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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.323 by root, Sun Nov 18 01:48:39 2018 UTC vs.
Revision 1.326 by root, Sun Nov 18 03:06:13 2018 UTC

32#include <cstring> 32#include <cstring>
33#include <cstdio> 33#include <cstdio>
34#include <cstdlib> 34#include <cstdlib>
35 35
36#include <utility> 36#include <utility>
37#include <bitset>
37 38
38#define USE_RWOPS 1 // for SDL_mixer:LoadMUS_RW 39#define USE_RWOPS 1 // for SDL_mixer:LoadMUS_RW
39 40
40#include <SDL.h> 41#include <SDL.h>
41#include <SDL_thread.h> 42#include <SDL_thread.h>
204struct cf_layout { 205struct cf_layout {
205 PangoLayout *pl; 206 PangoLayout *pl;
206 float r, g, b, a; // default color for rgba mode 207 float r, g, b, a; // default color for rgba mode
207 int base_height; 208 int base_height;
208 DC__Font font; 209 DC__Font font;
209 rc_t *rc; 210 rc_t rc;
210}; 211};
211 212
212typedef cf_layout *DC__Layout; 213typedef cf_layout *DC__Layout;
213 214
214static DC__Font default_font; 215static DC__Font default_font;
1368 tc_restore (); 1369 tc_restore ();
1369 1370
1370DC::Layout 1371DC::Layout
1371new (SV *klass) 1372new (SV *klass)
1372 CODE: 1373 CODE:
1373 New (0, RETVAL, 1, struct cf_layout); 1374 RETVAL = new cf_layout;
1374 1375
1375 RETVAL->pl = pango_layout_new (opengl_context); 1376 RETVAL->pl = pango_layout_new (opengl_context);
1376 RETVAL->r = 1.; 1377 RETVAL->r = 1.;
1377 RETVAL->g = 1.; 1378 RETVAL->g = 1.;
1378 RETVAL->b = 1.; 1379 RETVAL->b = 1.;
1379 RETVAL->a = 1.; 1380 RETVAL->a = 1.;
1380 RETVAL->base_height = MIN_FONT_HEIGHT; 1381 RETVAL->base_height = MIN_FONT_HEIGHT;
1381 RETVAL->font = 0; 1382 RETVAL->font = 0;
1382 RETVAL->rc = rc_alloc ();
1383 1383
1384 pango_layout_set_wrap (RETVAL->pl, PANGO_WRAP_WORD_CHAR); 1384 pango_layout_set_wrap (RETVAL->pl, PANGO_WRAP_WORD_CHAR);
1385 layout_update_font (RETVAL); 1385 layout_update_font (RETVAL);
1386 OUTPUT: 1386 OUTPUT:
1387 RETVAL 1387 RETVAL
1388 1388
1389void 1389void
1390DESTROY (DC::Layout self) 1390DESTROY (DC::Layout self)
1391 CODE: 1391 CODE:
1392 g_object_unref (self->pl); 1392 g_object_unref (self->pl);
1393 rc_free (self->rc);
1394 Safefree (self); 1393 delete self;
1395 1394
1396void 1395void
1397set_text (DC::Layout self, SV *text_) 1396set_text (DC::Layout self, SV *text_)
1398 CODE: 1397 CODE:
1399{ 1398{
1653} 1652}
1654 1653
1655void 1654void
1656render (DC::Layout self, float x, float y, int flags = 0) 1655render (DC::Layout self, float x, float y, int flags = 0)
1657 CODE: 1656 CODE:
1658 rc_clear (self->rc); 1657 self->rc.clear ();
1659 pango_opengl_render_layout_subpixel ( 1658 pango_opengl_render_layout_subpixel (
1660 self->pl, 1659 self->pl,
1661 self->rc, 1660 &self->rc,
1662 x * PANGO_SCALE, y * PANGO_SCALE, 1661 x * PANGO_SCALE, y * PANGO_SCALE,
1663 self->r, self->g, self->b, self->a, 1662 self->r, self->g, self->b, self->a,
1664 flags 1663 flags
1665 ); 1664 );
1666 // we assume that context_change actually clears/frees stuff 1665 // we assume that context_change actually clears/frees stuff
1677 gl_BlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, 1676 gl_BlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
1678 GL_ONE , GL_ONE_MINUS_SRC_ALPHA); 1677 GL_ONE , GL_ONE_MINUS_SRC_ALPHA);
1679 glEnable (GL_ALPHA_TEST); 1678 glEnable (GL_ALPHA_TEST);
1680 glAlphaFunc (GL_GREATER, 7.f / 255.f); 1679 glAlphaFunc (GL_GREATER, 7.f / 255.f);
1681 1680
1682 rc_draw (self->rc); 1681 self->rc.draw ();
1683 1682
1684 glDisable (GL_ALPHA_TEST); 1683 glDisable (GL_ALPHA_TEST);
1685 glDisable (GL_BLEND); 1684 glDisable (GL_BLEND);
1686 glDisable (GL_TEXTURE_2D); 1685 glDisable (GL_TEXTURE_2D);
1687} 1686}
2223draw (DC::Map self, int mx, int my, int sw, int sh, int Tw, int Th, U32 player = 0xffffffff, int sdx = 0, int sdy = 0) 2222draw (DC::Map self, int mx, int my, int sw, int sh, int Tw, int Th, U32 player = 0xffffffff, int sdx = 0, int sdy = 0)
2224 CODE: 2223 CODE:
2225{ 2224{
2226 int x, y, z; 2225 int x, y, z;
2227 2226
2228 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
2229 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2227 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k), also, static!
