quakeforge/nq/source/gl_view.c
Zephaniah E. Hull 3715430479 This is changing more then I wanted to at once, however.
The major change is that we no longer require libGL to even exist on the
system at compile time for the GL targets, we dynamicly link to the
libGL of choice at run time. (This probably breaks most non-linux
systems, and all GL targets except -glx, some fixup will be needed.)
(This also kills glquake, dead dead DEAD! GONE FOREVER! WHEE!)

Some gl_draw cleanup.

Commented out equake alias model occlusion test stuff, very experimental.

Added the .lo and .la patterns to the .gitignore files.

Some minor sbar cleanup. (We don't use the disc in use symbol for
anything.)
2001-06-24 09:25:55 +00:00

162 lines
3.4 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 "compat.h"
#include "QF/cvar.h"
#include "QF/info.h"
#include "client.h"
#include "view.h"
#include "r_cvar.h"
extern double host_frametime;
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;
}
// 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);
}
extern void V_CalcGlowCshift (void);
extern void V_CalcItemCshift (void);
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)) {
V_CalcGlowCshift ();
} else {
V_CalcItemCshift ();
}
}
/*
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;
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;
if (!new && !vid.recalc_refdef)
return;
V_CalcBlend ();
}