLEND);
1679 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1680 glBindTexture (GL_TEXTURE_2D, name1);
1681
1682 glColor3f (intensity, intensity, intensity);
1683 glPushMatrix ();
1684 glScalef (1./3, 1./3, 1.);
1685
1686 if (blend > 0.f)
1687 {
1688 float dx3 = dx * -3.f / w;
1689 float dy3 = dy * -3.f / h;
1690 GLfloat env_color[4] = { 0., 0., 0., blend };
1691
1692 /* interpolate the two shadow textures */
1693 /* stage 0 == rgb(glcolor) + alpha(t0) */
1694 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1695
1696 /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */
1697 gl.ActiveTexture (GL_TEXTURE1);
1698 glEnable (GL_TEXTURE_2D);
1699 glBindTexture (GL_TEXTURE_2D, name2);
1700 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
1701
1702 /* rgb == rgb(glcolor) */
1703 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
1704 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
1705 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
1706
1707 /* alpha = interpolate t0, t1 by env_alpha */
1708 glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color);
1709
1710 glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE);
1711 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
1712 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
1713
1714 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
1715 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
1716
1717 glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT);
1718 glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
1719
1720 glBegin (GL_QUADS);
1721 gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0);
1722 gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h);
1723 gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h);
1724 gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0);
1725 glEnd ();
1726
1727 glDisable (GL_TEXTURE_2D);
1728 gl.ActiveTexture (GL_TEXTURE0);
1729 }
1730 else
1731 {
1732 /* simple blending of one texture, also opengl <1.3 path */
1733 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1734
1735 glBegin (GL_QUADS);
1736 glTexCoord2f (0, 0); glVertex2f (0, 0);
1737 glTexCoord2f (0, t); glVertex2f (0, h);
1738 glTexCoord2f (s, t); glVertex2f (w, h);
1739 glTexCoord2f (s, 0); glVertex2f (w, 0);
1740 glEnd ();
1741 }
1742
1743 /* draw ?-marks or equivalent, this is very clumsy code :/ */
1744 {
1745 int x, y;
1746 int dx3 = dx * 3;
1747 int dy3 = dy * 3;
1748
1749 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1750 glBindTexture (GL_TEXTURE_2D, hidden_tex);
1751 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1752 glTranslatef (-1., -1., 0);
1753 glBegin (GL_QUADS);
1754
1755 for (y = 1; y < h; y += 3)
1756 {
1757 int y1 = y - dy3;
1758 int y1valid = y1 >= 0 && y1 < h;
1759
1760 for (x = 1; x < w; x += 3)
1761 {
1762 int x1 = x - dx3;
1763 uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1764 uint8_t h2;
1765
1766 if (y1valid && x1 >= 0 && x1 < w)
1767 h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS);
1768 else
1769 h2 = 1; /* out of range == invisible */
1770
1771 if (h1 || h2)
1772 {
1773 float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend;
1774 glColor4f (1., 1., 1., alpha);
1775
1776 glTexCoord2f (0, 0.); glVertex2i (x , y );
1777 glTexCoord2f (0, 1.); glVertex2i (x , y + 3);
1778 glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3);
1779 glTexCoord2f (1, 0.); glVertex2i (x + 3, y );
1780 }
1781 }
1782 }
1783 }
1784
1785 glEnd ();
1786
1787 glPopMatrix ();
1788
1789 glDisable (GL_TEXTURE_2D);
1790 glDisable (GL_BLEND);
1649} 1791}
1650 1792
1651IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1793IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1652 CODE: 1794 CODE:
1653{ 1795{
1759 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1901 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1760 // use uglier nearest interpolation because linear suffers 1902 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1903 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1904 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 1905}
1906
1907void
1908expire_textures (DC::Map self, int texid, int count)
1909 PPCODE:
1910 for (; texid < self->texs && count; ++texid, --count)
1911 {
1912 maptex *tex = self->tex + texid;
1913
1914 if (tex->name)
1915 {
1916 if (tex->unused)
1917 {
1918 tex->name = 0;
1919 tex->unused = 0;
1920 XPUSHs (sv_2mortal (newSViv (texid)));
1921 }
1922 else
1923 tex->unused = 1;
1924 }
1925 }
1764 1926
1765int 1927int
1766ox (DC::Map self) 1928ox (DC::Map self)
1767 ALIAS: 1929 ALIAS:
1768 oy = 1 1930 oy = 1
1849 { 2011 {
1850 ext = *data++; 2012 ext = *data++;
1851 cmd = ext & 0x7f; 2013 cmd = ext & 0x7f;
1852 2014
1853 if (cmd < 4) 2015 if (cmd < 4)
1854 cell->darkness = 255 - ext * 64 + 1; 2016 cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */
1855 else if (cmd == 5) // health 2017 else if (cmd == 5) // health
1856 { 2018 {
1857 cell->stat_width = 1; 2019 cell->stat_width = 1;
1858 cell->stat_hp = *data++; 2020 cell->stat_hp = *data++;
1859 } 2021 }
1889 cell->tile [z] = self->face2tile [face]; 2051 cell->tile [z] = self->face2tile [face];
1890 2052
1891 if (cell->tile [z]) 2053 if (cell->tile [z])
1892 { 2054 {
