mirror of
https://git.code.sf.net/p/quake/quakeforge
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8fd5be0ee0
While scan-build wasn't what I was looking for, it has proven useful anyway: many of the sizeof errors were just noise, but a few were actual bugs (allocating too much or too little memory).
158 lines
3.9 KiB
C
158 lines
3.9 KiB
C
/*
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vid_common_sw32.c
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general video driver functions
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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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*/
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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 "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/mathlib.h"
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#include "QF/qargs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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unsigned short sw32_8to16table[256];
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/*
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VID_MakeColormap32
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LordHavoc: makes a 32bit color*light table, RGBA order, no endian,
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may need to be re-ordered to hardware at display time
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*/
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static void
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VID_MakeColormap32 (void *outcolormap, byte *pal)
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{
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int c, l;
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byte *out;
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out = (byte *)&d_8to24table;
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/*
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* Generates colors not affected by lighting, such as
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* HUD pieces and general sprites (such as explosions)
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*/
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for (c = 0; c < 256; c++) {
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*out++ = pal[c*3+2];
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*out++ = pal[c*3+1];
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*out++ = pal[c*3+0];
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*out++ = 255;
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}
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d_8to24table[255] = 0; // 255 is transparent
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out = (byte *) outcolormap;
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/*
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* Generates colors affected by lighting, such as the
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* world and other models that give it life, like foes and pickups.
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*/
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for (l = 0;l < VID_GRADES;l++)
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{
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for (c = 0;c < vid.fullbright;c++)
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{
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out[(l*256+c)*4+0] = bound(0, (pal[c*3+2] * l) >> (VID_CBITS - 1),
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255);
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out[(l*256+c)*4+1] = bound(0, (pal[c*3+1] * l) >> (VID_CBITS - 1),
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255);
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out[(l*256+c)*4+2] = bound(0, (pal[c*3+0] * l) >> (VID_CBITS - 1),
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255);
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out[(l*256+c)*4+3] = 255;
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}
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for (;c < 255;c++)
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{
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out[(l*256+c)*4+0] = pal[c*3+2];
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out[(l*256+c)*4+1] = pal[c*3+1];
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out[(l*256+c)*4+2] = pal[c*3+0];
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out[(l*256+c)*4+3] = 255;
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}
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out[(l*256+255)*4+0] = 0;
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out[(l*256+255)*4+1] = 0;
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out[(l*256+255)*4+2] = 0;
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out[(l*256+255)*4+3] = 0;
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}
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}
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static unsigned short
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lh24to16bit (int red, int green, int blue)
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{
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red = bound(0, red, 255);
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green = bound(0, green, 255);
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blue = bound(0, blue, 255);
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red >>= 3;
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green >>= 2;
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blue >>= 3;
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red <<= 11;
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green <<= 5;
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return (unsigned short) (red | green | blue);
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}
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/*
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VID_MakeColormap16
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LordHavoc: makes a 16bit color*light table, RGB order, native endian,
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may need to be translated to hardware order at display time
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*/
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static void
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VID_MakeColormap16 (void *outcolormap, byte *pal)
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{
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int c, l;
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unsigned short *out;
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out = (unsigned short *)&sw32_8to16table;
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for (c = 0; c < 256; c++)
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*out++ = lh24to16bit(pal[c*3+0], pal[c*3+1], pal[c*3+2]);
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sw32_8to16table[255] = 0; // 255 is transparent
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out = (unsigned short *) outcolormap;
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for (l = 0;l < VID_GRADES;l++)
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{
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for (c = 0;c < vid.fullbright;c++)
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out[l*256+c] = lh24to16bit(
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(pal[c*3+0] * l) >> (VID_CBITS - 1),
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(pal[c*3+1] * l) >> (VID_CBITS - 1),
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(pal[c*3+2] * l) >> (VID_CBITS - 1));
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for (;c < 255;c++)
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out[l*256+c] = lh24to16bit(pal[c*3+0], pal[c*3+1], pal[c*3+2]);
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out[l*256+255] = 0;
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}
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}
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/*
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VID_MakeColormaps
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LordHavoc: makes 8bit, 16bit, and 32bit colormaps and palettes
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*/
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void
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VID_MakeColormaps (void)
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{
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vid.colormap16 = malloc (256*VID_GRADES * sizeof (unsigned short));
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vid.colormap32 = malloc (256*VID_GRADES * sizeof (unsigned int));
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SYS_CHECKMEM (vid.colormap16 && vid.colormap32);
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VID_MakeColormap16(vid.colormap16, vid.palette);
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VID_MakeColormap32(vid.colormap32, vid.palette);
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}
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