total nukage of brighten, brightness and contrast.

This commit is contained in:
Bill Currie 2001-05-24 16:30:25 +00:00
parent a3518d44ed
commit f21ad90ba4
14 changed files with 4 additions and 107 deletions

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@ -33,9 +33,6 @@
#include "QF/mathlib.h"
#include "QF/cvar.h"
extern cvar_t *brightness;
extern cvar_t *contrast;
#define INFO_CSHIFT_BONUS (1 << 0)
#define INFO_CSHIFT_CONTENTS (1 << 1)
#define INFO_CSHIFT_DAMAGE (1 << 2)

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@ -276,7 +276,6 @@ VID_Init (unsigned char *palette)
GL_Init ();
GL_CheckBrightness (palette);
VID_InitGamma (palette);
VID_SetPalette (palette);

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@ -61,7 +61,6 @@ unsigned int d_8to24table[256];
unsigned char d_15to8table[65536];
cvar_t *vid_mode;
cvar_t *brighten;
cvar_t *gl_multitexture;
extern byte gammatable[256];
@ -87,8 +86,6 @@ QF_glColorTableEXT qglColorTableEXT = NULL;
qboolean is8bit = false;
cvar_t *vid_use8bit;
cvar_t *brightness;
cvar_t *contrast;
/*-----------------------------------------------------------------------*/
@ -96,8 +93,6 @@ void
GL_Common_Init_Cvars (void)
{
vid_use8bit = Cvar_Get ("vid_use8bit", "0", CVAR_ROM, NULL, "Use 8-bit shared palettes.");
brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, NULL, "Brightness level");
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, NULL, "Contrast level");
gl_multitexture = Cvar_Get ("gl_multitexture", "0", CVAR_ARCHIVE, NULL, "Use multitexture when available");
}
@ -379,50 +374,6 @@ VID_Init8bitPalette (void)
}
}
/*
GL_CheckBrightness
This is something like the brightness cvar, except it hacks the palette
directly instead of brightening the screen afterward.
*/
void
GL_CheckBrightness (unsigned char *pal)
{
int i, inf;
float brightness;
brighten = Cvar_Get ("brighten", "1", CVAR_NONE, NULL,
"Palette hack equivalent to brightness");
if ((i = COM_CheckParm ("-brighten"))) {
brightness = atof (com_argv[i + 1]);
} else {
brightness = brighten->value;
}
brightness = bound (1, brightness, 5);
Cvar_SetValue (brighten, brightness);
Cvar_SetFlags (brighten, brighten->flags | CVAR_ROM);
// Build gamma table
if (brightness == 1.0) { // screw the math
for (i = 0; i < 256; i++) {
gammatable[i] = i;
}
} else {
for (i = 0; i < 256; i++) { // brighten up the palette
inf = (i * brightness);
inf = bound (0, inf, 255);
gammatable[i] = inf;
}
}
// correct the palette
for (i = 0; i < 768; i++) {
pal[i] = gammatable[pal[i]];
}
}
void
VID_LockBuffer (void)
{

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@ -230,7 +230,6 @@ VID_Init (unsigned char *palette)
VID_SDL_GammaCheck ();
GL_CheckBrightness (palette);
VID_InitGamma (palette);
VID_SetPalette (palette);

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@ -1383,7 +1383,6 @@ VID_Init (unsigned char *palette)
DestroyWindow (hwnd_dialog);
#endif
GL_CheckBrightness (palette);
VID_InitGamma (palette);
VID_SetPalette (palette);

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@ -807,7 +807,6 @@ int oldviewsize = 0;
unsigned char lighthalf_v[3];
qboolean lighthalf;
extern cvar_t *gl_lightmode;
extern cvar_t *brightness;
/*
SCR_UpdateScreen
@ -890,16 +889,13 @@ SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs, int swap)
}
}
// LordHavoc: adjustable brightness and contrast,
// also makes polyblend apply to whole screen
glDisable (GL_TEXTURE_2D);
Cvar_SetValue (brightness, bound (1, brightness->value, 5));
if (lighthalf) { // LordHavoc: render was done at half brightness
f = brightness->value * 2;
f = 2;
} else {
Cvar_SetValue (brightness, bound (1, brightness->value, 5));
f = brightness->value;
f = 1;
}
if (f >= 1.002) { // Make sure we don't get bit by roundoff errors

