--- deliantra/Deliantra-Client/Client.xs 2009/12/04 15:04:56 1.292 +++ deliantra/Deliantra-Client/Client.xs 2009/12/22 01:37:41 1.299 @@ -21,7 +21,6 @@ # undef pipe // microsoft vs. C # define sqrtf(x) sqrt(x) -# define roundf(x) (int)(x) # define atan2f(x,y) atan2(x,y) # define M_PI 3.14159265f #endif @@ -44,6 +43,8 @@ /* work around os x broken headers */ #ifdef __MACOSX__ typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); #endif #define PANGO_ENABLE_BACKEND @@ -83,7 +84,10 @@ #define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ -#define FOW_DARKNESS 64 +/* this is used as fow flag as well, so has to have a different value */ +/* then anything that is computed by incoming darkness */ +#define FOW_DARKNESS 50 +#define DARKNESS_ADJUST(n) (n) #define MAP_EXTEND_X 32 #define MAP_EXTEND_Y 512 @@ -97,7 +101,6 @@ #define TEXID_SPEECH 1 #define TEXID_NOFACE 2 -#define TEXID_HIDDEN 3 static AV *texture_av; @@ -823,6 +826,12 @@ IV popcount (UV n) +NV distance (NV dx, NV dy) + CODE: + RETVAL = pow (dx * dx + dy * dy, 0.5); + OUTPUT: + RETVAL + void pango_init () CODE: @@ -923,6 +932,9 @@ #define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); #include "glfunc.h" #undef GL_FUNC + + if (!gl.ActiveTexture ) gl.ActiveTexture = gl.ActiveTextureARB; + if (!gl.MultiTexCoord2f) gl.MultiTexCoord2f = gl.MultiTexCoord2fARB; } } OUTPUT: @@ -1660,6 +1672,127 @@ } } +void +draw_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) + PROTOTYPE: @ + CODE: +{ + glEnable (GL_BLEND); + glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glEnable (GL_TEXTURE_2D); + glBindTexture (GL_TEXTURE_2D, name1); + + glColor3f (intensity, intensity, intensity); + glPushMatrix (); + glScalef (1./3, 1./3, 1.); + + if (blend > 0.f) + { + float dx3 = dx * -3.f / w; + float dy3 = dy * -3.f / h; + GLfloat env_color[4] = { 0., 0., 0., blend }; + + /* interpolate the two shadow textures */ + /* stage 0 == rgb(glcolor) + alpha(t0) */ + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + /* stage 1 == rgb(glcolor) + alpha(interpolate t0, t1, texenv) */ + gl.ActiveTexture (GL_TEXTURE1); + glEnable (GL_TEXTURE_2D); + glBindTexture (GL_TEXTURE_2D, name2); + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); + + /* rgb == rgb(glcolor) */ + glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); + + /* alpha = interpolate t0, t1 by env_alpha */ + glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, env_color); + + glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); + + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); + + glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_CONSTANT); + glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); + + glBegin (GL_QUADS); + gl.MultiTexCoord2f (GL_TEXTURE0, 0, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 ); glVertex2i (0, 0); + gl.MultiTexCoord2f (GL_TEXTURE0, 0, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 , dy3 + t); glVertex2i (0, h); + gl.MultiTexCoord2f (GL_TEXTURE0, s, t); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 + t); glVertex2i (w, h); + gl.MultiTexCoord2f (GL_TEXTURE0, s, 0); gl.MultiTexCoord2f (GL_TEXTURE1, dx3 + s, dy3 ); glVertex2i (w, 0); + glEnd (); + + glDisable (GL_TEXTURE_2D); + gl.ActiveTexture (GL_TEXTURE0); + } + else + { + /* simple blending of one texture, also opengl <1.3 path */ + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + glBegin (GL_QUADS); + glTexCoord2f (0, 0); glVertex2f (0, 0); + glTexCoord2f (0, t); glVertex2f (0, h); + glTexCoord2f (s, t); glVertex2f (w, h); + glTexCoord2f (s, 0); glVertex2f (w, 0); + glEnd (); + } + + /* draw ?-marks or equivalent, this is very clumsy code :/ */ + { + int x, y; + int dx3 = dx * 3; + int dy3 = dy * 3; + + glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glBindTexture (GL_TEXTURE_2D, hidden_tex); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glTranslatef (-1., -1., 0); + glBegin (GL_QUADS); + + for (y = 1; y < h; y += 3) + { + int y1 = y - dy3; + int y1valid = y1 >= 0 && y1 < h; + + for (x = 1; x < w; x += 3) + { + int x1 = x - dx3; + uint8_t h1 = data1 [x + y * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS); + uint8_t h2; + + if (y1valid && x1 >= 0 && x1 < w) + h2 = data2 [x1 + y1 * w] == DARKNESS_ADJUST (255 - FOW_DARKNESS); + else + h2 = 1; /* out of range == invisible */ + + if (h1 || h2) + { + float alpha = h1 == h2 ? 1.f : h1 ? 1.f - blend : blend; + glColor4f (1., 1., 1., alpha); + + glTexCoord2f (0, 0.); glVertex2i (x , y ); + glTexCoord2f (0, 1.); glVertex2i (x , y + 3); + glTexCoord2f (1, 1.); glVertex2i (x + 3, y + 3); + glTexCoord2f (1, 0.); glVertex2i (x + 3, y ); + } + } + } + } + + glEnd (); + + glPopMatrix (); + + glDisable (GL_TEXTURE_2D); + glDisable (GL_BLEND); +} + IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) CODE: { @@ -1883,7 +2016,7 @@ cmd = ext & 0x7f; if (cmd < 4) - cell->darkness = 255 - ext * 64 + 1; + cell->darkness = 255 - ext * 64 + 1; /* make sure this doesn't collide with FOW_DARKNESS */ else if (cmd == 5) // health { cell->stat_width = 1; @@ -2014,7 +2147,7 @@ rc_t *rc = rc_alloc (); rc_t *rc_ov = rc_alloc (); rc_key_t key; - rc_array_t *arr, *arr_hidden; + rc_array_t *arr; pl_tex.name = 0; @@ -2062,9 +2195,6 @@ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - key.texname = self->tex [TEXID_HIDDEN].name; - arr_hidden = rc_array (rc_ov, &key); - for (z = 0; z <= 2; z++) { memset (smooth_level, 0, sizeof (smooth_level)); @@ -2153,40 +2283,24 @@ } } - if (expect_false (z == 2)) + if (expect_false (z == 2) && expect_false (cell->flags)) { - /* draw question marks on top of hidden spaces */ - if (!cell->darkness) + // overlays such as the speech bubble, probably more to come + if (cell->flags & 1) { - maptex tex = self->tex [TEXID_HIDDEN]; - int px = (x + 1) * T - tex.w; - int py = (y + 1) * T - tex.h; - - rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0); - rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0); - rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0); - rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0); - } - - if (expect_false (cell->flags)) - { - // overlays such as the speech bubble, probably more to come - if (cell->flags & 1) - { - rc_key_t key_ov = key; - maptex tex = self->tex [TEXID_SPEECH]; - rc_array_t *arr; - int px = x * T + T * 2 / 32; - int py = y * T - T * 6 / 32; - - key_ov.texname = tex.name; - arr = rc_array (rc_ov, &key_ov); - - rc_t2f_v3f (arr, 0 , 0 , px , py , 0); - rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); - rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); - rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); - } + rc_key_t key_ov = key; + maptex tex = self->tex [TEXID_SPEECH]; + rc_array_t *arr; + int px = x * T + T * 2 / 32; + int py = y * T - T * 6 / 32; + + key_ov.texname = tex.name; + arr = rc_array (rc_ov, &key_ov); + + rc_t2f_v3f (arr, 0 , 0 , px , py , 0); + rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0); + rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0); + rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0); } } } @@ -2339,30 +2453,30 @@ } void -draw_magicmap (DC::Map self, int dx, int dy, int w, int h, unsigned char *data) +draw_magicmap (DC::Map self, int w, int h, unsigned char *data) CODE: { static float color[16][3] = { - { 0.00F, 0.00F, 0.00F }, - { 1.00F, 1.00F, 1.00F }, - { 0.00F, 0.00F, 0.55F }, - { 1.00F, 0.00F, 0.00F }, - - { 1.00F, 0.54F, 0.00F }, - { 0.11F, 0.56F, 1.00F }, - { 0.93F, 0.46F, 0.00F }, - { 0.18F, 0.54F, 0.34F }, - - { 0.56F, 0.73F, 0.56F }, - { 0.80F, 0.80F, 0.80F }, - { 0.55F, 0.41F, 0.13F }, - { 0.99F, 0.77F, 0.26F }, - - { 0.74F, 0.65F, 0.41F }, - - { 0.00F, 1.00F, 1.00F }, - { 1.00F, 0.00F, 1.00F }, - { 1.00F, 1.00F, 0.00F }, + { 0.00f, 0.00f, 0.00f }, + { 1.00f, 1.00f, 1.00f }, + { 0.00f, 0.00f, 0.55f }, + { 1.00f, 0.00f, 0.00f }, + + { 1.00f, 0.54f, 0.00f }, + { 0.11f, 0.56f, 1.00f }, + { 0.93f, 0.46f, 0.00f }, + { 0.18f, 0.54f, 0.34f }, + + { 0.56f, 0.73f, 0.56f }, + { 0.80f, 0.80f, 0.80f }, + { 0.55f, 0.41f, 0.13f }, + { 0.99f, 0.77f, 0.26f }, + + { 0.74f, 0.65f, 0.41f }, + + { 0.00f, 1.00f, 1.00f }, + { 1.00f, 0.00f, 1.00f }, + { 1.00f, 1.00f, 0.00f }, }; int x, y; @@ -2370,7 +2484,7 @@ glEnable (GL_TEXTURE_2D); /* GL_REPLACE would be correct, as we don't need to modulate alpha, * but the nvidia driver (185.18.14) mishandles alpha textures - * ansd takes the colour from god knows where instead of using + * and takes the colour from god knows where instead of using * Cp. MODULATE results in the same colour, but slightly different * alpha, but atcually gives us the correct colour with nvidia. */ @@ -2388,8 +2502,8 @@ { float *c = color [m & 15]; - float tx1 = m & 0x40 ? 0.5 : 0.; - float tx2 = tx1 + 0.5; + float tx1 = m & 0x40 ? 0.5f : 0.f; + float tx2 = tx1 + 0.5f; glColor4f (c[0], c[1], c[2], 1); glTexCoord2f (tx1, 0.); glVertex2i (x , y ); @@ -2409,22 +2523,20 @@ PPCODE: { int x, y; - int sw1 = sw + 2; - int sh1 = sh + 2; - int sh3 = sh * 3; - int sw34 = (sw * 3 + 3) & ~3; + int sw1 = sw + 2; + int sh1 = sh + 2; + int sh3 = sh * 3; + int sw3 = sw * 3; uint8_t *darkness1 = (uint8_t *)malloc (sw1 * sh1); - SV *darkness3_sv = sv_2mortal (newSV (sw34 * sh3)); + SV *darkness3_sv = sv_2mortal (newSV (sw3 * sh3)); uint8_t *darkness3 = (uint8_t *)SvPVX (darkness3_sv); SvPOK_only (darkness3_sv); - SvCUR_set (darkness3_sv, sw34 * sh3); + SvCUR_set (darkness3_sv, sw3 * sh3); mx += self->x - 1; my += self->y - 1; - memset (darkness1, 255 - FOW_DARKNESS, sw1 * sh1); - for (y = 0; y < sh1; y++) if (0 <= y + my && y + my < self->rows) { @@ -2436,8 +2548,8 @@ mapcell *cell = row->col + (x + mx - row->c0); darkness1 [y * sw1 + x] = cell->darkness - ? 