mirror of
https://git.code.sf.net/p/quake/newtree
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de55871d32
another alpha blend, it's set up exactly as another factor in determining the final blend. This should help speed up framerates a little. New cvars: cl_cshift_bonus: Set to 0 to disable bonus flashes. cl_cshift_contents: Set to 0 to disable content blends. cl_cshift_damage: Set to 0 to disable damage blends. cl_cshift_powerup: Set to 0 to disable powerup (quad, pent, etc) blends. All of these cvars work for both GL and software, and all of them check the value of the "cshifts" serverinfo. cshifts is a bit field, with the following bits defined: bonus: 1 contents: 2 damage: 4 powerup: 8 An admin can force any of these to be respected by choosing the numbers of the cshifts to be enforced, and adding them up. examples: serverinfo cshifts 15 turns them all on. serverinfo cshifts 10 turns on powerup and contents shifts. also, the gl_cshiftpercent Cvar no longer does anything. I'll remove it entirely soon.
188 lines
4 KiB
C
188 lines
4 KiB
C
/*
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gl_view.c
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player eye positioning
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include <stdio.h>
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#include "bothdefs.h" // needed by: common.h, net.h,
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// client.h
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "mathlib.h" // needed by: protocol.h, render.h,
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// client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, model.h,
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// glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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extern byte *host_basepal;
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extern double host_frametime;
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extern int onground;
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extern byte gammatable[256];
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extern cvar_t *contrast;
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byte ramps[3][256];
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float v_blend[4];
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void V_CalcPowerupCshift (void);
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qboolean V_CheckGamma (void);
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/*
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V_CalcBlend
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LordHavoc made this a real, (messy,) true alpha blend. Cleaned it up
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a bit, but otherwise this is his code. --KB
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*/
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void
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V_CalcBlend (void)
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{
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float r, g, b, a, a2, a3;
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int j;
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r = 0;
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g = 0;
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b = 0;
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a = 0;
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for (j = 0; j < NUM_CSHIFTS; j++) {
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a2 = cl.cshifts[j].percent / 255.0;
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if (!a2)
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continue;
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a2 = min (a2, 1.0);
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r += (cl.cshifts[j].destcolor[0] - r) * a2;
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g += (cl.cshifts[j].destcolor[1] - g) * a2;
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b += (cl.cshifts[j].destcolor[2] - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast
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r += (128 - r) * a2;
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g += (128 - g) * a2;
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b += (128 - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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}
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v_blend[0] = min (r, 255.0) / 255.0;
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v_blend[1] = min (g, 255.0) / 255.0;
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v_blend[2] = min (b, 255.0) / 255.0;
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v_blend[3] = bound (0.0, a, 1.0);
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}
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/*
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=============
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V_UpdatePalette
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=============
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*/
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void
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V_UpdatePalette (void)
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{
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int i, j;
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qboolean new;
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qboolean force;
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V_CalcPowerupCshift ();
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new = false;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
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new = true;
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cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
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}
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for (j = 0; j < 3; j++) {
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if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) {
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new = true;
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cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
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}
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}
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}
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// drop the damage value
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cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150;
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if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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// drop the bonus value
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cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100;
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if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
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cl.cshifts[CSHIFT_BONUS].percent = 0;
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force = V_CheckGamma ();
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if (!new && !force)
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return;
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V_CalcBlend ();
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}
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/*
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BuildGammaTable
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In software mode, this function gets the palette ready for changing...in
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in GL, it does very little as you can see.
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*/
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void
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BuildGammaTable (float b, float c)
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{
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int i;
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for (i = 0; i < 256; i++)
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gammatable[i] = i;
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return;
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}
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