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@ -264,16 +264,10 @@ R_DrawSkyDome (void)
void
R_DrawSky (void)
{
float l = 1 / (256 * brightness->value);
glColor3f (lighthalf_v[0] * l, lighthalf_v[1] * l, lighthalf_v[2] * l);
if (skyloaded)
R_DrawSkyBox ();
else
R_DrawSkyDome ();
glColor3ubv (lighthalf_v);
}

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@ -673,9 +673,7 @@ void
R_DrawSkyChain (msurface_t *sky_chain)
{
msurface_t *sc = sky_chain;
float l = 1 / (256 * brightness->value);
glColor3f (lighthalf_v[0] * l, lighthalf_v[1] * l, lighthalf_v[2] * l);
if (skyloaded) {
glDepthRange (gldepthmax, gldepthmax);
while (sc) {

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@ -83,15 +83,6 @@ V_CalcBlend (void)
a = 1.0 - a3;
}
if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast
r += (128 - r) * a2;
g += (128 - g) * a2;
b += (128 - b) * a2;
a3 = (1.0 - a) * (1.0 - a2);
a = 1.0 - a3;
}
// LordHavoc: saturate color
if (a) {
a2 = 1.0 / a;

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@ -83,9 +83,6 @@ cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *brightness;
cvar_t *contrast;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern cvar_t *vid_gamma;
@ -757,7 +754,4 @@ V_Init_Cvars (void)
"How much you lean when hit");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL,
"How much you look up when hit");
brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, NULL, "None");
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, NULL, "None");
}

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@ -807,7 +807,6 @@ int oldviewsize = 0;
unsigned char lighthalf_v[3];
qboolean lighthalf;
extern cvar_t *gl_lightmode;
extern cvar_t *brightness;
/*
SCR_UpdateScreen
@ -890,16 +889,13 @@ SCR_UpdateScreen (double realtime, SCR_Func *scr_funcs, int swap)
}
}
// LordHavoc: adjustable brightness and contrast,
// also makes polyblend apply to whole screen
glDisable (GL_TEXTURE_2D);
Cvar_SetValue (brightness, bound (1, brightness->value, 5));
if (lighthalf) { // LordHavoc: render was done at half brightness
f = brightness->value * 2;
f = 2;
} else {
Cvar_SetValue (brightness, bound (1, brightness->value, 5));
f = brightness->value;
f = 1;
}
if (f >= 1.002) { // Make sure we don't get bit by roundoff errors

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@ -264,16 +264,10 @@ R_DrawSkyDome (void)
void
R_DrawSky (void)
{
float l = 1 / (256 * brightness->value);
glColor3f (lighthalf_v[0] * l, lighthalf_v[1] * l, lighthalf_v[2] * l);
if (skyloaded)
R_DrawSkyBox ();
else
R_DrawSkyDome ();
glColor3ubv (lighthalf_v);
}

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@ -673,9 +673,7 @@ void
R_DrawSkyChain (msurface_t *sky_chain)
{
msurface_t *sc = sky_chain;
float l = 1 / (256 * brightness->value);
glColor3f (lighthalf_v[0] * l, lighthalf_v[1] * l, lighthalf_v[2] * l);
if (skyloaded) {
glDepthRange (gldepthmax, gldepthmax);
while (sc) {

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@ -84,15 +84,6 @@ V_CalcBlend (void)
a = 1.0 - a3;
}
if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast
r += (128 - r) * a2;
g += (128 - g) * a2;
b += (128 - b) * a2;
a3 = (1.0 - a) * (1.0 - a2);
a = 1.0 - a3;
}
// LordHavoc: saturate color
if (a) {
a2 = 1.0 / a;