2230 smooth_key skey;
2231 int pl_x, pl_y; 2228 int pl_x, pl_y;
2232 maptex pl_tex; 2229 maptex pl_tex;
2233 rc_t *rc = rc_alloc (); 2230 rc_t rc;
2234 rc_t *rc_ov = rc_alloc (); 2231 rc_t rc_ov;
2235 rc_key_t key; 2232 rc_key_t key;
2236 rc_array_t *arr; 2233 rc_t::array_t *arr;
2237 2234
2238 pl_tex.name = 0; 2235 pl_tex.name = 0;
2239 2236
2240 // that's current max. sorry. 2237 // that's current max. sorry.
2241 if (sw > 255) sw = 255; 2238 if (sw > 255) sw = 255;
2242 if (sh > 255) sh = 255; 2239 if (sh > 255) sh = 255;
2243
2244 // clear key, in case of extra padding
2245 memset (&skey, 0, sizeof (skey));
2246 2240
2247 memset (&key, 0, sizeof (key)); 2241 memset (&key, 0, sizeof (key));
2248 key.r = 255; 2242 key.r = 255;
2249 key.g = 255; 2243 key.g = 255;
2250 key.b = 255; 2244 key.b = 255;
2256 my += self->y; 2250 my += self->y;
2257 2251
2258 // first pass: determine smooth_max 2252 // first pass: determine smooth_max
2259 // rather ugly, if you ask me 2253 // rather ugly, if you ask me
2260 // could also be stored inside mapcell and updated on change 2254 // could also be stored inside mapcell and updated on change
2261 memset (smooth_max, 0, sizeof (smooth_max)); 2255 memset (smooth_max, 0, sizeof (smooth_max[0]) * (sh + 1));
2262 2256
2263 for (y = 0; y < sh; y++) 2257 for (y = 0; y < sh; y++)
2264 if (0 <= y + my && y + my < self->rows) 2258 if (0 <= y + my && y + my < self->rows)
2265 { 2259 {
2266 maprow *row = self->row + (y + my); 2260 maprow *row = self->row + (y + my);
2281 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2275 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2282 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2276 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2283 2277
2284 for (z = 0; z <= 2; z++) 2278 for (z = 0; z <= 2; z++)
2285 { 2279 {
2280 std::bitset<256> smooth_level; // one bit for every possible smooth level
2281 smooth_key skey;
2286 smooth_hash smooth; 2282 smooth_hash smooth;
2287 memset (smooth_level, 0, sizeof (smooth_level));
2288 key.texname = -1; 2283 key.texname = -1;
2289 2284
2290 for (y = 0; y < sh; y++) 2285 for (y = 0; y < sh; y++)
2291 if (0 <= y + my && y + my < self->rows) 2286 if (0 <= y + my && y + my < self->rows)
2292 { 2287 {
2309 2304
2310 if (!tex.name) 2305 if (!tex.name)
2311 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */ 2306 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2312 2307
2313 key.texname = tex.name; 2308 key.texname = tex.name;
2314 arr = rc_array (rc, &key); 2309 arr = &rc.array (key);
2315 } 2310 }
2316 2311
2317 px = (x + 1) * Th - tex.w; 2312 px = (x + 1) * Th - tex.w;
2318 py = (y + 1) * Tw - tex.h; 2313 py = (y + 1) * Tw - tex.h;
2319 2314
2323 pl_y = py; 2318 pl_y = py;
2324 pl_tex = tex; 2319 pl_tex = tex;
2325 continue; 2320 continue;
2326 } 2321 }
2327 2322
2328 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2323 arr->t2f_v3f (0 , 0 , px , py , 0);
2329 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2324 arr->t2f_v3f (0 , tex.t, px , py + tex.h, 0);
2330 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2325 arr->t2f_v3f (tex.s, tex.t, px + tex.w, py + tex.h, 0);
2331 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2326 arr->t2f_v3f (tex.s, 0 , px + tex.w, py , 0);
2332 2327
2333 // update smooth hash 2328 // update smooth hash
2334 if (tex.smoothtile) 2329 if (tex.smoothtile)
2335 { 2330 {
2336 skey.tile = tex.smoothtile; 2331 skey.tile = tex.smoothtile;
2337 skey.level = tex.smoothlevel; 2332 skey.level = tex.smoothlevel;
2338 2333
2339 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31); 2334 smooth_level[tex.smoothlevel] = 1;
2340 2335
2341 // add bits to current tile and all neighbours. skey.x|y is 2336 // add bits to current tile and all neighbours. skey.x|y is
2342 // shifted +1|+1 so we always stay positive. 2337 // shifted +1|+1 so we always stay positive.