255 - (cell->darkness - 1) - : 255 - FOW_DARKNESS; + ? DARKNESS_ADJUST (255 - (cell->darkness - 1)) + : DARKNESS_ADJUST (255 - FOW_DARKNESS); } } @@ -2466,21 +2578,21 @@ uint8_t r23 = d23; uint8_t r33 = (d23 + d33 + d32) / 3; - darkness3 [(y * 3 ) * sw34 + (x * 3 )] = MAX (d22, r11); - darkness3 [(y * 3 ) * sw34 + (x * 3 + 1)] = MAX (d22, r21); - darkness3 [(y * 3 ) * sw34 + (x * 3 + 2)] = MAX (d22, r31); - darkness3 [(y * 3 + 1) * sw34 + (x * 3 )] = MAX (d22, r12); - darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 1)] = MAX (d22, r22); - darkness3 [(y * 3 + 1) * sw34 + (x * 3 + 2)] = MAX (d22, r32); - darkness3 [(y * 3 + 2) * sw34 + (x * 3 )] = MAX (d22, r13); - darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 1)] = MAX (d22, r23); - darkness3 [(y * 3 + 2) * sw34 + (x * 3 + 2)] = MAX (d22, r33); + darkness3 [(y * 3 ) * sw3 + (x * 3 )] = MAX (d22, r11); + darkness3 [(y * 3 ) * sw3 + (x * 3 + 1)] = MAX (d22, r21); + darkness3 [(y * 3 ) * sw3 + (x * 3 + 2)] = MAX (d22, r31); + darkness3 [(y * 3 + 1) * sw3 + (x * 3 )] = MAX (d22, r12); + darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 1)] = MAX (d22, r22); /* this MUST be == d22 */ + darkness3 [(y * 3 + 1) * sw3 + (x * 3 + 2)] = MAX (d22, r32); + darkness3 [(y * 3 + 2) * sw3 + (x * 3 )] = MAX (d22, r13); + darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 1)] = MAX (d22, r23); + darkness3 [(y * 3 + 2) * sw3 + (x * 3 + 2)] = MAX (d22, r33); } free (darkness1); EXTEND (SP, 3); - PUSHs (sv_2mortal (newSViv (sw34))); + PUSHs (sv_2mortal (newSViv (sw3))); PUSHs (sv_2mortal (newSViv (sh3))); PUSHs (darkness3_sv); } @@ -2747,7 +2859,7 @@ CODE: { int distance = sqrtf (dx * dx + dy * dy) * (255.f / sqrtf (maxdistance * maxdistance)); - int angle = 360 + (int)roundf (atan2f (dx, -dy) * 180.f / (float)M_PI); + int angle = atan2f (dx, -dy) * 180.f / (float)M_PI + 360.f; Mix_SetPosition (self, angle, CLAMP (distance, 0, 255)); } @@ -2860,6 +2972,7 @@ const_iv (GL_VENDOR), const_iv (GL_VERSION), const_iv (GL_EXTENSIONS), + const_iv (GL_MAX_TEXTURE_UNITS), const_iv (GL_COLOR_MATERIAL), const_iv (GL_SMOOTH), const_iv (GL_FLAT), @@ -2881,6 +2994,10 @@ const_iv (GL_DST_ALPHA), const_iv (GL_ONE_MINUS_SRC_ALPHA), const_iv (GL_ONE_MINUS_DST_ALPHA), + const_iv (GL_SRC_COLOR), + const_iv (GL_DST_COLOR), + const_iv (GL_ONE_MINUS_SRC_COLOR), + const_iv (GL_ONE_MINUS_DST_COLOR), const_iv (GL_SRC_ALPHA_SATURATE), const_iv (GL_RGB), const_iv (GL_RGBA), @@ -3199,6 +3316,11 @@ void glCallList (int list) +void c_init () + CODE: + glPixelStorei (GL_PACK_ALIGNMENT , 1); + glPixelStorei (GL_UNPACK_ALIGNMENT, 1); + MODULE = Deliantra::Client PACKAGE = DC::UI::Base PROTOTYPES: DISABLE