1893 maptex *tex = self->tex + cell->tile [z]; 2055 maptex *tex = self->tex + cell->tile [z];
2056 tex->unused = 0;
1894 if (!tex->name) 2057 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 2058 av_push (missing, newSViv (cell->tile [z]));
1896 2059
1897 if (tex->smoothtile) 2060 if (tex->smoothtile)
1898 { 2061 {
1899 maptex *smooth = self->tex + tex->smoothtile; 2062 maptex *smooth = self->tex + tex->smoothtile;
2063 smooth->unused = 0;
1900 if (!smooth->name) 2064 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 2065 av_push (missing, newSViv (tex->smoothtile));
1902 } 2066 }
1903 } 2067 }
1904 } 2068 }
1975 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2139 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) 2140 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1977 smooth_key skey; 2141 smooth_key skey;
1978 int pl_x, pl_y; 2142 int pl_x, pl_y;
1979 maptex pl_tex; 2143 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2144 rc_t *rc = rc_alloc ();
2145 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2146 rc_key_t key;
1982 rc_array_t *arr; 2147 rc_array_t *arr;
1983 2148
1984 pl_tex.name = 0; 2149 pl_tex.name = 0;
1985 2150
1986 // thats current max. sorry. 2151 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2152 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2153 if (sh > 255) sh = 255;
1989 2154
1990 // clear key, in case of extra padding 2155 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2156 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2160 key.g = 255;
1996 key.b = 255; 2161 key.b = 255;
1997 key.a = 255; 2162 key.a = 255;
1998 key.mode = GL_QUADS; 2163 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2164 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2165
2002 mx += self->x; 2166 mx += self->x;
2003 my += self->y; 2167 my += self->y;
2004 2168
2005 // first pass: determine smooth_max 2169 // first pass: determine smooth_max
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2193 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2194
2031 for (z = 0; z <= 2; z++) 2195 for (z = 0; z <= 2; z++)
2032 { 2196 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2197 memset (smooth_level, 0, sizeof (smooth_level));
2198 key.texname = -1;
2034 2199
2035 for (y = 0; y < sh; y++) 2200 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2201 if (0 <= y + my && y + my < self->rows)
2037 { 2202 {
2038 maprow *row = self->row + (y + my); 2203 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2209 tileid tile = cell->tile [z];
2045 2210
2046 if (tile) 2211 if (tile)
2047 { 2212 {
2048 maptex tex = self->tex [tile]; 2213 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2214 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2215
2052 if (key.texname != tex.name) 2216 if (key.texname != tex.name)
2053 { 2217 {
2218 self->tex [tile].unused = 0;
2219
2054 if (!tex.name) 2220 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2221 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2222
2057 key.texname = tex.name; 2223 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2224 arr = rc_array (rc, &key);
2059 } 2225 }
2226
2227 px = (x + 1) * T - tex.w;
2228 py = (y + 1) * T - tex.h;
2060 2229
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2230 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2231 {
2063 pl_x = px; 2232 pl_x = px;
2064 pl_y = py; 2233 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2238 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2239 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); 2240 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); 2241 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2073 2242
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 2243 // update smooth hash
2100 if (tex.smoothtile) 2244 if (tex.smoothtile)
2101 { 2245 {
2102 skey.tile = tex.smoothtile; 2246 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2247 skey.level = tex.smoothlevel;
2131 // corners 2275 // corners
2132 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2276 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); 2277 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); 2278 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); 2279 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2280 }
2281 }
2282
2283 if (expect_false (z == 2) && expect_false (cell->flags))
2284 {
2285 // overlays such as the speech bubble, probably more to come
2286 if (cell->flags & 1)
2287 {
2288 rc_key_t key_ov = key;
2289 maptex tex = self->tex [TEXID_SPEECH];
2290 rc_array_t *arr;
2291 int px = x * T + T * 2 / 32;
2292 int py = y * T - T * 6 / 32;
2293
2294 key_ov.texname = tex.name;
2295 arr = rc_array (rc_ov, &key_ov);
2296
2297 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2298 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2299 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2300 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2136 } 2301 }
2137 } 2302 }
2138 } 2303 }
2139 } 2304 }
2140 2305
2180 { 2345 {
2181 // this time avoiding texture state changes 2346 // this time avoiding texture state changes
2182 // save gobs of state changes. 2347 // save gobs of state changes.
