mirror of
https://git.code.sf.net/p/quake/nuq
synced 2024-11-25 13:31:19 +00:00
ad9168db1d
contrast cvars more than make up for its loss. Both are available from the options menu now, and what's more, the contrast cvar works properly in GL, unlike newtree where it seems to have a weird cutoff problem.
271 lines
5 KiB
C
271 lines
5 KiB
C
/*
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view.c
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@description@
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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 "view.h"
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#include "client.h"
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#include "host.h"
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#include "console.h"
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byte ramps[3][256];
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float v_blend[4]; // rgba 0.0 - 1.0
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/*
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=============
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V_CalcBlend
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=============
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*/
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void V_CalcBlend (void)
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{
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float r, g, b, a, a2;
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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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{
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if (!gl_cshiftpercent->value)
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continue;
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a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
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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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a = a + a2*(1-a);
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//Con_Printf ("j:%i a:%f\n", j, a);
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a2 = a2/a;
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r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
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g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
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b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
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}
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v_blend[0] = r/255.0;
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v_blend[1] = g/255.0;
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v_blend[2] = b/255.0;
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v_blend[3] = a;
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if (v_blend[3] > 1)
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v_blend[3] = 1;
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if (v_blend[3] < 0)
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v_blend[3] = 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 V_UpdatePalette (void)
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{
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int i, j;
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qboolean new;
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byte *basepal, *newpal;
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byte pal[768];
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float r,g,b,a;
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int ir, ig, ib;
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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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{
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if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
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{
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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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{
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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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// 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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a = v_blend[3];
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r = 255*v_blend[0]*a;
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g = 255*v_blend[1]*a;
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b = 255*v_blend[2]*a;
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a = 1-a;
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for (i=0 ; i<256 ; i++)
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{
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ir = i*a + r;
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ig = i*a + g;
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ib = i*a + b;
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if (ir > 255)
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ir = 255;
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if (ig > 255)
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ig = 255;
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if (ib > 255)
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ib = 255;
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ramps[0][i] = gammatable[ir];
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ramps[1][i] = gammatable[ig];
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ramps[2][i] = gammatable[ib];
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}
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basepal = host_basepal;
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newpal = pal;
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for (i=0 ; i<256 ; i++)
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{
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ir = basepal[0];
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ig = basepal[1];
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ib = basepal[2];
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basepal += 3;
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newpal[0] = ramps[0][ir];
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newpal[1] = ramps[1][ig];
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newpal[2] = ramps[2][ib];
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newpal += 3;
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}
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VID_ShiftPalette (pal);
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}
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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/*
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==================
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V_RenderView
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The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
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the entity origin, so any view position inside that will be valid
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==================
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*/
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extern vrect_t scr_vrect;
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void V_RenderView (void)
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{
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if (con_forcedup)
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return;
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// don't allow cheats in multiplayer
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if (cl.maxclients > 1)
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{
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Cvar_Set(scr_ofsx, "0");
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Cvar_Set(scr_ofsy, "0");
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Cvar_Set(scr_ofsz, "0");
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}
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if (cl.intermission)
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{ // intermission / finale rendering
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V_CalcIntermissionRefdef ();
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}
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else
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{
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if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
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V_CalcRefdef ();
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}
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R_PushDlights (vec3_origin);
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if (lcd_x->value)
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{
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//
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// render two interleaved views
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//
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int i;
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vid.rowbytes <<= 1;
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vid.aspect *= 0.5;
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r_refdef.viewangles[YAW] -= lcd_yaw->value;
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for (i=0 ; i<3 ; i++)
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r_refdef.vieworg[i] -= right[i]*lcd_x->value;
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R_RenderView ();
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vid.buffer += vid.rowbytes>>1;
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R_PushDlights (vec3_origin);
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r_refdef.viewangles[YAW] += lcd_yaw->value*2;
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for (i=0 ; i<3 ; i++)
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r_refdef.vieworg[i] += 2*right[i]*lcd_x->value;
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R_RenderView ();
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vid.buffer -= vid.rowbytes>>1;
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r_refdef.vrect.height <<= 1;
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vid.rowbytes >>= 1;
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vid.aspect *= 2;
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}
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else
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{
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R_RenderView ();
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}
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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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