2343 2338
2344 // bits is ___n cccc CCCC bbbb 2339 // bits is ___n cccc CCCC bbbb
2374 { 2369 {
2375 // overlays such as the speech bubble, probably more to come 2370 // overlays such as the speech bubble, probably more to come
2376 if (cell->flags & 1) 2371 if (cell->flags & 1)
2377 { 2372 {
2378 rc_key_t key_ov = key; 2373 rc_key_t key_ov = key;
2379 maptex tex = self->tex [TEXID_SPEECH]; 2374 maptex tex = self->tex[TEXID_SPEECH];
2380 rc_array_t *arr;
2381 int px = x * Tw + Tw * 2 / 32; 2375 int px = x * Tw + Tw * 2 / 32;
2382 int py = y * Th - Th * 6 / 32; 2376 int py = y * Th - Th * 6 / 32;
2383 2377
2384 key_ov.texname = tex.name; 2378 key_ov.texname = tex.name;
2385 arr = rc_array (rc_ov, &key_ov); 2379 rc_t::array_t &arr = rc_ov.array (key_ov);
2386 2380
2387 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2381 arr.t2f_v3f (0 , 0 , px , py , 0);
2388 rc_t2f_v3f (arr, 0 , tex.t, px , py + Th, 0); 2382 arr.t2f_v3f (0 , tex.t, px , py + Th, 0);
2389 rc_t2f_v3f (arr, tex.s, tex.t, px + Tw, py + Th, 0); 2383 arr.t2f_v3f (tex.s, tex.t, px + Tw, py + Th, 0);
2390 rc_t2f_v3f (arr, tex.s, 0 , px + Tw, py , 0); 2384 arr.t2f_v3f (tex.s, 0 , px + Tw, py , 0);
2391 } 2385 }
2392 } 2386 }
2393 } 2387 }
2394 } 2388 }
2395 2389
2396 rc_draw (rc); 2390 rc.draw ();
2397 rc_clear (rc); 2391 rc.clear ();
2398 2392
2399 // go through all smoothlevels, lowest to highest, then draw. 2393 // go through all smoothlevels, lowest to highest, then draw.
2400 // this is basically counting sort 2394 // this is basically counting sort
2401 { 2395 {
2402 int w, b; 2396 int w, b;
2403 2397
2404 glEnable (GL_TEXTURE_2D); 2398 glEnable (GL_TEXTURE_2D);
2405 glBegin (GL_QUADS); 2399 glBegin (GL_QUADS);
2406 for (w = 0; w < 256 / 32; ++w) 2400 for (int level = 0; level < smooth_level.size (); ++level)
2401 if (smooth_level[level])
2402 for (auto &&it = smooth.begin (); it != smooth.end (); ++it)
2407 { 2403 {
2408 uint32_t smask = smooth_level [w]; 2404 smooth_key &skey = it->first;
2409 if (smask) 2405 IV bits = it->second;
2410 for (b = 0; b < 32; ++b) 2406
2411 if (smask & (((uint32_t)1) << b)) 2407 if (!(bits & 0x1000)
2408 && skey.level == level
2409 && level > smooth_max [skey.x][skey.y])
2412 { 2410 {
2413 int level = (w << 5) | b; 2411 maptex tex = self->tex [skey.tile];
2412 int px = (((int)skey.x) - 1) * Tw;
2413 int py = (((int)skey.y) - 1) * Th;
2414 int border = bits & 15;
2415 int corner = (bits >> 8) & ~(bits >> 4) & 15;
2416 float dx = tex.s * .0625f; // 16 images/row
2417 float dy = tex.t * .5f ; // 2 images/column
2418
2414 HE *he; 2419 if (tex.name)
2415
2416 for (auto &&it = smooth.begin (); it != smooth.end (); ++it)
2417 { 2420 {
2418 smooth_key &skey = it->first; 2421 // this time avoiding texture state changes
2419 IV bits = it->second; 2422 // save gobs of state changes.
2420 2423 if (key.texname != tex.name)
2421 if (!(bits & 0x1000)
2422 && skey.level == level
2423 && level > smooth_max [skey.x][skey.y])
2424 { 2424 {
2425 maptex tex = self->tex [skey.tile];
2426 int px = (((int)skey.x) - 1) * Tw;
2427 int py = (((int)skey.y) - 1) * Th;
2428 int border = bits & 15;
2429 int corner = (bits >> 8) & ~(bits >> 4) & 15;
2430 float dx = tex.s * .0625f; // 16 images/row
2431 float dy = tex.t * .5f ; // 2 images/column
2432
2433 if (tex.name)
2434 {
2435 // this time avoiding texture state changes
2436 // save gobs of state changes.