2183 if (key.texname != tex.name) 2348 if (key.texname != tex.name)
2184 { 2349 {
2350 self->tex [skey->tile].unused = 0;
2351
2185 glEnd (); 2352 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2353 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2354 glBegin (GL_QUADS);
2188 } 2355 }
2189 2356
2235 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2402 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2236 2403
2237 rc_draw (rc); 2404 rc_draw (rc);
2238 } 2405 }
2239 2406
2407 rc_draw (rc_ov);
2408 rc_clear (rc_ov);
2409
2240 glDisable (GL_BLEND); 2410 glDisable (GL_BLEND);
2241 rc_free (rc); 2411 rc_free (rc);
2412 rc_free (rc_ov);
2242 2413
2243 // top layer: overlays such as the health bar 2414 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2415 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2416 if (0 <= y + my && y + my < self->rows)
2246 { 2417 {
2251 { 2422 {
2252 mapcell *cell = row->col + (x + mx - row->c0); 2423 mapcell *cell = row->col + (x + mx - row->c0);
2253 2424
2254 int px = x * T; 2425 int px = x * T;
2255 int py = y * T; 2426 int py = y * T;
2427
2428 if (expect_false (cell->player == player))
2429 {
2430 px += sdx;
2431 py += sdy;
2432 }
2256 2433
2257 if (cell->stat_hp) 2434 if (cell->stat_hp)
2258 { 2435 {
2259 int width = cell->stat_width * T; 2436 int width = cell->stat_width * T;
2260 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width; 2437 int thick = (sh * T / 32 + 27) / 28 + 1 + cell->stat_width;
2271 } 2448 }
2272 } 2449 }
2273} 2450}
2274 2451
2275void 2452void
2276draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) 2453draw_magicmap (DC::Map self, int w, int h, unsigned char *data)
2277 CODE: 2454 CODE:
2278{ 2455{
2279 static float color[16][3] = { 2456 static float color[16][3] = {
2280 { 0.00F, 0.00F, 0.00F }, 2457 { 0.00f, 0.00f, 0.00f },
2281 { 1.00F, 1.00F, 1.00F }, 2458 { 1.00f, 1.00f, 1.00f },
2282 { 0.00F, 0.00F, 0.55F }, 2459 { 0.00f, 0.00f, 0.55f },
2283 { 1.00F, 0.00F, 0.00F }, 2460 { 1.00f, 0.00f, 0.00f },
2284 2461
2285 { 1.00F, 0.54F, 0.00F }, 2462 { 1.00f, 0.54f, 0.00f },
2286 { 0.11F, 0.56F, 1.00F }, 2463 { 0.11f, 0.56f, 1.00f },
2287 { 0.93F, 0.46F, 0.00F }, 2464 { 0.93f, 0.46f, 0.00f },
2288 { 0.18F, 0.54F, 0.34F }, 2465 { 0.18f, 0.54f, 0.34f },
2289 2466
2290 { 0.56F, 0.73F, 0.56F }, 2467 { 0.56f, 0.73f, 0.56f },
2291 { 0.80F, 0.80F, 0.80F }, 2468 { 0.80f, 0.80f, 0.80f },
2292 { 0.55F, 0.41F, 0.13F }, 2469 { 0.55f, 0.41f, 0.13f },
2293 { 0.99F, 0.77F, 0.26F }, 2470 { 0.99f, 0.77f, 0.26f },
2294 2471
2295 { 0.74F, 0.65F, 0.41F }, 2472 { 0.74f, 0.65f, 0.41f },
2296 2473
2297 { 0.00F, 1.00F, 1.00F }, 2474 { 0.00f, 1.00f, 1.00f },
2298 { 1.00F, 0.00F, 1.00F }, 2475 { 1.00f, 0.00f, 1.00f },
2299 { 1.00F, 1.00F, 0.00F }, 2476 { 1.00f, 1.00f, 0.00f },
2300 }; 2477 };
2301 2478
2302 int x, y; 2479 int x, y;
2303 2480
2304 glEnable (GL_TEXTURE_2D); 2481 glEnable (GL_TEXTURE_2D);
2482 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2483 * but the nvidia driver (185.18.14) mishandles alpha textures
2484 * and takes the colour from god knows where instead of using
2485 * Cp. MODULATE results in the same colour, but slightly different
2486 * alpha, but atcually gives us the correct colour with nvidia.
2487 */
