/* gl_view.c player eye positioning Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "bothdefs.h" #include "glquake.h" #include "view.h" extern byte *host_basepal; extern double host_frametime; extern int onground; extern byte gammatable[256]; extern cvar_t *cl_cshift_powerup; extern cvar_t *contrast; byte ramps[3][256]; float v_blend[4]; qboolean V_CheckGamma (void); /* V_CalcBlend LordHavoc made this a real, (messy,) true alpha blend. Cleaned it up a bit, but otherwise this is his code. --KB */ void V_CalcBlend (void) { float r, g, b, a, a2, a3; int j; r = 0; g = 0; b = 0; a = 0; for (j = 0; j < NUM_CSHIFTS; j++) { a2 = cl.cshifts[j].percent / 255.0; if (!a2) continue; a2 = min (a2, 1.0); r += (cl.cshifts[j].destcolor[0] - r) * a2; g += (cl.cshifts[j].destcolor[1] - g) * a2; b += (cl.cshifts[j].destcolor[2] - b) * a2; a3 = (1.0 - a) * (1.0 - a2); a = 1.0 - a3; } if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast r += (128 - r) * a2; g += (128 - g) * a2; b += (128 - b) * a2; a3 = (1.0 - a) * (1.0 - a2); a = 1.0 - a3; } // LordHavoc: saturate color if (a) { a2 = 1.0 / a; r *= a2; g *= a2; b *= a2; } v_blend[0] = min (r, 255.0) / 255.0; v_blend[1] = min (g, 255.0) / 255.0; v_blend[2] = min (b, 255.0) / 255.0; v_blend[3] = bound (0.0, a, 1.0); } /* ============= V_CalcPowerupCshift ============= */ void V_CalcPowerupCshift (void) { if (!cl_cshift_powerup->int_val || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_POWERUP)) return; // Note that quad and pent are handled as dlights now. - Despair if (cl.stats[STAT_ITEMS] & IT_SUIT) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 20; } else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; cl.cshifts[CSHIFT_POWERUP].percent = 100; } else cl.cshifts[CSHIFT_POWERUP].percent = 0; } /* ============= V_UpdatePalette ============= */ void V_UpdatePalette (void) { int i, j; qboolean new; qboolean force; V_CalcPowerupCshift (); new = false; for (i = 0; i < NUM_CSHIFTS; i++) { if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) { new = true; cl.prev_cshifts[i].percent = cl.cshifts[i].percent; } for (j = 0; j < 3; j++) { if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) { new = true; cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j]; } } } // drop the damage value cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150; if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; // drop the bonus value cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100; if (cl.cshifts[CSHIFT_BONUS].percent <= 0) cl.cshifts[CSHIFT_BONUS].percent = 0; force = V_CheckGamma (); if (!new && !force) return; V_CalcBlend (); } /* BuildGammaTable In software mode, this function gets the palette ready for changing...in in GL, it does very little as you can see. */ void BuildGammaTable (float b, float c) { int i; for (i = 0; i < 256; i++) gammatable[i] = i; return; }