mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
f78b973978
target specific files that I don't build won't compile yet. just put QF/ infront of the offending headers. Also move ver_check into libqfutils
194 lines
4 KiB
C
194 lines
4 KiB
C
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/*
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gl_view.c
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OpenGL-specific view management 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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$Id$
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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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#include "view.h"
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#include "client.h"
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#include "host.h"
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#include "QF/console.h"
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#include "QF/compat.h"
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byte ramps[3][256];
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float v_blend[4]; // rgba 0.0 - 1.0
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/*
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V_CalcBlend
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LordHavoc made this a real, (messy,) 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;
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float g = 0;
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float b = 0;
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float 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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if (!gl_cshiftpercent->value)
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continue;
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a2 =
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((cl.cshifts[i].percent * gl_cshiftpercent->value) / 100.0) / 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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// don't clamp alpha here, we do it below
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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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/*
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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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qboolean force;
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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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cl.cshifts[CSHIFT_DAMAGE].percent =
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max (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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cl.cshifts[CSHIFT_BONUS].percent =
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max (cl.cshifts[CSHIFT_BONUS].percent, 0);
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force = V_CheckGamma ();
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if (!new && !force)
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return;
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V_CalcBlend ();
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}
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/*
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* View Rendering
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*/
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/*
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V_RenderView
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The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
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the entity origin, so any view position inside that will be valid
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*/
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extern vrect_t scr_vrect;
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void
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V_RenderView (void)
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{
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if (!cl.worldmodel || cls.signon != SIGNONS)
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return;
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// don't allow cheats in multiplayer
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if (cl.maxclients > 1) {
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Cvar_Set (scr_ofsx, "0");
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Cvar_Set (scr_ofsy, "0");
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Cvar_Set (scr_ofsz, "0");
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}
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if (cl.intermission) { // intermission / finale rendering
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V_CalcIntermissionRefdef ();
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} else {
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if (!cl.paused /* && (sv.maxclients > 1 || key_dest
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== key_game) */ )
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V_CalcRefdef ();
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}
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R_PushDlights (vec3_origin);
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R_RenderView ();
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}
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/*
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BuildGammaTable
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In software mode, this function gets the palette ready for changing...
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in GL, it does very little as you can see.
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*/
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void
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BuildGammaTable (float b, float c)
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{
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int i;
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for (i = 0; i < 256; i++)
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gammatable[i] = i;
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return;
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}
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