2305 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2488 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2306 glEnable (GL_BLEND); 2489 glEnable (GL_BLEND);
2307 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2490 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2308 glBegin (GL_QUADS); 2491 glBegin (GL_QUADS);
2309 2492
2310 for (y = 0; y < h; y++) 2493 for (y = 0; y < h; y++)
2314 2497
2315 if (m) 2498 if (m)
2316 { 2499 {
2317 float *c = color [m & 15]; 2500 float *c = color [m & 15];
2318 2501
2319 float tx1 = m & 0x40 ? 0.5 : 0.; 2502 float tx1 = m & 0x40 ? 0.5f : 0.f;
2320 float tx2 = tx1 + 0.5; 2503 float tx2 = tx1 + 0.5f;
2321 2504
2322 glColor4f (c[0], c[1], c[2], 0.75); 2505 glColor4f (c[0], c[1], c[2], 1);
2323 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2506 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2324 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2507 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2325 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2508 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2326 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2509 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2327 } 2510 }
2335void 2518void
2336fow_texture (DC::Map self, int mx, int my, int sw, int sh) 2519fow_texture (DC::Map self, int mx, int my, int sw, int sh)
2337 PPCODE: 2520 PPCODE:
2338{ 2521{
2339 int x, y; 2522 int x, y;
2340 int sw1 = sw + 2; 2523 int sw1 = sw + 2;
2341 int sh1 = sh + 2; 2524 int sh1 = sh + 2;
2342 int sh3 = sh * 3; 2525 int sh3 = sh * 3;
2343 int sw34 = (sw * 3 + 3) & ~3; 2526 int sw3 = sw * 3;
2344 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); 2527 uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1);
2345 SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); 2528 SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3));
2346 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); 2529 uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv);
2347 2530
2348 SvPOK_only (darkness3_sv); 2531 SvPOK_only (darkness3_sv);
2349 SvCUR_set (darkness3_sv, sw34 * sh3); 2532 SvCUR_set (darkness3_sv, sw3 * sh3);
2350 2533
2351 mx += self->x - 1; 2534 mx += self->x - 1;
2352 my += self->y - 1; 2535 my += self->y - 1;
2353
2354 memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1);
2355 2536
2356 for (y = 0; y < sh1; y++) 2537 for (y = 0; y < sh1; y++)
2357 if (0 <= y + my && y + my < self->rows) 2538 if (0 <= y + my && y + my < self->rows)
2358 { 2539 {
2359 maprow *row = self->row + (y + my); 2540 maprow *row = self->row + (y + my);
2362 if (row->c0 <= x + mx && x + mx < row->c1) 2543 if (row->c0 <= x + mx && x + mx < row->c1)
2363 { 2544 {
2364 mapcell *cell = row->col + (x + mx - row->c0); 2545 mapcell *cell = row->col + (x + mx - row->c0);
2365 2546
2366 darkness1 [y * sw1 + x] = cell->darkness 2547 darkness1 [y * sw1 + x] = cell->darkness
2367 ? 255 - (cell->darkness - 1) 2548 ? DARKNESS_ADJUST (255 - (cell->darkness - 1))
2368 : 255 - FOW_DARKNESS; 2549 : DARKNESS_ADJUST (255 - FOW_DARKNESS);
2369 } 2550 }
2370 } 2551 }
2371 2552
2372 for (y = 0; y < sh; ++y) 2553 for (y = 0; y < sh; ++y)
2373 for (x = 0; x < sw; ++x) 2554 for (x = 0; x < sw; ++x)
2392 2573
2393 uint8_t r13 = (d13 + d23 + d12) / 3; 2574 uint8_t r13 = (d13 + d23 + d12) / 3;
