glColor cleanup

This commit is contained in:
Bill Currie 2001-08-30 18:24:19 +00:00
parent e149094bd2
commit d81d7fd02c
13 changed files with 63 additions and 124 deletions

View File

@ -1,5 +1,3 @@
extern unsigned char lighthalf_v[3];
extern struct cvar_s *cl_crossx;
extern struct cvar_s *cl_crossy;
extern struct cvar_s *cl_verstring;

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@ -66,6 +66,9 @@ extern struct cvar_s *r_clearcolor;
extern int sintable[SIN_BUFFER_SIZE];
extern int intsintable[SIN_BUFFER_SIZE];
extern byte color_white[4];
extern byte color_black[4];
extern vec3_t vup, base_vup;
extern vec3_t vpn, base_vpn;
extern vec3_t vright, base_vright;

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@ -56,6 +56,7 @@
#include "QF/GL/qf_vid.h"
#include "r_cvar.h"
#include "r_shared.h"
#include "sbar.h"
extern byte *vid_basepal;
@ -71,6 +72,8 @@ static int translate_texture;
static int char_texture;
static int cs_texture; // crosshair texturea
static byte color_0_8[4] = { 204, 204, 204, 255 };
static byte cs_data[64] = {
0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
@ -372,7 +375,7 @@ Draw_Crosshair (int swap)
qfglTexCoord2f (0, 1);
qfglVertex2f (x - 4, y + 12);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
break;
}
}
@ -412,7 +415,7 @@ Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
newtl = (float) srcy / (float) pic->height;
newth = newtl + (float) height / (float) pic->height;
qfglColor3f (0.8, 0.8, 0.8);
qfglColor3ubv (color_0_8);
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
qfglBegin (GL_QUADS);
qfglTexCoord2f (newsl, newtl);
@ -424,7 +427,7 @@ Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
qfglTexCoord2f (newsl, newth);
qfglVertex2f (x, y + height);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}
/*
@ -462,7 +465,7 @@ Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qfglColor3f (0.8, 0.8, 0.8);
qfglColor3ubv (color_0_8);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 0);
qfglVertex2f (x, y);
@ -473,7 +476,7 @@ Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
qfglTexCoord2f (0, 1);
qfglVertex2f (x, y + pic->height);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}
/*
@ -489,7 +492,7 @@ Draw_ConsoleBackground (int lines)
qpic_t *conback;
glpic_t *gl;
float ofs;
float alpha;
byte alpha;
// This can be a CachePic now, just like in software
conback = Draw_CachePic ("gfx/conback.lmp", false);
@ -520,13 +523,14 @@ Draw_ConsoleBackground (int lines)
y = vid.height * scr_consize->value;
if (!r_active || lines > y) {
alpha = 1.0;
alpha = 255;
} else {
// set up to draw alpha console
alpha = (float) (gl_conalpha->value * lines) / y;
alpha = 255 * (gl_conalpha->value * lines) / y;
}
qfglColor4f (0.8, 0.8, 0.8, alpha);
color_0_8[3] = alpha;
qfglColor4ubv (color_0_8);
// draw the console texture
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
@ -542,8 +546,8 @@ Draw_ConsoleBackground (int lines)
qfglEnd ();
// turn off alpha blending
if (alpha < 1.0) {
qfglColor3f (0.8, 0.8, 0.8);
if (alpha < 255) {
qfglColor3ubv (color_0_8);
}
if (gl_conspin->value) {
@ -554,7 +558,7 @@ Draw_ConsoleBackground (int lines)
Draw_AltString (vid.conwidth - strlen (cl_verstring->string) * 8 - 11,
lines - 14, cl_verstring->string);
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}
/*
@ -566,7 +570,7 @@ Draw_ConsoleBackground (int lines)
void
Draw_TileClear (int x, int y, int w, int h)
{
qfglColor3f (0.8, 0.8, 0.8);
qfglColor3ubv (color_0_8);
qfglBindTexture (GL_TEXTURE_2D, *(int *) draw_backtile->data);
qfglBegin (GL_QUADS);
qfglTexCoord2f (x / 64.0, y / 64.0);
@ -578,7 +582,7 @@ Draw_TileClear (int x, int y, int w, int h)
qfglTexCoord2f (x / 64.0, (y + h) / 64.0);
qfglVertex2f (x, y + h);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}
/*
@ -590,8 +594,7 @@ void
Draw_Fill (int x, int y, int w, int h, int c)
{
qfglDisable (GL_TEXTURE_2D);
qfglColor3f (vid_basepal[c * 3] / 255.0, vid_basepal[c * 3 + 1] / 255.0,
vid_basepal[c * 3 + 2] / 255.0);
qfglColor3ubv (vid_basepal + c * 3);
qfglBegin (GL_QUADS);
@ -601,7 +604,7 @@ Draw_Fill (int x, int y, int w, int h, int c)
qfglVertex2f (x, y + h);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
}
@ -618,7 +621,7 @@ Draw_FadeScreen (void)
qfglVertex2f (0, vid.height);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
Sbar_Changed ();
@ -666,5 +669,5 @@ GL_Set2D (void)
qfglDisable (GL_DEPTH_TEST);
qfglDisable (GL_CULL_FACE);
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}

