2009-11-04 21:16:50 +00:00
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#include "quakedef.h"
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#ifndef SERVERONLY
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#include "shader.h"
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#include "gl_draw.h"
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texid_t missing_texture;
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static mpic_t *conback;
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static mpic_t *draw_backtile;
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2010-02-06 01:25:04 +00:00
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static mpic_t *draw_fill, *draw_fill_trans;
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2009-11-04 21:16:50 +00:00
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mpic_t *draw_disc;
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2010-05-01 22:47:47 +00:00
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shader_t *shader_brighten;
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shader_t *shader_polyblend;
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2009-11-04 21:16:50 +00:00
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static mesh_t draw_mesh;
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static vecV_t draw_mesh_xyz[4];
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static vec2_t draw_mesh_st[4];
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static avec4_t draw_mesh_colors[4];
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2010-05-01 22:47:47 +00:00
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index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
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2009-11-04 21:16:50 +00:00
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extern cvar_t scr_conalpha;
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extern cvar_t gl_conback;
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extern cvar_t gl_font;
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2010-05-01 22:47:47 +00:00
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extern cvar_t gl_contrast;
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2010-07-11 02:22:39 +00:00
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extern cvar_t vid_conautoscale;
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2009-11-04 21:16:50 +00:00
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//We need this for minor things though, so we'll just use the slow accurate method.
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//this is unlikly to be called too often.
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qbyte GetPaletteIndex(int red, int green, int blue)
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{
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//slow, horrible method.
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{
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int i, best=15;
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int bestdif=256*256*256, curdif;
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extern qbyte *host_basepal;
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qbyte *pa;
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#define _abs(x) ((x)*(x))
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pa = host_basepal;
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for (i = 0; i < 256; i++, pa+=3)
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{
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curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
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if (curdif < bestdif)
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{
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if (curdif<1)
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return i;
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bestdif = curdif;
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best = i;
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}
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}
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return best;
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}
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}
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/*
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Iniitalise the 2d rendering functions (including font).
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Image loading code must be ready for use at this point.
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*/
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void R2D_Init(void)
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{
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2010-07-11 02:22:39 +00:00
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conback = NULL;
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2010-05-01 22:47:47 +00:00
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Shader_Init();
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2009-11-04 21:16:50 +00:00
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BE_Init();
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2010-05-01 22:47:47 +00:00
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draw_mesh.istrifan = true;
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2009-11-04 21:16:50 +00:00
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draw_mesh.numvertexes = 4;
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draw_mesh.numindexes = 6;
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draw_mesh.xyz_array = draw_mesh_xyz;
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draw_mesh.st_array = draw_mesh_st;
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draw_mesh.colors4f_array = draw_mesh_colors;
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draw_mesh.indexes = r_quad_indexes;
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Font_Init();
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#pragma message("Fixme: move conwidth handling into here")
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missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], IF_NOALPHA|IF_NOGAMMA, 0);
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draw_backtile = Draw_SafePicFromWad ("backtile");
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if (!draw_backtile)
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draw_backtile = Draw_SafeCachePic ("gfx/menu/backtile.lmp");
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2010-02-06 01:25:04 +00:00
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draw_fill = R_RegisterShader("fill_opaque",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen vertex\n"
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"}\n"
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"}\n");
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draw_fill_trans = R_RegisterShader("fill_trans",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"blendfunc blend\n"
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"}\n"
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"}\n");
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2010-05-01 22:47:47 +00:00
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shader_brighten = R_RegisterShader("constrastshader",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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shader_polyblend = R_RegisterShader("polyblendshader",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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2010-02-06 01:25:04 +00:00
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2010-07-11 02:22:39 +00:00