2394 uint8_t r23 = d23; 2575 uint8_t r23 = d23;
2395 uint8_t r33 = (d23 + d33 + d32) / 3; 2576 uint8_t r33 = (d23 + d33 + d32) / 3;
2396 2577
2397 darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); 2578 darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11);
2398 darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); 2579 darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21);
2399 darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); 2580 darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31);
2400 darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); 2581 darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12);
2401 darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); 2582 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); 2583 darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32);
2403 darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); 2584 darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13);
2404 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); 2585 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23);
2405 darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); 2586 darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33);
2406 } 2587 }
2407 2588
2408 free (darkness1); 2589 free (darkness1);
2409 2590
2410 EXTEND (SP, 3); 2591 EXTEND (SP, 3);
2411 PUSHs (sv_2mortal (newSViv (sw34))); 2592 PUSHs (sv_2mortal (newSViv (sw3)));
2412 PUSHs (sv_2mortal (newSViv (sh3))); 2593 PUSHs (sv_2mortal (newSViv (sh3)));
2413 PUSHs (darkness3_sv); 2594 PUSHs (darkness3_sv);
2414} 2595}
2415 2596
2416SV * 2597SV *
2673void 2854void
2674set_position_r (DC::Channel self, int dx, int dy, int maxdistance) 2855set_position_r (DC::Channel self, int dx, int dy, int maxdistance)
2675 CODE: 2856 CODE:
2676{ 2857{
2677 int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); 2858 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); 2859 int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f;
2679 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); 2860 Mix_SetPosition (self, angle, CLAMP (distance, 0, 255));
2680} 2861}
2681 2862
2682void 2863void
2683set_reverse_stereo (DC::Channel self, int flip) 2864set_reverse_stereo (DC::Channel self, int flip)
2786 } *civ, const_iv[] = { 2967 } *civ, const_iv[] = {
2787# define const_iv(name) { # name, (IV)name } 2968# define const_iv(name) { # name, (IV)name }
2788 const_iv (GL_VENDOR), 2969 const_iv (GL_VENDOR),
2789 const_iv (GL_VERSION), 2970 const_iv (GL_VERSION),
2790 const_iv (GL_EXTENSIONS), 2971 const_iv (GL_EXTENSIONS),
2972 const_iv (GL_MAX_TEXTURE_UNITS),
2791 const_iv (GL_COLOR_MATERIAL), 2973 const_iv (GL_COLOR_MATERIAL),
2792 const_iv (GL_SMOOTH), 2974 const_iv (GL_SMOOTH),
2793 const_iv (GL_FLAT), 2975 const_iv (GL_FLAT),
2794 const_iv (GL_DITHER), 2976 const_iv (GL_DITHER),
2795 const_iv (GL_BLEND), 2977 const_iv (GL_BLEND),
2807 const_iv (GL_ZERO), 2989 const_iv (GL_ZERO),
2808 const_iv (GL_SRC_ALPHA), 2990 const_iv (GL_SRC_ALPHA),
2809 const_iv (GL_DST_ALPHA), 2991 const_iv (GL_DST_ALPHA),
2810 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2992 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2811 const_iv (GL_ONE_MINUS_DST_ALPHA), 2993 const_iv (GL_ONE_MINUS_DST_ALPHA),