2437 if (key.texname != tex.name)
2438 {
2439 self->tex [skey.tile].unused = 0; 2425 self->tex [skey.tile].unused = 0;
2440 2426
2441 glEnd (); 2427 glEnd ();
2442 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2428 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2443 glBegin (GL_QUADS); 2429 glBegin (GL_QUADS);
2444 } 2430 }
2445 2431
2446 if (border) 2432 if (border)
2447 { 2433 {
2448 float ox = border * dx; 2434 float ox = border * dx;
2449 2435
2450 glTexCoord2f (ox , 0.f ); glVertex2i (px , py ); 2436 glTexCoord2f (ox , 0.f ); glVertex2i (px , py );
2451 glTexCoord2f (ox , dy ); glVertex2i (px , py + Th); 2437 glTexCoord2f (ox , dy ); glVertex2i (px , py + Th);
2452 glTexCoord2f (ox + dx, dy ); glVertex2i (px + Tw, py + Th); 2438 glTexCoord2f (ox + dx, dy ); glVertex2i (px + Tw, py + Th);
2453 glTexCoord2f (ox + dx, 0.f ); glVertex2i (px + Tw, py ); 2439 glTexCoord2f (ox + dx, 0.f ); glVertex2i (px + Tw, py );
2454 } 2440 }
2455 2441
2456 if (corner) 2442 if (corner)
2457 { 2443 {
2458 float ox = corner * dx; 2444 float ox = corner * dx;
2459 2445
2460 glTexCoord2f (ox , dy ); glVertex2i (px , py ); 2446 glTexCoord2f (ox , dy ); glVertex2i (px , py );
2461 glTexCoord2f (ox , dy * 2.f); glVertex2i (px , py + Th); 2447 glTexCoord2f (ox , dy * 2.f); glVertex2i (px , py + Th);
2462 glTexCoord2f (ox + dx, dy * 2.f); glVertex2i (px + Tw, py + Th); 2448 glTexCoord2f (ox + dx, dy * 2.f); glVertex2i (px + Tw, py + Th);
2463 glTexCoord2f (ox + dx, dy ); glVertex2i (px + Tw, py ); 2449 glTexCoord2f (ox + dx, dy ); glVertex2i (px + Tw, py );
2464 }
2465 }
2466 } 2450 }
2467 } 2451 }
2468 } 2452 }
2469 } 2453 }
2470 2454
2471 glEnd (); 2455 glEnd ();
2472 glDisable (GL_TEXTURE_2D); 2456 glDisable (GL_TEXTURE_2D);
2473 key.texname = -1; 2457 key.texname = -1;
2474 } 2458 }
2479 maptex tex = pl_tex; 2463 maptex tex = pl_tex;
2480 int px = pl_x + sdx; 2464 int px = pl_x + sdx;
2481 int py = pl_y + sdy; 2465 int py = pl_y + sdy;
2482 2466
2483 key.texname = tex.name; 2467 key.texname = tex.name;
2484 arr = rc_array (rc, &key); 2468 rc_t::array_t &arr = rc.array (key);
2485 2469
2486 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2470 arr.t2f_v3f (0 , 0 , px , py , 0);
2487 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2471 arr.t2f_v3f (0 , tex.t, px , py + tex.h, 0);
2488 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2472 arr.t2f_v3f (tex.s, tex.t, px + tex.w, py + tex.h, 0);
2489 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2473 arr.t2f_v3f (tex.s, 0 , px + tex.w, py , 0);
2490 2474
2491 rc_draw (rc); 2475 rc.draw ();
2492 } 2476 }
2493 2477
2494 rc_draw (rc_ov); 2478 rc_ov.draw ();
2495 rc_clear (rc_ov); 2479 rc_ov.clear ();
2496 2480
2497 glDisable (GL_BLEND); 2481 glDisable (GL_BLEND);
2498 rc_free (rc);
2499 rc_free (rc_ov);
2500 2482
2501 // top layer: overlays such as the health bar 2483 // top layer: overlays such as the health bar
2502 for (y = 0; y < sh; y++) 2484 for (y = 0; y < sh; y++)
2503 if (0 <= y + my && y + my < self->rows) 2485 if (0 <= y + my && y + my < self->rows)
2504 { 2486 {

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