/* view.c @description@ 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 "view.h" #include "client.h" #include "host.h" #include "console.h" #include "compat.h" byte ramps[3][256]; float v_blend[4]; // rgba 0.0 - 1.0 /* 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 ; jvalue) 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; qboolean force; V_CalcPowerupCshift (); new = false; for (i=0 ; i 1) { Cvar_Set(scr_ofsx, "0"); Cvar_Set(scr_ofsy, "0"); Cvar_Set(scr_ofsz, "0"); } if (cl.intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (); } else { if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ ) V_CalcRefdef (); } R_PushDlights (vec3_origin); if (lcd_x->value) { // // render two interleaved views // int i; vid.rowbytes <<= 1; vid.aspect *= 0.5; r_refdef.viewangles[YAW] -= lcd_yaw->value; for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] -= right[i]*lcd_x->value; R_RenderView (); vid.buffer += vid.rowbytes>>1; R_PushDlights (vec3_origin); r_refdef.viewangles[YAW] += lcd_yaw->value*2; for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] += 2*right[i]*lcd_x->value; R_RenderView (); vid.buffer -= vid.rowbytes>>1; r_refdef.vrect.height <<= 1; vid.rowbytes >>= 1; vid.aspect *= 2; } else { R_RenderView (); } } /* 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; }