2994 const_iv (GL_SRC_COLOR),
2995 const_iv (GL_DST_COLOR),
2996 const_iv (GL_ONE_MINUS_SRC_COLOR),
2997 const_iv (GL_ONE_MINUS_DST_COLOR),
2812 const_iv (GL_SRC_ALPHA_SATURATE), 2998 const_iv (GL_SRC_ALPHA_SATURATE),
2813 const_iv (GL_RGB), 2999 const_iv (GL_RGB),
2814 const_iv (GL_RGBA), 3000 const_iv (GL_RGBA),
2815 const_iv (GL_RGBA4), 3001 const_iv (GL_RGBA4),
2816 const_iv (GL_RGBA8), 3002 const_iv (GL_RGBA8),
2884 const_iv (GL_NICEST), 3070 const_iv (GL_NICEST),
2885 const_iv (GL_V2F), 3071 const_iv (GL_V2F),
2886 const_iv (GL_V3F), 3072 const_iv (GL_V3F),
2887 const_iv (GL_T2F_V3F), 3073 const_iv (GL_T2F_V3F),
2888 const_iv (GL_T2F_N3F_V3F), 3074 const_iv (GL_T2F_N3F_V3F),
3075 const_iv (GL_FUNC_ADD),
3076 const_iv (GL_FUNC_SUBTRACT),
3077 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2889# undef const_iv 3078# undef const_iv
2890 }; 3079 };
2891 3080
2892 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3081 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2893 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3082 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2900disable_GL_EXT_blend_func_separate () 3089disable_GL_EXT_blend_func_separate ()
2901 CODE: 3090 CODE:
2902 gl.BlendFuncSeparate = 0; 3091 gl.BlendFuncSeparate = 0;
2903 gl.BlendFuncSeparateEXT = 0; 3092 gl.BlendFuncSeparateEXT = 0;
2904 3093
3094void
3095apple_nvidia_bug (int enable)
3096
2905char * 3097char *
2906gl_vendor () 3098gl_vendor ()
2907 CODE: 3099 CODE:
2908 RETVAL = (char *)glGetString (GL_VENDOR); 3100 RETVAL = (char *)glGetString (GL_VENDOR);
2909 OUTPUT: 3101 OUTPUT:
2958 3150
2959void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3151void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2960 CODE: 3152 CODE:
2961 gl_BlendFuncSeparate (sa, da, saa, daa); 3153 gl_BlendFuncSeparate (sa, da, saa, daa);
2962 3154
3155# void glBlendEquation (int se)
3156
2963void glDepthMask (int flag) 3157void glDepthMask (int flag)
2964 3158
2965void glLogicOp (int opcode) 3159void glLogicOp (int opcode)
2966 3160
2967void glColorMask (int red, int green, int blue, int alpha) 3161void glColorMask (int red, int green, int blue, int alpha)
3001void glRotate (float angle, float x, float y, float z) 3195void glRotate (float angle, float x, float y, float z)
3002 CODE: 3196 CODE:
3003 glRotatef (angle, x, y, z); 3197 glRotatef (angle, x, y, z);
3004 3198
3005void glColor (float r, float g, float b, float a = 1.0) 3199void glColor (float r, float g, float b, float a = 1.0)
3200 PROTOTYPE: @
3006 ALIAS: 3201 ALIAS:
3007 glColor_premultiply = 1 3202 glColor_premultiply = 1
3008 CODE: 3203 CODE:
3009 if (ix) 3204 if (ix)
3010 { 3205 {
3115void glNewList (int list, int mode = GL_COMPILE) 3310void glNewList (int list, int mode = GL_COMPILE)
3116 3311
3117void glEndList () 3312void glEndList ()
3118 3313
3119void glCallList (int list) 3314void glCallList (int list)
3315
3316void c_init ()
3317 CODE:
3318 glPixelStorei (GL_PACK_ALIGNMENT , 1);
3319 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
3120 3320
3121MODULE = Deliantra::Client PACKAGE = DC::UI::Base 3321MODULE = Deliantra::Client PACKAGE = DC::UI::Base
3122 3322
3123PROTOTYPES: DISABLE 3323PROTOTYPES: DISABLE
3124 3324

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