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@ -81,7 +81,7 @@ R_DrawFire (fire_t *f)
for (i = 0; i < 3; i++)
vec[i] = f->origin[i] - vpn[i] * radius;
qfglVertex3fv (vec);
qfglColor3f (0.0, 0.0, 0.0);
qfglColor3ubv (color_black);
// don't panic, this just draws a bubble...
for (i = 16; i >= 0; i--) {
@ -98,7 +98,6 @@ R_DrawFire (fire_t *f)
b_cos += 2;
}
qfglEnd ();
qfglColor3ubv (lighthalf_v);
}
/*
@ -127,6 +126,7 @@ R_UpdateFires (void)
R_DrawFire (f);
}
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);

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@ -112,7 +112,7 @@ R_RenderDlight (dlight_t *light)
v[i] = light->origin[i] + v[i] * rad;
qfglVertex3fv (v);
qfglColor3f (0, 0, 0);
qfglColor3ubv (color_black);
for (i = 16; i >= 0; i--) {
for (j = 0; j < 3; j++)
@ -149,7 +149,7 @@ R_RenderDlights (void)
if (!gl_dlight_smooth->int_val)
qfglShadeModel (GL_FLAT);
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);

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@ -724,6 +724,6 @@ R_DrawParticles (void)
}
numparticles = activeparticles;
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
qfglDepthMask (GL_TRUE);
}

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@ -138,7 +138,5 @@ R_LineGraph (int x, int y, int *h_vals, int count)
qfglVertex2f (x, y - s);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
graph_index = (graph_index + 1) % NUM_GRAPH_TEXTURES;
}

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@ -266,7 +266,8 @@ GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
qfglDepthMask (GL_FALSE);
if (fb) {
qfglColor4f (1, 1, 1, modelalpha);
color_white[3] = modelalpha * 255;
qfglColor4ubv (color_white);
}
while ((count = *order++)) {
@ -302,7 +303,6 @@ GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
if (modelalpha != 1.0)
qfglDepthMask (GL_TRUE);
qfglColor3ubv (lighthalf_v);
}
extern vec3_t lightspot;
@ -701,7 +701,8 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
R_RotateForEntity (e);
qfglDisable (GL_TEXTURE_2D);
qfglColor4f (0, 0, 0, 0.5);
color_black[3] = 128;
qfglColor4ubv (color_black);
if (gl_lerp_anim->int_val) {
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
@ -711,7 +712,6 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
}
qfglEnable (GL_TEXTURE_2D);
qfglColor3ubv (lighthalf_v);
qfglPopMatrix ();
}
}
@ -783,6 +783,7 @@ R_DrawEntitiesOnList (void)
R_DrawAliasModel (currententity, true);
}
qfglColor3ubv (color_white);
for (i = 0; i < r_numvisedicts; i++) {
if (r_visedicts[i]->model->type != mod_sprite)
@ -812,6 +813,7 @@ R_DrawViewModel (void)
qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
R_DrawAliasModel (currententity, false);
qfglDepthRange (gldepthmin, gldepthmax);
qfglColor3ubv (color_white);
}
static int
@ -1012,12 +1014,6 @@ R_RenderScene (void)
R_DrawEntitiesOnList ();
R_RenderDlights ();
if (r_timegraph->int_val)
R_TimeGraph ();
if (r_zgraph->int_val)
R_ZGraph ();
}
void R_RenderBrushPoly (msurface_t *fa);
@ -1074,12 +1070,13 @@ R_Mirror (void)
qfglLoadMatrixf (r_base_world_matrix);
qfglColor4f (1, 1, 1, r_mirroralpha->value);
color_white[2] = r_mirroralpha->value * 255;
qfglColor4ubv (color_white);
s = r_worldentity.model->textures[mirrortexturenum]->texturechain;
for (; s; s = s->texturechain)
R_RenderBrushPoly (s);
r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL;
qfglColor4f (1, 1, 1, 1);
qfglColor3ubv (color_white);
}
/*
@ -1115,6 +1112,12 @@ R_RenderView (void)
// render mirror view
R_Mirror ();
if (r_timegraph->int_val)
R_TimeGraph ();
if (r_zgraph->int_val)
R_ZGraph ();
}
#if 0