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Cvar_ForceCallback(&gl_conback);
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Cvar_ForceCallback(&vid_conautoscale);
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Cvar_ForceCallback(&gl_font);
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2009-11-04 21:16:50 +00:00
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}
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mpic_t *R2D_SafeCachePic (char *path)
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{
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shader_t *s = R_RegisterPic(path);
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if (s->width)
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return s;
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return NULL;
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}
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char *failedpic; //easier this way
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mpic_t *R2D_SafePicFromWad (char *name)
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{
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char newname[32];
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shader_t *s;
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snprintf(newname, sizeof(newname), "gfx/%s.lmp", name);
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s = R_RegisterPic(newname);
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if (s->width)
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return s;
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failedpic = name;
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return NULL;
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}
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void R2D_ImageColours(float r, float g, float b, float a)
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{
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draw_mesh_colors[0][0] = r;
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draw_mesh_colors[0][1] = g;
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draw_mesh_colors[0][2] = b;
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draw_mesh_colors[0][3] = a;
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
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}
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2010-02-06 01:25:04 +00:00
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void R2D_ImagePaletteColour(unsigned int i, float a)
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{
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draw_mesh_colors[0][0] = host_basepal[i*3+0]/255;
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draw_mesh_colors[0][1] = host_basepal[i*3+1]/255;
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draw_mesh_colors[0][2] = host_basepal[i*3+2]/255;
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draw_mesh_colors[0][3] = a;
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
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}
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2009-11-04 21:16:50 +00:00
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//awkward and weird to use
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void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
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{
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if (!pic)
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return;
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/*
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if (w == 0 && h == 0)
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{
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w = pic->width;
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h = pic->height;
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}
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*/
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_st[0][0] = s1;
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draw_mesh_st[0][1] = t1;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_st[1][0] = s2;
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draw_mesh_st[1][1] = t1;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_st[2][0] = s2;
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draw_mesh_st[2][1] = t2;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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draw_mesh_st[3][0] = s1;
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draw_mesh_st[3][1] = t2;
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2010-07-11 02:22:39 +00:00
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BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures);
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2009-11-04 21:16:50 +00:00
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}
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2010-02-06 01:25:04 +00:00
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/*draws a block of the current colour on the screen*/
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void R2D_FillBlock(int x, int y, int w, int h)
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{
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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if (draw_mesh_colors[0][3] != 1)
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2010-07-11 02:22:39 +00:00
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BE_DrawMesh_Single(draw_fill_trans, &draw_mesh, NULL, &draw_fill_trans->defaulttextures);
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2010-02-06 01:25:04 +00:00
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else
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2010-07-11 02:22:39 +00:00
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BE_DrawMesh_Single(draw_fill, &draw_mesh, NULL, &draw_fill->defaulttextures);
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2010-02-06 01:25:04 +00:00
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}
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2009-11-04 21:16:50 +00:00
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void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic)
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{
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R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
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}
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void R2D_SubPic(int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight)
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{
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float newsl, newtl, newsh, newth;
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newsl = (srcx)/(float)srcwidth;
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newsh = newsl + (width)/(float)srcwidth;
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newtl = (srcy)/(float)srcheight;
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newth = newtl + (height)/(float)srcheight;
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R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic);
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}
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/*
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================
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Draw_ConsoleBackground
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================
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*/
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void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
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{
