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sw_view.c: whitespace
gl_screen.c: Some whitespace, some optimization. Still looking for the culprit killing contrast in GL.
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parent
ae76d79b40
commit
c757f969c4
2 changed files with 79 additions and 98 deletions
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@ -187,8 +187,7 @@ void SCR_CenterPrint (char *str)
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// count the number of lines for centering
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scr_center_lines = 1;
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while (*str)
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{
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while (*str) {
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if (*str == '\n')
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scr_center_lines++;
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str++;
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@ -218,15 +217,12 @@ void SCR_DrawCenterString (void)
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else
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y = 48;
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do
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{
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// scan the width of the line
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do { // scan the width of the line
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for (l = 0; l < 40; l++)
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if (start[l] == '\n' || !start[l])
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break;
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x = (vid.width - l*8)/2;
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for (j=0 ; j<l ; j++, x+=8)
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{
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for (j = 0; j < l; j++, x += 8) {
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Draw_Character8 (x, y, start[j]);
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if (!remaining--)
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return;
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@ -1030,20 +1026,17 @@ void SCR_UpdateScreen (void)
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scr_copytop = 0;
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scr_copyeverything = 0;
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if (scr_disabled_for_loading)
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{
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if (realtime - scr_disabled_time > 60)
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{
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if (scr_disabled_for_loading) {
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if (realtime - scr_disabled_time > 60) {
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scr_disabled_for_loading = false;
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Con_Printf ("load failed.\n");
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}
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else
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} else {
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return;
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}
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}
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if (!scr_initialized || !con_initialized)
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return; // not initialized yet
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if (!scr_initialized || !con_initialized) // not initialized yet
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return;
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if (oldsbar != cl_sbar->int_val) {
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oldsbar = cl_sbar->int_val;
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@ -1052,18 +1045,13 @@ void SCR_UpdateScreen (void)
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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if (r_speeds->int_val)
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{
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if (r_speeds->int_val) {
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time1 = Sys_DoubleTime ();
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c_brush_polys = 0;
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c_alias_polys = 0;
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}
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//
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// determine size of refresh window
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//
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if (oldfov != scr_fov->value)
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{
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if (oldfov != scr_fov->value) { // determine size of refresh window
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oldfov = scr_fov->value;
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vid.recalc_refdef = true;
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}
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@ -1071,13 +1059,9 @@ void SCR_UpdateScreen (void)
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if (vid.recalc_refdef)
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SCR_CalcRefdef ();
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//
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// do 3D refresh drawing, and then update the screen
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//
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// LordHavoc: set lighthalf based on gl_lightmode cvar
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if (lighthalf != gl_lightmode->int_val)
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{
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if (lighthalf != gl_lightmode->int_val) {
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lighthalf = gl_lightmode->int_val;
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if (lighthalf)
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lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
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@ -1092,9 +1076,7 @@ void SCR_UpdateScreen (void)
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GL_Set2D ();
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//
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// draw any areas not covered by the refresh
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//
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SCR_TileClear ();
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if (r_netgraph->int_val)
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@ -1122,48 +1104,47 @@ void SCR_UpdateScreen (void)
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// LordHavoc: adjustable brightness and contrast,
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// also makes polyblend apply to whole screen
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glDisable(GL_TEXTURE_2D);
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glEnable (GL_BLEND);
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Cvar_SetValue (brightness, bound (1, brightness->value, 5));
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if (lighthalf) // LordHavoc: render was done at half brightness
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f = brightness->value * 2;
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else
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f = brightness->value;
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if (f >= 1.005) // epsilon
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{
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if (f >= 1.001) { // Make sure we don't get bit by roundoff errors
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glBlendFunc (GL_DST_COLOR, GL_ONE);
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glBegin (GL_QUADS);
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while (f >= 1.005) // epsilon
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{
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while (f >= 1.001) { // precision
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if (f >= 2)
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glColor3f (1, 1, 1);
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else
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glColor3f (f-1, f-1, f-1);
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glVertex2f (0,0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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glVertex2i (0, 0);
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glVertex2i (vid.width, 0);
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glVertex2i (vid.width, vid.height);
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glVertex2i (0, vid.height);
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f *= 0.5;
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}
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glEnd ();
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glColor3ubv (lighthalf_v);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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Cvar_SetValue (contrast, bound (0.1, contrast->value, 1));
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if (v_blend[3] || contrast->value < 0.999) { // epsilon
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Cvar_SetValue (contrast, bound (0.0, contrast->value, 1.0));
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if (v_blend[3] || (contrast->value < 0.999)) { // precision
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glBegin (GL_QUADS);
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if (contrast->value < 0.999) { // epsilon
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glColor4f (1, 1, 1, (1 - contrast->value));
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glVertex2f (0,0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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if (contrast->value < 0.999) { // precision
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glColor4f (0.5, 0.5, 0.5, (1 - contrast->value));
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glVertex2i (0, 0);
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glVertex2i (vid.width, 0);
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glVertex2i (vid.width, vid.height);
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glVertex2i (0, vid.height);
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}
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if (v_blend[3]) {
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glColor4fv (v_blend);
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glVertex2f (0,0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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glVertex2i (0, 0);
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glVertex2i (vid.width, 0);
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glVertex2i (vid.width, vid.height);
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glVertex2i (0, vid.height);
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}
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glEnd ();
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glColor3ubv(lighthalf_v);
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