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@ -381,7 +381,6 @@ R_DrawMultitexturePoly (msurface_t *s)
i = s->lightmaptexturenum;
qfglColor3f (1, 1, 1);
// Binds world to texture env 0
qglActiveTexture (gl_mtex_enum + 0);
qfglBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
@ -428,7 +427,6 @@ R_DrawMultitexturePoly (msurface_t *s)
s->polys->fb_chain = fullbright_polys[texture->gl_fb_texturenum];
fullbright_polys[texture->gl_fb_texturenum] = s->polys;
}
qfglColor3ubv (lighthalf_v);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
@ -443,8 +441,6 @@ R_BlendLightmaps (void)
qfglBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
qfglColor3f (1, 1, 1);
for (i = 0; i < MAX_LIGHTMAPS; i++) {
p = lightmap_polys[i];
if (!p)
@ -469,7 +465,6 @@ R_BlendLightmaps (void)
}
// Return to normal blending --KB
qfglColor3ubv (lighthalf_v);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE); // back to normal Z buffering
@ -512,7 +507,6 @@ R_RenderBrushPoly (msurface_t *fa)
c_brush_polys++;
qfglColor3f (1, 1, 1);
qfglBindTexture (GL_TEXTURE_2D, texture->gl_texturenum);
qfglBegin (GL_POLYGON);
@ -564,7 +558,6 @@ R_RenderBrushPoly (msurface_t *fa)
R_BuildLightMap (fa, base, BLOCK_WIDTH * lightmap_bytes);
}
}
qfglColor3ubv (lighthalf_v);
}
void
@ -576,9 +569,10 @@ GL_WaterSurface (msurface_t *s)
qfglBindTexture (GL_TEXTURE_2D, i);
if (r_wateralpha->value < 1.0) {
qfglDepthMask (GL_FALSE);
qfglColor4f (1, 1, 1, r_wateralpha->value);
color_white[3] = r_wateralpha->value * 255;
qfglColor4ubv (color_white);
EmitWaterPolys (s);
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
qfglDepthMask (GL_TRUE);
} else
EmitWaterPolys (s);
@ -598,7 +592,8 @@ R_DrawWaterSurfaces (void)
if (r_wateralpha->value < 1.0) {
qfglDepthMask (GL_FALSE);
qfglColor4f (1, 1, 1, r_wateralpha->value);
color_white[3] = r_wateralpha->value * 255;
qfglColor4ubv (color_white);
}
i = -1;
@ -614,7 +609,7 @@ R_DrawWaterSurfaces (void)
if (r_wateralpha->value < 1.0) {
qfglDepthMask (GL_TRUE);
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}
}
@ -710,11 +705,6 @@ R_DrawBrushModel (entity_t *e)
// draw texture
for (i = 0; i < clmodel->nummodelsurfaces; i++, psurf++) {
/* FIXME: Not in qw?
if (psurf->flags & SURF_DRAWSKY)
return;
*/
// find which side of the node we are on
pplane = psurf->plane;