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float a;
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int w, h;
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if (!conback)
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return;
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2010-07-11 02:22:39 +00:00
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w = vid.width;
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h = vid.height;
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2009-11-04 21:16:50 +00:00
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if (forceopaque)
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{
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a = 1; // console background is necessary
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}
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else
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{
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if (!scr_conalpha.value)
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return;
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a = scr_conalpha.value;
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}
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if (scr_chatmode == 2)
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{
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h>>=1;
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w>>=1;
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}
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if (a >= 1)
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{
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R2D_ImageColours(1, 1, 1, 1);
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2010-07-11 02:22:39 +00:00
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R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
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2009-11-04 21:16:50 +00:00
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}
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else
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{
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R2D_ImageColours(1, 1, 1, a);
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2010-07-11 02:22:39 +00:00
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R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
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2009-11-04 21:16:50 +00:00
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R2D_ImageColours(1, 1, 1, 1);
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}
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}
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void R2D_EditorBackground (void)
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{
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2010-07-11 02:22:39 +00:00
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R2D_ScalePic(0, 0, vid.width, vid.height, conback);
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2009-11-04 21:16:50 +00:00
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}
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/*
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=============
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Draw_TileClear
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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void R2D_TileClear (int x, int y, int w, int h)
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{
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float newsl, newsh, newtl, newth;
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newsl = (x)/(float)64;
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newsh = newsl + (w)/(float)64;
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newtl = (y)/(float)64;
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newth = newtl + (h)/(float)64;
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R2D_ImageColours(1,1,1,1);
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_st[0][0] = newsl;
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draw_mesh_st[0][1] = newtl;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_st[1][0] = newsh;
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draw_mesh_st[1][1] = newtl;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_st[2][0] = newsh;
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draw_mesh_st[2][1] = newth;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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draw_mesh_st[3][0] = newsl;
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draw_mesh_st[3][1] = newth;
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2010-07-11 02:22:39 +00:00
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BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, NULL);
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2009-11-04 21:16:50 +00:00
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}
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void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
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{
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (qrenderer == QR_NONE)
|
|
|
|
{
|
|
|
|
conback = NULL;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2009-11-04 21:16:50 +00:00
|
|
|
if (*var->string)
|
|
|
|
conback = R_RegisterPic(var->string);
|
2010-07-11 02:22:39 +00:00
|
|
|
if (!conback || !conback->width)
|
|
|
|
{
|
2009-11-04 21:16:50 +00:00
|
|
|
conback = R_RegisterCustom("console", NULL, NULL);
|
2010-07-11 02:22:39 +00:00
|
|
|
if (!conback)
|
|
|
|
{
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
if (M_GameType() == MGT_HEXEN2)
|
|
|
|
conback = R_RegisterPic("gfx/menu/conback.lmp");
|
|
|
|
else if (M_GameType() == MGT_QUAKE2)
|
2010-07-11 02:22:39 +00:00
|
|
|
conback = R_RegisterPic("pics/conback.pcx");
|
|
|
|
else
|
|
|
|
conback = R_RegisterPic("gfx/conback.lmp");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
|
|
|
|
{
|
|
|
|
if (font_conchar)
|
|
|
|
Font_Free(font_conchar);
|
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
|
|
|
|
|
|
|
if (qrenderer == QR_NONE)
|
|
|
|
{
|
|
|
|
font_conchar = NULL;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2010-07-11 02:22:39 +00:00
|
|
|
font_conchar = Font_LoadFont(8*vid.pixelheight/vid.height, var->string);
|
|
|
|
if (!font_conchar && *var->string)
|
|
|
|
font_conchar = Font_LoadFont(8*vid.pixelheight/vid.height, "");
|
2009-11-04 21:16:50 +00:00
|
|
|
}
|
|
|
|
|
2010-05-01 22:47:47 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
R_PolyBlend
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
//bright flashes and stuff
|
|
|
|
void R2D_PolyBlend (void)
|
|
|
|
{
|
|
|
|
if (!sw_blend[3])
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[3]);
|
|
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_polyblend);
|
2010-08-16 02:03:02 +00:00
|
|
|
R2D_ImageColours (1, 1, 1, 1);
|
2010-05-01 22:47:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//for lack of hardware gamma
|
|
|
|
void R2D_BrightenScreen (void)
|
|
|
|
{
|
|
|
|
float f;
|
|
|
|
|
|
|
|
RSpeedMark();
|
|
|
|
|
|
|
|
if (gl_contrast.value <= 1.0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
f = gl_contrast.value;
|
|
|
|
f = min (f, 3);
|
|
|
|
|
|
|
|
while (f > 1)
|
|
|
|
{
|
|
|
|
if (f >= 2)
|
|
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
|
|
else
|
|
|
|
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
|
|
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brighten);
|
|
|
|
f *= 0.5;
|
|
|
|
}
|
2010-08-16 02:03:02 +00:00
|
|
|
R2D_ImageColours (1, 1, 1, 1);
|
2010-05-01 22:47:47 +00:00
|
|
|
|
|
|
|
RSpeedEnd(RSPEED_PALETTEFLASHES);
|
|
|
|
}
|
2009-11-04 21:16:50 +00:00
|
|
|
#endif
|