nuq/source/gl_view.c

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/*
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
#include <string.h>
#include <stdio.h>
#include "bspfile.h" // needed by: glquake.h
#include "vid.h"
#include "sys.h"
#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
// modelgen.h, glmodel.h
#include "compat.h"
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "net.h" // needed by: client.h
#include "protocol.h" // needed by: client.h
#include "cmd.h"
#include "sbar.h"
#include "render.h" // needed by: client.h, model.h, glquake.h
#include "client.h" // need cls in this file
#include "model.h" // needed by: glquake.h
#include "console.h"
#include "glquake.h"
extern byte *host_basepal;
extern double host_frametime;
extern int onground;
extern byte gammatable[256];
extern cvar_t *gl_cshiftpercent;
byte ramps[3][256];
float v_blend[4];
void V_CalcPowerupCshift (void);
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++)
{
if (!gl_cshiftpercent->value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 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;
}
// LordHavoc: saturate color
if (a)
{
a2 = 1.0 / a;
r *= a2;
g *= a2;
b *= a2;
if (a > 1) // clamp alpha blend too
a = 1;
}
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_UpdatePalette
=============
*/
void V_UpdatePalette (void)
{
int i, j;
qboolean new;
byte *basepal, *newpal;
byte pal[768];
float r,g,b,a;
int ir, ig, ib;
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 ();
//Con_Printf("b: %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
a = v_blend[3];
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
b = 255*v_blend[2]*a;
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = min(i*a + r, 255);
ig = min(i*a + g, 255);
ib = min(i*a + b, 255);
ramps[0][i] = gammatable[ir];
ramps[1][i] = gammatable[ig];
ramps[2][i] = gammatable[ib];
}
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
ir = basepal[0];
ig = basepal[1];
ib = basepal[2];
basepal += 3;
newpal[0] = ramps[0][ir];
newpal[1] = ramps[1][ig];
newpal[2] = ramps[2][ib];
newpal += 3;
}
VID_ShiftPalette (pal);
}