mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
a87c4bbd93
Don't bother checking vid_gamma for CVAR_ROM becuase it is impossible to get to VID_UpdateGamma when it is set except for when the cvar is initially created, and we /want/ the code to execute in that case. vid.h: add initialized to viddef_t vid_common_gl.c: actually /use/ gammatable (it tends to help) vid_*.c: clean up rendundant decls of gammatable, vid_initialized (now vid.initialized) and make sure vid.initialized gets set. gl_view.c: remove gammatable decls
161 lines
3.4 KiB
C
161 lines
3.4 KiB
C
/*
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gl_view.c
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player eye positioning
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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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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include "QF/compat.h"
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#include "QF/info.h"
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#include "client.h"
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#include "glquake.h"
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#include "view.h"
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extern double host_frametime;
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extern cvar_t *cl_cshift_powerup;
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byte ramps[3][256];
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float v_blend[4];
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/*
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V_CalcBlend
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LordHavoc made this a real, true alpha blend. Cleaned it up
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a bit, but otherwise this is his code. --KB
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*/
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void
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V_CalcBlend (void)
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{
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float r = 0, g = 0, b = 0, a = 0;
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float a2, a3;
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int i;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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a2 = cl.cshifts[i].percent / 255.0;
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if (!a2)
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continue;
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a2 = min (a2, 1.0);
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r += (cl.cshifts[i].destcolor[0] - r) * a2;
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g += (cl.cshifts[i].destcolor[1] - g) * a2;
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b += (cl.cshifts[i].destcolor[2] - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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}
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v_blend[0] = min (r, 255.0) / 255.0;
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v_blend[1] = min (g, 255.0) / 255.0;
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v_blend[2] = min (b, 255.0) / 255.0;
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v_blend[3] = bound (0.0, a, 1.0);
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}
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extern void V_CalcGlowCshift (void);
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extern void V_CalcItemCshift (void);
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void
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V_CalcPowerupCshift (void)
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{
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if (!cl_cshift_powerup->int_val)
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// || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_POWERUP))
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return;
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if (gl_dlight_polyblend->int_val
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|| !(gl_dlight_lightmap->int_val && gl_dlight_polyblend->int_val)) {
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V_CalcGlowCshift ();
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} else {
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V_CalcItemCshift ();
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}
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}
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/*
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V_UpdatePalette
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In software, this function (duh) updates the palette. In GL, all it does is
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set up some values for shifting the screen color in a particular direction.
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*/
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void
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V_UpdatePalette (void)
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{
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int i, j;
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qboolean new;
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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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if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
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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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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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}
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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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if (!new && !vid.recalc_refdef)
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return;
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V_CalcBlend ();
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}
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