quakeforge/libs/video/renderer/sw32/vid_common_sw32.c
Bill Currie e81d690b51 [input] Create QF input library using keys.c
This refactors (as such) keys.c so that it no longer depends on console
or gib, and pulls keys out of video targets. The eventual plan is to
move all high-level general input handling into libQFinput, and probably
low-level (eg, /dev/input handling for joysticks etc on Linux).

Fixes #8
2021-07-05 16:26:07 +09:00

157 lines
3.9 KiB
C

/*
vid_common_sw32.c
general video driver functions
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/cvar.h"
#include "QF/mathlib.h"
#include "QF/qargs.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "compat.h"
#include "r_internal.h"
#include "vid_internal.h"
unsigned short sw32_8to16table[256];
/*
VID_MakeColormap32
LordHavoc: makes a 32bit color*light table, RGBA order, no endian,
may need to be re-ordered to hardware at display time
*/
static void
VID_MakeColormap32 (void *outcolormap, byte *pal)
{
int c, l;
byte *out;
out = (byte *)&d_8to24table;
/*
* Generates colors not affected by lighting, such as
* HUD pieces and general sprites (such as explosions)
*/
for (c = 0; c < 256; c++) {
*out++ = pal[c*3+2];
*out++ = pal[c*3+1];
*out++ = pal[c*3+0];
*out++ = 255;
}
d_8to24table[255] = 0; // 255 is transparent
out = (byte *) outcolormap;
/*
* Generates colors affected by lighting, such as the
* world and other models that give it life, like foes and pickups.
*/
for (l = 0;l < VID_GRADES;l++)
{
for (c = 0;c < vid.fullbright;c++)
{
out[(l*256+c)*4+0] = bound(0, (pal[c*3+2] * l) >> (VID_CBITS - 1),
255);
out[(l*256+c)*4+1] = bound(0, (pal[c*3+1] * l) >> (VID_CBITS - 1),
255);
out[(l*256+c)*4+2] = bound(0, (pal[c*3+0] * l) >> (VID_CBITS - 1),
255);
out[(l*256+c)*4+3] = 255;
}
for (;c < 255;c++)
{
out[(l*256+c)*4+0] = pal[c*3+2];
out[(l*256+c)*4+1] = pal[c*3+1];
out[(l*256+c)*4+2] = pal[c*3+0];
out[(l*256+c)*4+3] = 255;
}
out[(l*256+255)*4+0] = 0;
out[(l*256+255)*4+1] = 0;
out[(l*256+255)*4+2] = 0;
out[(l*256+255)*4+3] = 0;
}
}
static unsigned short
lh24to16bit (int red, int green, int blue)
{
red = bound(0, red, 255);
green = bound(0, green, 255);
blue = bound(0, blue, 255);
red >>= 3;
green >>= 2;
blue >>= 3;
red <<= 11;
green <<= 5;
return (unsigned short) (red | green | blue);
}
/*
VID_MakeColormap16
LordHavoc: makes a 16bit color*light table, RGB order, native endian,
may need to be translated to hardware order at display time
*/
static void
VID_MakeColormap16 (void *outcolormap, byte *pal)
{
int c, l;
unsigned short *out;
out = (unsigned short *)&sw32_8to16table;
for (c = 0; c < 256; c++)
*out++ = lh24to16bit(pal[c*3+0], pal[c*3+1], pal[c*3+2]);
sw32_8to16table[255] = 0; // 255 is transparent
out = (unsigned short *) outcolormap;
for (l = 0;l < VID_GRADES;l++)
{
for (c = 0;c < vid.fullbright;c++)
out[l*256+c] = lh24to16bit(
(pal[c*3+0] * l) >> (VID_CBITS - 1),
(pal[c*3+1] * l) >> (VID_CBITS - 1),
(pal[c*3+2] * l) >> (VID_CBITS - 1));
for (;c < 255;c++)
out[l*256+c] = lh24to16bit(pal[c*3+0], pal[c*3+1], pal[c*3+2]);
out[l*256+255] = 0;
}
}
/*
VID_MakeColormaps
LordHavoc: makes 8bit, 16bit, and 32bit colormaps and palettes
*/
void
VID_MakeColormaps (void)
{
vid.colormap16 = malloc (256*VID_GRADES * sizeof (unsigned short));
vid.colormap32 = malloc (256*VID_GRADES * sizeof (unsigned int));
SYS_CHECKMEM (vid.colormap16 && vid.colormap32);
VID_MakeColormap16(vid.colormap16, vid.palette);
VID_MakeColormap32(vid.colormap32, vid.palette);
}