mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
206 lines
5 KiB
C
206 lines
5 KiB
C
/*
|
|
gl_view.c
|
|
|
|
player eye positioning
|
|
|
|
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
|
|
#ifdef HAVE_STRING_H
|
|
# include <string.h>
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include <strings.h>
|
|
#endif
|
|
|
|
#include <stdio.h>
|
|
|
|
#include "QF/compat.h"
|
|
|
|
#include "client.h"
|
|
#include "glquake.h"
|
|
#include "view.h"
|
|
|
|
extern double host_frametime;
|
|
|
|
extern byte gammatable[256];
|
|
|
|
extern qboolean V_CheckGamma (void);
|
|
|
|
extern void V_CalcIntermissionRefdef (void);
|
|
extern void V_CalcRefdef (void);
|
|
|
|
extern cvar_t *gl_cshiftpercent;
|
|
extern cvar_t *cl_cshift_powerup;
|
|
|
|
|
|
byte ramps[3][256];
|
|
float v_blend[4];
|
|
|
|
|
|
|
|
/*
|
|
V_CalcBlend
|
|
|
|
LordHavoc made this a real, true alpha blend. Cleaned it up
|
|
a bit, but otherwise this is his code. --KB
|
|
*/
|
|
void
|
|
V_CalcBlend (void)
|
|
{
|
|
float r = 0, g = 0, b = 0, a = 0;
|
|
float a2, a3;
|
|
int i;
|
|
|
|
for (i = 0; i < NUM_CSHIFTS; i++) {
|
|
a2 = cl.cshifts[i].percent / 255.0;
|
|
|
|
if (!a2)
|
|
continue;
|
|
|
|
a2 = min (a2, 1.0);
|
|
r += (cl.cshifts[i].destcolor[0] - r) * a2;
|
|
g += (cl.cshifts[i].destcolor[1] - g) * a2;
|
|
b += (cl.cshifts[i].destcolor[2] - b) * a2;
|
|
|
|
a3 = (1.0 - a) * (1.0 - a2);
|
|
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;
|
|
r *= a2;
|
|
g *= a2;
|
|
b *= a2;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
void
|
|
V_CalcPowerupCshift (void)
|
|
{
|
|
if (!cl_cshift_powerup->int_val)
|
|
// || (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_POWERUP))
|
|
return;
|
|
|
|
if ((gl_dlight_polyblend->int_val ||
|
|
!(gl_dlight_lightmap->int_val && gl_dlight_polyblend->int_val)) &&
|
|
(cl.stats[STAT_ITEMS] & IT_INVULNERABILITY ||
|
|
cl.stats[STAT_ITEMS] & IT_QUAD))
|
|
{
|
|
if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
|
|
cl.stats[STAT_ITEMS] & IT_QUAD) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
}
|
|
} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 20;
|
|
} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 100;
|
|
} else
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
V_UpdatePalette
|
|
|
|
In software, this function (duh) updates the palette. In GL, all it does is
|
|
set up some values for shifting the screen color in a particular direction.
|
|
*/
|
|
void
|
|
V_UpdatePalette (void)
|
|
{
|
|
int i, j;
|
|
qboolean new;
|
|
qboolean force;
|
|
|
|
V_CalcPowerupCshift ();
|
|
|
|
new = false;
|
|
|
|
for (i = 0; i < NUM_CSHIFTS; i++) {
|
|
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
|
|
new = true;
|
|
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
|
|
}
|
|
for (j = 0; j < 3; j++) {
|
|
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) {
|
|
new = true;
|
|
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
// drop the damage value
|
|
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150;
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
|
|
|
|
// drop the bonus value
|
|
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100;
|
|
if (cl.cshifts[CSHIFT_BONUS].percent < 0)
|
|
cl.cshifts[CSHIFT_BONUS].percent = 0;
|
|
|
|
force = V_CheckGamma ();
|
|
if (!new && !force)
|
|
return;
|
|
|
|
V_CalcBlend ();
|
|
}
|