quakeforge/nq/source/gl_view.c
Bill Currie f78b973978 move the api headers into include/QF and clean up (most of) the resulting mess.
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
2001-03-27 20:33:07 +00:00

194 lines
4 KiB
C

/*
gl_view.c
OpenGL-specific view management 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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "view.h"
#include "client.h"
#include "host.h"
#include "QF/console.h"
#include "QF/compat.h"
byte ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
/*
V_CalcBlend
LordHavoc made this a real, (messy,) true alpha blend. Cleaned it up
a bit, but otherwise this is his code. --KB
*/
void
V_CalcBlend (void)
{
float r = 0;
float g = 0;
float b = 0;
float a = 0;
float a2, a3;
int i;
for (i = 0; i < NUM_CSHIFTS; i++) {
if (!gl_cshiftpercent->value)
continue;
a2 =
((cl.cshifts[i].percent * gl_cshiftpercent->value) / 100.0) / 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;
// don't clamp alpha here, we do it below
}
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);
}
/*
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;
cl.cshifts[CSHIFT_DAMAGE].percent =
max (cl.cshifts[CSHIFT_DAMAGE].percent, 0);
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100;
cl.cshifts[CSHIFT_BONUS].percent =
max (cl.cshifts[CSHIFT_BONUS].percent, 0);
force = V_CheckGamma ();
if (!new && !force)
return;
V_CalcBlend ();
}
/*
* View Rendering
*/
/*
V_RenderView
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
*/
extern vrect_t scr_vrect;
void
V_RenderView (void)
{
if (!cl.worldmodel || cls.signon != SIGNONS)
return;
// don't allow cheats in multiplayer
if (cl.maxclients > 1) {
Cvar_Set (scr_ofsx, "0");
Cvar_Set (scr_ofsy, "0");
Cvar_Set (scr_ofsz, "0");
}
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef ();
} else {
if (!cl.paused /* && (sv.maxclients > 1 || key_dest
== key_game) */ )
V_CalcRefdef ();
}
R_PushDlights (vec3_origin);
R_RenderView ();
}
/*
BuildGammaTable
In software mode, this function gets the palette ready for changing...
in GL, it does very little as you can see.
*/
void
BuildGammaTable (float b, float c)
{
int i;
for (i = 0; i < 256; i++)
gammatable[i] = i;
return;
}