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@ -877,7 +877,7 @@ SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs, int swap)
qfglVertex2f (0, vid.height);
qfglEnd ();
qfglColor3ubv (lighthalf_v);
qfglColor3ubv (color_white);
}
qfglEnable (GL_TEXTURE_2D);

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@ -47,8 +47,9 @@
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_vid.h"
#include "view.h"
#include "r_cvar.h"
#include "r_shared.h"
#include "view.h"
extern qboolean skyloaded;
extern vec5_t skyvec[6][4];
@ -672,7 +673,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
if (gl_sky_clip->int_val > 2) {
qfglDisable (GL_BLEND);
qfglDisable (GL_TEXTURE_2D);
qfglColor3f (0, 0, 0);
qfglColor3ubv (color_black);
while (sc) {
glpoly_t *p = sc->polys;
@ -684,6 +685,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
}
qfglEnable (GL_TEXTURE_2D);
qfglEnable (GL_BLEND);
qfglColor3ubv (color_white);
return;
}
@ -704,7 +706,7 @@ R_DrawSkyChain (msurface_t *sky_chain)
// clipped
qfglDisable (GL_BLEND);
qfglDisable (GL_TEXTURE_2D);
qfglColor3f (0, 0, 0);
qfglColor3ubv (color_black);
while (sc) {
glpoly_t *p = sc->polys;
@ -716,10 +718,12 @@ R_DrawSkyChain (msurface_t *sky_chain)
}
qfglEnable (GL_TEXTURE_2D);
qfglEnable (GL_BLEND);
qfglColor3ubv (color_white);
}
#if 0
// seems to work, but this is the wrong place to do it.
qfglColor4f (1,1,1,0);
color_white[3] = 0;
qfglColor4ubv (color_white);
sc = sky_chain;
while (sc) {
glpoly_t *p = sc->polys;
@ -735,66 +739,5 @@ R_DrawSkyChain (msurface_t *sky_chain)
}
sc = sc->texturechain;
}
#endif
qfglColor3ubv (lighthalf_v);
#if 0
qfglDisable (GL_TEXTURE_2D);
sc = sky_chain;
qfglColor3f (1, 1, 1);
while (sc) {
glpoly_t *p = sc->polys;
while (p) {
int i;
qfglBegin (GL_LINE_LOOP);
for (i = 0; i < p->numverts; i++) {
qfglVertex3fv (p->verts[i]);
}
qfglEnd ();
p = p->next;
}
sc = sc->texturechain;
}
sc = sky_chain;
qfglColor3f (0, 1, 0);
qfglBegin (GL_POINTS);
while (sc) {
glpoly_t *p = sc->polys;
while (p) {
int i;
vec3_t x, c = { 0, 0, 0 };
for (i = 0; i < p->numverts; i++) {
VectorSubtract (p->verts[i], r_refdef.vieworg, x);
VectorAdd (x, c, c);
}
VectorScale (c, 1.0 / p->numverts, c);
VectorAdd (c, r_refdef.vieworg, c);
qfglVertex3fv (c);
p = p->next;
}
sc = sc->texturechain;
}
qfglEnd ();
if (skyloaded) {
int i, j;
qfglColor3f (1, 0, 0);
for (i = 0; i < 6; i++) {
vec3_t v;
qfglBegin (GL_LINE_LOOP);
for (j = 0; j < 4; j++) {
memcpy (v, &skyvec[i][j][2], sizeof (v));
VectorAdd (v, r_refdef.vieworg, v);
qfglVertex3fv (v);
}
qfglEnd ();
}
}
qfglColor3ubv (lighthalf_v);
qfglEnable (GL_TEXTURE_2D);
#endif
}

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@ -123,8 +123,6 @@ cvar_t *scr_showram;
cvar_t *scr_showturtle;
cvar_t *scr_viewsize;
unsigned char lighthalf_v[3] = {255, 255, 255};
void
R_Init_Cvars (void)

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@ -29,6 +29,9 @@ int r_lineadj;
qboolean r_active;
float r_time1;
byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
fire_t r_fires[MAX_FIRES];